SGOTM 18 - Plastic Ducks

Spoiler :


And now it crashes every time that I attempt to open the file. The T169 save is ok.
 
I have the autosave from the beginning of the turn, but I've lost a turn's worth of moves. :wallbash:

Well, I've messaged kcd_swede and AlanH. The corrupt file is now in the Cloud, so they can access it if they want to. I'll replay as accurately as I can.
 
The one RNG roll went the same (Jewish Missionary spread to Faro).
 
Gonna take a break. You can take over if you'd like. :) In the mean time, I'll eat.

RR is bulbed. A GA is by the SsP.

The AP gift went about as well as our GP generation:

Spoiler :


We should declare war against Evil at some point. I don't know how late you want to leave it? MM just killed the Evil Xbow wandering about our territory, so there's just the unit by Ulundi to worry about.


Log:

Spoiler :
Here is your Session Turn Log from 1090 AD to 1110 AD:

Turn 169, 1090 AD: Djenne has grown to size 14.
Turn 169, 1090 AD: uMgungundlovu has grown to size 9.
Turn 169, 1090 AD: Swinger's Pad has grown to size 12.
Turn 169, 1090 AD: Évora has grown to size 8.
Turn 169, 1090 AD: Ulundi has grown to size 7.
Turn 169, 1090 AD: Pataliputra has been pacified.
Turn 169, 1090 AD: Mansa Musa has 80 gold available for trade.
Turn 169, 1090 AD: You are the worst enemy of Joao II, Dr Evil.
Turn 169, 1090 AD: Gandhi is the worst enemy of Genghis Khan.
Turn 169, 1090 AD: Goldmember is the worst enemy of Gandhi, Mansa Musa.
Turn 169, 1090 AD: The borders of Pataliputra are about to expand.
Turn 169, 1090 AD: Your population: 324 (74.65%) exceeds the Domination Limit: 138 (32.00%)
Turn 169, 1090 AD: Will Trade Map: Gandhi
Turn 169, 1090 AD: Mansa Musa has 80 gold available for trade.
Turn 169, 1090 AD: You are the worst enemy of Joao II, Dr Evil.
Turn 169, 1090 AD: Gandhi is the worst enemy of Genghis Khan.
Turn 169, 1090 AD: Goldmember is the worst enemy of Gandhi, Mansa Musa.
Turn 169, 1090 AD: The borders of Pataliputra are about to expand.
Turn 169, 1090 AD: Your population: 324 (74.65%) exceeds the Domination Limit: 138 (32.00%)
Turn 169, 1090 AD: Will Trade Map: Gandhi
Turn 169, 1090 AD: Mansa Musa has 80 gold available for trade.
Turn 169, 1090 AD: You are the worst enemy of Joao II, Dr Evil.
Turn 169, 1090 AD: Gandhi is the worst enemy of Genghis Khan.
Turn 169, 1090 AD: Goldmember is the worst enemy of Gandhi, Mansa Musa.
Turn 169, 1090 AD: The borders of Pataliputra are about to expand.
Turn 169, 1090 AD: Your population: 324 (74.65%) exceeds the Domination Limit: 138 (32.00%)
Turn 169, 1090 AD: Will Trade Map: Gandhi
Turn 169, 1090 AD: Mansa Musa has 80 gold available for trade.
Turn 169, 1090 AD: You are the worst enemy of Joao II, Dr Evil.
Turn 169, 1090 AD: Gandhi is the worst enemy of Genghis Khan.
Turn 169, 1090 AD: Goldmember is the worst enemy of Gandhi, Mansa Musa.
Turn 169, 1090 AD: The borders of Pataliputra are about to expand.
Turn 169, 1090 AD: Your population: 324 (74.65%) exceeds the Domination Limit: 138 (32.00%)
Turn 169, 1090 AD: Will Trade Map: Gandhi
Turn 169, 1090 AD: Mansa Musa has 80 gold available for trade.
Turn 169, 1090 AD: You are the worst enemy of Joao II, Dr Evil.
Turn 169, 1090 AD: Gandhi is the worst enemy of Genghis Khan.
Turn 169, 1090 AD: Goldmember is the worst enemy of Gandhi, Mansa Musa.
Turn 169, 1090 AD: The borders of Pataliputra are about to expand.
Turn 169, 1090 AD: Your population: 324 (74.65%) exceeds the Domination Limit: 138 (32.00%)
Turn 169, 1090 AD: Will Trade Map: Gandhi
Turn 169, 1090 AD: Clearing a Forest has created 24 ℤ for Lagos.
Turn 169, 1090 AD: Mansa Musa has 80 gold available for trade.
Turn 169, 1090 AD: You are the worst enemy of Joao II, Dr Evil.
Turn 169, 1090 AD: Gandhi is the worst enemy of Genghis Khan.
Turn 169, 1090 AD: Goldmember is the worst enemy of Gandhi, Mansa Musa.
Turn 169, 1090 AD: The borders of Pataliputra are about to expand.
Turn 169, 1090 AD: Your population: 324 (74.65%) exceeds the Domination Limit: 138 (32.00%)
Turn 169, 1090 AD: Will Trade Map: Gandhi
Turn 169, 1090 AD: Mansa Musa has 80 gold available for trade.
Turn 169, 1090 AD: You are the worst enemy of Joao II, Dr Evil.
Turn 169, 1090 AD: Gandhi is the worst enemy of Genghis Khan.
Turn 169, 1090 AD: Goldmember is the worst enemy of Gandhi, Mansa Musa.
Turn 169, 1090 AD: The borders of Pataliputra are about to expand.
Turn 169, 1090 AD: Your population: 324 (74.65%) exceeds the Domination Limit: 138 (32.00%)
Turn 169, 1090 AD: Will Trade Map: Gandhi
Turn 169, 1090 AD: Austin Powers's Golden Age has begun!!!
Turn 169, 1090 AD: Mansa Musa has 80 gold available for trade.
Turn 169, 1090 AD: You are the worst enemy of Joao II, Dr Evil.
Turn 169, 1090 AD: Gandhi is the worst enemy of Genghis Khan.
Turn 169, 1090 AD: Goldmember is the worst enemy of Gandhi, Mansa Musa.
Turn 169, 1090 AD: The borders of Pataliputra are about to expand.
Turn 169, 1090 AD: Your population: 324 (74.65%) exceeds the Domination Limit: 138 (32.00%)
Turn 169, 1090 AD: Will Trade Map: Gandhi
Turn 169, 1090 AD: Your Frigate 3 (Philadelphia) has reduced the defenses of Roskilde to 32%!
Turn 169, 1090 AD: Atlanta will grow to size 13 on the next turn.
Turn 169, 1090 AD: Pataliputra will shrink to size 5 on the next turn.
Turn 169, 1090 AD: Atlanta will grow to size 13 on the next turn.
Turn 169, 1090 AD: Pataliputra will shrink to size 5 on the next turn.
Turn 169, 1090 AD: Austin Powers adopts Free Speech!
Turn 169, 1090 AD: Austin Powers adopts State Property!
Turn 169, 1090 AD: Philadelphia will grow to size 13 on the next turn.
Turn 169, 1090 AD: Atlanta will grow to size 13 on the next turn.
Turn 169, 1090 AD: Turfan will grow to size 11 on the next turn.
Turn 169, 1090 AD: Pataliputra will shrink to size 5 on the next turn.
Turn 169, 1090 AD: Philadelphia will grow to size 13 on the next turn.
Turn 169, 1090 AD: Atlanta will grow to size 13 on the next turn.
Turn 169, 1090 AD: Turfan will grow to size 11 on the next turn.
Turn 169, 1090 AD: Pataliputra will shrink to size 5 on the next turn.
Turn 169, 1090 AD: Philadelphia will grow to size 13 on the next turn.
Turn 169, 1090 AD: Atlanta will grow to size 13 on the next turn.
Turn 169, 1090 AD: Turfan will grow to size 11 on the next turn.
Turn 169, 1090 AD: Pataliputra will shrink to size 5 on the next turn.
Turn 169, 1090 AD: You have discovered Steel!
Turn 169, 1090 AD: You have constructed a Harbor in Member's Only. Work has now begun on a Intelligence Agency.
Turn 169, 1090 AD: You have constructed a Intelligence Agency in Coimbra. Work has now begun on a Buddhist Temple.
Turn 169, 1090 AD: You have constructed a Jail in Évora. Work has now begun on a Intelligence Agency.
Turn 169, 1090 AD: The borders of Pataliputra have expanded!

Turn 170, 1100 AD: Member's Only will become unhealthy on the next turn.
Turn 170, 1100 AD: Mansa Musa has 120 gold available for trade.
Turn 170, 1100 AD: You are the worst enemy of Joao II, Dr Evil.
Turn 170, 1100 AD: Gandhi is the worst enemy of Genghis Khan.
Turn 170, 1100 AD: Goldmember is the worst enemy of Gandhi, Mansa Musa.
Turn 170, 1100 AD: Your population: 326 (74.60%) exceeds the Domination Limit: 139 (32.00%)
Turn 170, 1100 AD: Will Trade Map: Gandhi
Turn 170, 1100 AD: Member's Only will become unhealthy on the next turn.
Turn 170, 1100 AD: Mansa Musa has 120 gold available for trade.
Turn 170, 1100 AD: You are the worst enemy of Joao II, Dr Evil.
Turn 170, 1100 AD: Gandhi is the worst enemy of Genghis Khan.
Turn 170, 1100 AD: Goldmember is the worst enemy of Gandhi, Mansa Musa.
Turn 170, 1100 AD: Your population: 326 (74.60%) exceeds the Domination Limit: 139 (32.00%)
Turn 170, 1100 AD: Will Trade Map: Gandhi
Turn 170, 1100 AD: Judaism has spread in Faro.
Turn 170, 1100 AD: Member's Only will become unhealthy on the next turn.
Turn 170, 1100 AD: Mansa Musa has 120 gold available for trade.
Turn 170, 1100 AD: You are the worst enemy of Joao II, Dr Evil.
Turn 170, 1100 AD: Gandhi is the worst enemy of Genghis Khan.
Turn 170, 1100 AD: Goldmember is the worst enemy of Gandhi, Mansa Musa.
Turn 170, 1100 AD: Your population: 326 (74.60%) exceeds the Domination Limit: 139 (32.00%)
Turn 170, 1100 AD: Will Trade Map: Gandhi
Turn 170, 1100 AD: Austin Powers's Frigate 1 (Philadelphia) (6.77) vs Goldmember's Caravel (3.30)
Turn 170, 1100 AD: Combat Odds: 96.1%
Turn 170, 1100 AD: (Extra Combat: -10%)
Turn 170, 1100 AD: (Extra Combat: +10%)
Turn 170, 1100 AD: Goldmember's Caravel is hit for 30 (70/100HP)
Turn 170, 1100 AD: Goldmember's Caravel is hit for 30 (40/100HP)
Turn 170, 1100 AD: Goldmember's Caravel is hit for 30 (10/100HP)
Turn 170, 1100 AD: Goldmember's Caravel is hit for 30 (0/100HP)
Turn 170, 1100 AD: Austin Powers's Frigate 1 (Philadelphia) has defeated Goldmember's Caravel!
Turn 170, 1100 AD: Your Frigate 1 (Philadelphia) has destroyed a Caravel!
Turn 170, 1100 AD: Your Frigate 3 (Philadelphia) has reduced the defenses of Roskilde to 24%!
Turn 170, 1100 AD: Joker will grow to size 13 on the next turn.
Turn 170, 1100 AD: Samarqand will grow to size 13 on the next turn.
Turn 170, 1100 AD: Member's Only will grow to size 17 on the next turn.
Turn 170, 1100 AD: Coimbra will grow to size 13 on the next turn.
Turn 170, 1100 AD: Timbuktu will grow to size 15 on the next turn.
Turn 170, 1100 AD: New Sarai will grow to size 8 on the next turn.
Turn 170, 1100 AD: Swinger's Pad will grow to size 13 on the next turn.
Turn 170, 1100 AD: Guimarães will grow to size 6 on the next turn.
Turn 170, 1100 AD: Ulundi will grow to size 8 on the next turn.
Turn 170, 1100 AD: Pataliputra will shrink to size 4 on the next turn.
Turn 170, 1100 AD: Your population: 325 (74.54%) exceeds the Domination Limit: 139 (32.00%)
Turn 170, 1100 AD: You have constructed a Intelligence Agency in Atlanta. Work has now begun on a Buddhist Temple.
Turn 170, 1100 AD: You have constructed a Coal Plant in Oporto. Work has now begun on a Library.
Turn 170, 1100 AD: You have constructed a Jail in Djenne. Work has now begun on a Intelligence Agency.

Turn 171, 1110 AD: Joker has grown to size 13.
Turn 171, 1110 AD: Samarqand has grown to size 13.
Turn 171, 1110 AD: Member's Only has grown to size 17.
Turn 171, 1110 AD: Member's Only has become unhealthy.
Turn 171, 1110 AD: Coimbra has grown to size 13.
Turn 171, 1110 AD: Timbuktu has grown to size 15.
Turn 171, 1110 AD: New Sarai has grown to size 8.
Turn 171, 1110 AD: Swinger's Pad has grown to size 13.
Turn 171, 1110 AD: Guimarães has grown to size 6.
Turn 171, 1110 AD: Ulundi has grown to size 8.
Turn 171, 1110 AD: Goldmember is the worst enemy of Joao II.
Turn 171, 1110 AD: The borders of Atlanta are about to expand.
Turn 171, 1110 AD: The borders of Djenne are about to expand.
Turn 171, 1110 AD: Your population: 334 (74.55%) exceeds the Domination Limit: 143 (32.00%)
Turn 171, 1110 AD: Will Trade Map: Mansa Musa
Turn 171, 1110 AD: Clearing a Forest has created 30 ℤ for Guimarães.
Turn 171, 1110 AD: Clearing a Forest has created 9 ℤ for Swinger's Pad.
 
We can remove a lot of resource gifts to GK now, we've got our +2.

For MM: let's give him coal but remove corn.

We should gift some :) and :health: resources to Gandhi to help him grow... he's lost gems now. Corn, wheat, rice and spice might help a bit.

We might have to liberate a few more cities to GK in the end, MM is getting too much pop compared to Gandhi. Old and New Sarai plus Karakorum if needed. That's +4.5 more than the extra -3 we'd get for trading with Gandhi.

~~~

Beakers left after this turn:
(5850+3900+5850+3900)/1.2+8125 = 24375
7T = 3482 bpt average (T179)
8T = 3047 bpt average (T180)

T179 is hard mode to complete techs. T182 victory is nightmare mode to win the game. << not sure this is actually possible as there are so many Shaka units to kill and we have a lot of stuff to build in coming turns. T183 is more reasonable and should be hard mode.

T180 is normal mode to complete techs. T184 is normal mode to win the game.

EP: we can get ~2800 EP/t with full slider. I'm not worried at all that we'll be able to generate enough EP now as 3T of 100% EP = 8400
We have 2140, 3000 from GSpy and 520/t over 7~8T = 3640~4160
---
17,180 : more than enough. And we might run more specialists over those 7~8T anyway.

Now we need more spies and settlers. No more infrastructure ! If we can get both MM and GK Friendly then we don't even have to worry about hidden bonuses...

Settlers need some turns to get into position also...

T183 might be a good target now. If we can maintain the bpt rate of ~3500 we currently have while building the stuff we need, that gives us 4 turns to kill Shaka's troops.
T181 first ~10 paratroopers go over
T182 another ~20 go over. First 10 kill 10 units. Call UN vote.
T183 UN result in we win!. Spread culture to SsP. DoW Joao and recapture SsP with nearby HA. 30 paratroopers kill remaining units. (40 killed, should be enough)

~~~

I need to count how many cities are within 10 tiles of airlift area. And how many within 20 as this is kinda important to see if the 30 paratroopers number I wrote makes sense...
 
City (# of Paratroopers contributed over 2 turns)

10 tiles or fewer
Boston (2)
Evora (1)
Coimbra (2)
Oporto (2)
Lisbon (1)
uMgungun (2)
Ulundi (1)
?? Guimares (1) (might be gifted to Gandhi)
Lagos (2)
Chicago (2)
SsP (2)

20 tiles or fewer
PDB (1)
Philly (1)
Synan (1)
Atlanta (1)
Joker (1)
Beshbalik (1)
Karakorum (1)
Ning-Hsia (1)
Samarqand (1)
Djenne (1)
KS (1)
Timbuktu (1)
MO with galleon (1)

---
28 total, but ~35 kills overall

This causes a serious population drop (talking about ~100 pop here - enough to cause UN vote problems :lol:) so it doesn't seem to be realistic with all the other stuff we need to build.

Let's still aim for T183 but reassess when we have to research MM and build UN... if things look too tight, we don't gamble and add an extra turn. Whatever!

~~

Not sure we should build Eiffel Tower anymore. It costs a ton and the culture added in SsP will be quite low...

EDIT: as I said this morning, I'm not playing before I complete my work... I'm on the last legs but if I get distracted by 1 hour to theorize about the end game ... :crazyeye:
 
I'll upload before I end the current turn in any case.

Some assorted thoughts/questions before I look at the game again:

  • With RR in next turn, shall we have all Workers focus on connecting the major traffic routes (barring one or two remaining improvements)?
  • Should we change all infrastructure builds that are not 1–2 turns away from completing to Spies, Wealth/Research, and/or Settlers?
  • I'll check to see how long a Palace needs to complete in Ulundi.
  • SsP: my instinct is to complete the Jewish Synagogue ASAP and run Artists while building Culture. I'll queue a Buddhist Stupa and try to 1-turn complete it with Forest chops after the border pop.
  • Should we DoW Evil now to open borders with Joao? I would favor doing this, and we will earn some diplo bonuses with GK and Mansa.
  • I'll see if I can hurry the Oporto GPerson by a turn or two, since an earlier GArtist or GEngineer offers more to us than one that is delayed.
I'm going to open up the save and think about the end game...
 
RR
Complete the improvements that are close to completion. After that, make sure that the cities that I posted in 4509 have a 10 or 20 tile route to a launching area.

Feel free to erase all markers and make new ones for railroads and required forts for airlifts. At least, that's what I'd do. (leave the ones for city gifts)

Infra
yes. Settlers, spies gold.

Palace
I stressed workshops in Ulundi because we can generate quite a few hammers with good emphasis...

SsP
Sounds about right. During the last turns of Caste, we will starve the city on only artists.

DoW Shaka
If it doesn't give us :mad: and beaker problems, sure.

Oporto
Agreed. GA means we get to settle and generate ~550 more culture. GE means Versailles I guess also worth ~500 culture. GSpy means fewer spy specialists :)

Other
Start trading techs to Mansa for his gold.
 
You know, sometimes it pays to take a small break:

Spoiler :


Reload T0 save...



Goooooo team.

:suicide:
 
Here's how we'd do it, if it's possible:

Spoiler :


X = Berserker bait, after the Palace is moved to Ulundi.





Last picture to show that the AI must lack Rocketry, otherwise we'd have seen the Apollo Program by now.
 
Quicker than stealing Fission and researching Rocketry via Flight?
 
Rocketry will take at least 2T (8125/1.2 = 6771b) and we'll be out of GA, so possibly 3T. Then 1~2T to build Nuke and another turn again to move it close enough (ICBM is 500H so no 1-turn that).

179+3+1~2+1 = 184~185

And then I haven't factored in the need to run ~3T of EP slider.

But you're right, Artillery is not necessary ;)

~~~

EDIT: If we switch the order around and build nukes before paratroopers then paratroopers are delayed and there's still the EP issue.
 
Running the EP slider while generating enough :science: is the big problem.

Nukes can allow Paratroopers to capture a city on the turn that they paradrop. You just need to clear the enemy city of all its units, including Settlers/Workers. So if espionage were not an issue, we could proceed with the following:

T180: Rocketry (hard mode); continue to build Wealth/Research in most cities; OF to Nukes in a select few
T181: Fascism; move Nukes to Forts; whip 1 Paratrooper in Evora
T182: Capture the Lair

But we do not have an easy way to instantly convert population into :science: and :espionage: in the same way that we can whip away 4-2 pop in a single turn to build an army of Paratroopers.
 
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