SGOTM 9 - Smurkz

<<The Save>>

Turn Notes/Handoff

Operation Cleanup
There were many parts to this activity but all are nearing an end.
The Land Crew - Where pollution was on our border, I treated it with slaves and covered with a single MA. When they were done, I pulled them back into our territory. Where pollution was deep in indian territory, I marched the workers there, covering them each step of the way with a single MA. There was pollution on a hill and on flatlands. Hills require 12 workers, flatland requires 6. When done they joined up and were headed to a mountain pollution together (requires 18workers).

The Custodian Marines When a pollution was near the shore, a transport or many transports were loaded and sailed to a good disembarkation site. They were covered by a single MA who drove there over land taking advantage of the three move ability. In the case of Deer, there is a section of the Mountain Atoll that is outside of Indian territory. four MA were sent there via the Oe-Hah strikeforce transport and landed on the mountians. They are to be used to cover a worker landing party. There are several transports floating south of Deer as well as one offshore to the West of Kastle and another somewhere near Canal. The three southern transports carry the necessary 18 workers for the Mountain Pollution near Kristian. Don't forget to cover them with at least one MA. The one to the East is for the Adelphia pollution. There is an MA on it's way to cover them.

Trial by Flight Thinking I could send workers by helicopter, I used our spy to steal Advanced Flight from the Ottomans. The spy was caught and killed, but was easily replaced and succeeded on the next try.

Helicopters do not carry workers. Nor do they carry MI or MA, so the only thing they are good for is carrying Infantry or Paratroopers. Neither have a very large defensive number. Still, I was hoping to use the helicopters to airdrop infantry to cover a distant pollution tile. I did a trial run on my last turn so there are two infantry standing on a pollution tile South of Meh.

If they go unmolested through the IBT, then the helicopter is a viable way to cover workers. Then one worker can be disbanded and the infantry ride back on the boat with the workers.
If the infantry draw any kind of attack (because of their lower defensive number) then we might as well put the infantry in the helicopters and rebase to Tadpole where they can be used against spain or america if need be. Worker cover will have to come from MA's moving across Indian territory, or landing from the troop transport (under destroyer cover SW of Kristian).

What to do next
Watch the Infantry test results on the IBT and act accordingly. If they do get attacked, they will probably loose and you will have to kill their conquerors with artillery, then MA attacks so that the worker stack can move onto the pollution.

All other landbased worker stacks are adjacent to the tile they are to clean up. Move them on your first turn and clean it up on your second. The two transport based worker stacks are within range of their target and should be unloaded on their pollution tile and covered with the nearby MA.
Operation Rubber Ball
The only tech left is Amphibious Assault. Marines can be scary since we've left coast cities undefended. Marines require rubber. The only civ that has rubber is Spain. To take rubber from them, we need to destroy their capitol.

Since they are at war with us, I hatched a scheme to give them another city on their island and then destroy their city. I've landed two settlers and two MA on their island.
On the next turn, the first settler should found a city. The second settler should be joined to it so it's big enough to be captured. Then the MA's should move towards the Spainish Capitol. On turn two, Spain should have captured the new city. There are three cruise missles within bombard range. Use them plus the new one from Chicago to kill as many units as possible then take out the city with the MA's. There are two transports SE that could be used to drop more MA's off on turn one to be ready for the attack on turn 2.​

Note that this is a temporary measure. We won't have a way to prevent them from reconnecting to the rubber unless we found a city next to the Rubber on the island. There are settlers building in the south of Tad. Rush one of those and transport it to the island to prevent the connection of rubber. Don't found on top of the rubber incase the city would flip. Just put it next to the rubber and we can pillage the rubber tile.

Moats
The Smurkz moat works very well. Take the MA Army that is not fortified and move him to the other gate tile. Don't fortify him or you'll forget to move him. Instead, put him in the right spot (He should always end the turn North of an enemy Guerilla) and then hit the spacebar to skip the rest of his turn. He will ask for orders every turn and you can just move him back to the other gate tile.

The Ostrich moat also works well but it's not quite finished. I moved a bunch of workers onto the gate tile so they can road and rail it next turn. It could also use a fortress. (I had been using the Iron Mountain as the gate tile, but it works better using their rubber tile as the moat and the grass to it's East as the gate.) There are two MA named Gatekeeper 1 and Gatekeeper 2.
On the next turn move the gatekeepers to the other gate tile (make the road and rail with the workers first) and then hit spacebar.​
I had intentions of bringing one of the armies up there so you could gate with just one moving unit, but I didn't get that done in time.

Ironclad target practice
I found that stealth bombers redline ironclads too often. If we're going to go with a no WW policy in the future, we shouldn't bomb ironclads (or anything) with stealth bombers. I rebased them to MO island incase we want to eliminate the Ottomans at some point.

Most of the ironclads leave Nansmurket or Adelphia and end up near the Aegis/carrier stacks. They don't like attacking Aegis or Elite Destroyers but do attack Veteran Destroyers if in their range. I've tried to back the destoyers up out of range and/or cover with Aegis, so try to put the stacks back where they are now. You will need to sail from the set locations to bombard the ironclads and then sail them back. You can also use excess fighters to bomb them. My hit/miss ratio was about 50% for both fighters and destroyers and I often went looking for extra units to make sure I wounded every ironclad. That's why I have a lot of Aegis and destroyers on order. The West Coast (near Kastle) has had fewer ironclads and there are a lot of ships covering Carthage that could temporarily pull out to bomb if necessary. Just remember not to leave veteran destroyers by themselves.

There was a galleon and ironclad in Gem City. I left the southern outlet of the Channel open to allow them to ferry troops as necessary. Stealing plans will tell you if they are still there or have been abandoned. I thought about lining the Channel shore with units to prevent an indian invasion from Gem City to Ostrich, but didn't finish that in my preparations for Operation Rubber Ball (see above).

Ship Chain
I had to relocate the ship chain to make it work. The transfer point is under the AEGIS in the shipwall, south of Second Chance. (It's easily distinguished from the destroyers by the white gun deck on the AEGIS.) This position is within range of Buffalo, HolyCow and Point. All of the Transports are named "BCP transit" with a numbers 1-10. To move units:
  1. Load units in transport at departure city
  2. Drive transport to transfer point
  3. Rightclick transfer point and WAKE one of the unmoved transports (12/12)
  4. Rightclick transfer point and "WAKE ALL TRANSPORTED"
  5. Press "L" to load unit and select the transport you WOKE above. Repeat until all units are in the new transport.
  6. Verify new transport has 12/12 moves and all passengers. Sail new Transport to destination city.
  7. To reset the chain this turn: Rightclick destination city and WAKE one of the empty, unmoved transports and sail him back to the transfer point. Right click transfer point and wake one of the empyt, unmoved transports and move him back to the departure city. If you don't do this, you will have broken the ship chain until you reset it next turn.
    • You can verify you did this right by making sure there are two transports in each of the three cities and 4 transports at the transfer position at the end of each turn.
    • You can carry units in the return transport as well making a two directional transport.
  8. Right click your destination city and "WAKE ALL TRANSPORTED". Move the units to their desired positions.
The chain is setup for two transports to move from departure city to destination city. Note that means you can move 12 units one way or 24 units two ways. (The return boats that reset the chain would carry up to twelve units from destination city back to departure city.) I doubt we need more capacity than this.

I'll post more notes later, but that should be enough to play.
 
EDIT: This post is bogus, I seem to have edited it when all I wanted to do was to quote it. :blush:

Looking good, CB! :goodjob:
Too bad about those worker crews, but no blame on you. I would probably have chanced it the same way. If the same situation arises again, I guess the best solution is simply to bombard/kill the fortified troops so that there's no problem running the moat.

Still no SS parts. :(

Roster:
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  • zyxy
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  • Methos - ghosting

WD, go go go!
 
I'm going back through the rituals I was following to see if I forgot anything. In general my turn consisted of:
IBT
  • Watch for any boats on the move. Our defense depends on wounding every seagoing vessel and making them go home. Non Indian ships can be sunk.
  • Unit builds > Order same type unless I don't need anymore.
  • Improvement builds > Order next in progression. My priorities had been happiness based. I was trying to get 100% happiness where possible. Since some of our unhappiness is War Weariness, police stations were a culture less way to get rid of an unhappy face. Temples and Cathedrals were ordered where the market place and police station existed. I also had a little project to see how many sheilds I could get in Entremont. Many towns are cramped at size 12 and I micromanaged to try to get the food to be an even number so we don't grow-starve-grow. In towns that had excess food even at size 12 with all things mined, I started hospitals so that we get get a few entertainers and make all the unhappy faces go away. It's good for the score but it's also good for WLTKD. Ostrich is mostly worth less, but I'm slowly building markets where needed and the gate cities need civil defense and SAMs (but neither are a priority worth rushing). Some of the coastal towns building harbors are doing that for veteran destroyers rather than for coastal food.
Turn
  • Move the gatekeepers at both Moats, pressing spacebar to keep them active on the next turn.
  • Clear our pollution. If left over workers stacks, assemble them somewhere obvious and fortify them in stacks of 12. (Makes clearing pollution easier.)
  • Bombard visible ironclads using any available destroyer/AEGIS, returning them to their origin after the bombard.
  • Recon all the fighters. There are at least two in most of the carriers, and there's a lot in Meh. If you're careful to recon a tile 2 tiles from the nearest visible tiles in both directions you should have plenty to illuminate the entire coastline and all of India.
  • Bombard any new ironclads found during recon.
  • Operation Cleanup (make sure you wake the MA so it moves with the worker stack. I almost had an oops using "J" to move the stack but not unfortifying the MA first. Luckily caught it at the last minute. :p ).
  • Evaluate any battle plans against other AI. (Spain only at this point.)
  • Micromanage if you feel up to it. That include using workers to do things besides pollution cleanup. I think I've got all the cities to their optimal food usage on Tadpole, but there are still several cities that need to grow to fill in their tiles freed by MM or replace workers claimed for Operation Cleanup. The governor will likely pick the wrong tile if given the choice. Don't forget that we get 2 pop points for every growth now that Longevity has been built.
  • Investigate things of interest. I didn't use the spy's a lot, but I did notice that you can steal plans from India first, then go to the F3 screen and see any towns that are NOT building military units. Then you can investigate those cities. Last time I checked, Dehli still has ~10turns on Wall Street and Indianapolosmurkz was working on a market. Everyone else was building ironclads, guerillas or rifles.
  • I didn't bother with diplomacy since we're at war with everyone. Spain has an active MA, America has an MPP with india and everyone has trade embargos against us.:rolleyes:

Good luck
 
Long term

  1. Encourage Gandhi to take an interstellar hike.
  2. Not worry too much about a Domination Victory, which is now 78 tiles away (per MapStat).


Short term


A Clean up Gandhi’s dirty land. He has four messes in Smurkz that our brave workers will have to take care of.

Indian Pollution 1770 AD
1770AD_SmurkzPollutionTrimmedDotted.jpg


B Do a bait-and-switch with Spain’s capital.

The Spanish Mainland 1770 AD
1770AD_RubberBallTrimmedDotted.jpg


C Keep the Smurkz Moat operating.

Smurkz Moat 1770 AD
1770AD_SmurkzMoatTrimmedDotted.jpg


D Finish out the Ostrich Moat with some rails.

Ostrich Moat 1770 AD
1770AD_OstrichMoatTrimmedDotted.jpg


E Use the ship chain correctly and reset it when done.

Ship Chain Smurkz-to-Ostrich
1770AD_ShipChainTrimmedDotted.jpg


F The Indians are vain sailors. One tiny scratch on their bright and shiny ironclads and they go running for home to get it cleaned up. Need to be a scratch on every ironclad found.

G Cities building units continue building units.

H Cities building improvements continue to build improvements. Cultural improvements are OK; that Victory is a long time away, say 150 turns or so.

I MM some, since this is a skill I need to improve.

J Get an army to Ostrich to make the Gate-baiting easier.

While probably not needed as much now, this is a very useful tool for me to use.
Plan to get started Friday and finish Saturday.
 
Looks good (except I can't see the Spanish image), so go for it!
EDIT: Can see the image now, probably a glitch with photobucket.

I'd like to make a comment about culture though. According to CAII, our 100k win date is currently calculated to 2078 AD, which is above the crucial point but not by much. Since many other teams seem to have played it out to the 21st century, I think we should be planning for that possibility. That means be careful with cultural buildings.

One easy thing that we could do to avoid a (admittedly very minor) cultural income increase is to sell/rebuild the temples that risk becoming a thousand years old. Those at risk of doing so are (date for culture doubling).

Ismurkz (1810 AD)
Zentral (1830 AD)
Lamb on Broadway (1910 AD)
Vladivosmurkz (1960 AD)
San Ansmurkzio (1960 AD)

Also I think we should consider razing and rebuilding City for the Sages. It's more or less the only town (with high cpt) we could do so with and not lose any important wonders. We'd lose the Pentagon though but that could be rebuilt. We could possibly also do the same for Vladivosmurkz to avoid the Wall Street becoming 1000 years old, but that would be pushing it.

If we are planning to raze CftS, then we could be a bit more care-free with cultural buildings at this point as well. So none of this should affect CB's turns, it's further into the future.
 
AlanH said:
So, laurels will go to the team in each competition who's India builds Apollo and learns all the space ship techs at the earliest date. And we'll award Mistfit's self-propelled Space-Dumbo to every team who succeeds in actually blasting Gandhi into space.
Hmm. Every team that gets Gandhi to space gets the Dumbo award, which means the team-vs-team part of the contest is limited to getting India to build Apollo. Does that mean that we're free to go read the other team threads now? :hmm: :)

/me pokes AlanH and Gyathaar
 
Hmm! Well, if someone did have a magic solution to getting PigsDumbos in Space, and you went and read their thread, you'd be able to take advantage of that knowledge to add your names to that honours list, somewhat unfairly.
 
Ah well, I guess I'll have to hold my curiosity for a while longer then. :(

Thanks for the reply anyway.
 
Wow, pictures really do say a thousand words! Nice strategy CB, it's nice to know you have a full understanding of my handoff.

CommandoBob said:
While probably not needed as much now, this is a very useful tool for me to use.
Some MM challenges would be:
  • Get Ostrich towns to max size (no hospitals)
  • Get all Smurkz in WLTKD. (Could irrigate to support specialists.)
  • Set all wealth cities to N*8 + 1 to get the best ratio of sheilds to gold conversion.;)
  • Don't spend 18 hours. :p

Don't worry about culture yet but keep an eye on it if any of the above require culture buildings.
 
End of Turnset 35 stats (in brief)
9.0.1
Amphibious War (37turns)
44349 gold (+1776 gpt)

[IBT 1770 AD]
"Apollo and Gandhi, sitting on a launch tee,
W-A-I-T-I-N-G.
First comes smarts, then comes things,
then India goes past, Saturn's rings!" - modified elementary school poem

Rush a settler in Seattle for 108 gold. This one will be head to Spain.
Hit enter.

Wounded ironclads to Nansmurkzet.
Ironclads leave Smurkzville.
Ottoman guerilla moves south of Ulaanbaatar onto the rubber.
Trial by Flight
Both infantry are attacked, promoted to Elite and then worn down by repeated guerilla attacks and eliminated.

Carthage police station -> library, 2 turns.
Spicy Smurkz police station -> airport, 2 turns.
Seattle settle -> settler, 30 turns.
Smurkzacabana granary -> MA, 2 turns.
Pamplona temple -> police station, 160 turns. Gl back and hire a taxman to keep the city quiet.
Maaloey marketplace -> temple, 60 turns.
Stockholm marketplace -> temple, 60 turns.

001 1772 AD

Army moves to the Smurkz East Gate.
Move the Mountain Land Crew to Mt. Albu.
Land Crew south of Meh stay put, Indian rifleman and guerilla on polluted tile.
New pollution south of Ol' Smurkz River, with a cleanup crew nearby. Move onto tile.

Found Taco Bueno on the Spanish Mainland, grows in 20, courthouse in 80. (I worked at a Taco Bueno restaurant in college.)
Second settler joins to Taco Bueno.
Move both MAs to north tile on the Spanish Mainland.
Rail the South Gate on Ostrich.
Move MAs to South Gate.
Miskeyed the MA onto the mountain, cannot land workers on the pollution south of Smurkzadelphia.
One pollution on Tadpole.
Load settler onto Oyster Ferry, head to Spain.
Unload EPA1, 2 and 3.
One ironclad due east of Canal. Attacked instead of Bombard. My bad.
Two ironclads from Smurkzville found and wounded.
[IBT]
Taco Bueno 1772 AD
1772AD_TacoBuenoTrimmed.jpg


Taco Bueno was captured by the Spanish! Imagine that.

Ottoman guerilla attacks an MA in Ulaanbaatar and dies.
Wounded 'clads head to Smurkzville.
Two 'clads from Nans come out.
One 'clad from Kristiansund heads out.
Both gates work.
Galleon and 'clad leave Gem City, heading south.

Entremont SE -> commercial dock, 2 turns.
Augustodurum something I forgot -> SE, 5 turns.
Texas Horses SE -> colosseum, 4 turns.

002 1774 AD

Battle of Vitoria
Cruise missile hits rInfantry, now 2/3.
Cruise missile hits rRifleman, now 2/3.
Cruise missile kills wounded rInfantry.
Cruise missile kills wounded rRifleman.
Vitoria defended with an rSpear ! :eek: 'Run away, run away'

Last Battle for Vitoria?
1774AD_VitoriaTrimmedDotted.jpg


Don't want to lose the Elite tank, so attack with the veteran instead.
vMA vs. rSpear, vMA is very lucky and wins with no damage. :woohoo:
Vitoria is razed.

Move transport, unload settler onto the north of Spain.
Change Carthage from library to colosseum, 2 turns.
The Gates swing.
Mt. Albu cleaned up.
Ol' Smurkz River cleaned up.
Move Land Crew next to Smurkzgrad.
Move MA and workers onto pollution south of 'adelphia.
Damage the two 'clads from Nan.
Damage the 'clad from Kristiansund.
Ship chain MAs to Tadpole.

[IBT]
Did not protect the transport near 'adelphia and it goes down.
Istanbul riots, buy a clown.
Sauda riots, buy a taxman.
Chicago cruise missile -> MA, 2 turns.
Spicy Smurkz airport -> colosseum, 3 turns.
Orebro riots, buy taxman.
Pamplona riots, change taxmen to clowns and buy one more.
Add Fuel Cells to the SS Smurkz.
SteinSmurkz fuel cells -> colosseum, 5 turns.
Jaen riots, taxman to clown, buy second clown.
LateNightSpam riots, buy clown.
SmurkzOnIce riots, buy clown.
Bjoergvin riots, buy clown.

003 1776 AD

Change Canal to transport and rush, 224 gold.
Damage loose 'clads, 3 total.
Found Rubber Ducky on Spain instead of DaveMcWorgborg, the suggested name. Ducky grows in 10, courthouse in 80.
Pollution south of 'adelphia is gone.
Pollution northeast of 'grad is gone.
Up the happy slider to 20.
Seattle is crabby, buy a clown.

[IBT]
2 'clads from Smurkzville.
2 wounded 'clads into 'adelphia.

Entremont dox -> colosseum, 1 turn.
Carthage colosseum -> MA, 3 turns.
San Ansmurkzio police station -> colosseum, 3 turns.
Lugdunum police station -> cathedral, 13 turns.
Golden Smurkz cathedral -> airport, 3 turns.


004 1778 AD

'clads from Smurkzville damaged.
One polluted mountain NE of Kristiansund cleaned up.
East Gate has problems, fortified units remain in place. Bombard, redline one and hope they will move south and not north.
Shut the West Gate with fresh MAs, leave Army at East Gate.
North and South Gate work fine.

[IBT]
East Gate 1778 AD
1778AD_EastGateTrimmedDotted.jpg


Tragedy!
With both gates closed, Indians attack Meh and two of our Land Crews. Lost count of the battles, but the bottom line is that many Indian units died, we lost two MA and about 24 workers. The Mt. Albu and Ol' Smurkz River stacks were taken.
Stack of India defensive units move onto open tile south of Meh.
Indian units from Gem City land on Tadpole near East Virginia. with one guerilla.
Wounded 'clads back to Smurkzville.

Entremont colosseum -> MA, 1 turn.
Mohacs SE -> colosseum, 7 turns.
Verulamium hospital -> bank, 9 turns.

005 1780 AD

Open the East Gate. Hope this will draw away the angry young Indian men away from our de-polluters.
Blockade off guerilla on Tadpole near East Virginia. No one is at war with India, all are mad at us. Cannot proxy a city.
Got Army to Ostrich.
Clean up crew moves to a second dirty mountain SE of the one they are on near Kristiansund.
India’s Invasion 1780 AD
1780AD_EastVirginiaTrimmedDotted.jpg


[IBT]
Four 'clads from 'adelphia.
Two 'clads from Nan.
One 'clad from Kristiansund.
Guerilla on Tadpole attacks MA in Washington and dies.
Galleon and 'clad head east.
Indian rifleman and pike bravely destroy the road and raildroad SW of Meh. Other units leave.

Augustodurum SE -> airport, 2 turns.
Richborough police station -> SE, 7 turns.
Spicy Smurkz colosseum -> recycling, 4 turns.
Texas Horses colosseum -> temple, 2 turns.


006 1782 AD

Galleon and 'clad shadowed.
Other 'clads damaged.
Pollution near Kristiansund cleaned up.
Workers loaded into transport south of 'adelphia.
Army loaded on Ostrich with the Gatekeepers.
Both Gates working fine, no funny stuff from India.

[IBT]
Missed a 'clad near Nan, it attacked us, did some damage and went north.
Two 'clads from Smurkzville.
Wounded 'clads head home.

San Ansmurkzio colosseum -> jet, 2 turns.
Orebro riots again, buy 2 clowns.
Golden Smurkz airport -> MA, 4 turns.


007 1784 AD

Swing the gates.
Bombard the 'clads.
Steal plans, see that nothing is on the Galleon.
[IBT]
America sends out a galleon and kills a privateer.

Augustodurum airport -> temple, 2 turns.
SteinSmurkz colosseum -> mass transit, 8 turns.
Jaen police station -> temple, 4 turns (will add 4 dominion tiles once completed).
Texas Horses temple -> cathedral, 5 turns (no tiles added towards domination limit on expansion).

GiftAluminum2 1784 AD
1784AD_GiftAluminum2Trimmed.jpg


GiftAluminum2 want to rejoin us but we say no.

008 1786 AD

Bomb the American galleon 4 times for 1 hit; send a privateer into harm's way and sink the galleon.
India leaves 2 fortified units near the West Gate; leave the gate open anyway. Don't want a repeat of last time. India lost a lot more than two units last time Gandhi got clever.
Should have moved our Land Crew from Meh towards the old pollution near Alb from earlier. Thought that Meh needed this tile upgraded but does not; tile not used and city not growing. Move this Land Crew onto the oil, heading towards the old pollution.
Begin to defend the coast of Tadpole from India, starting from the north and heading south.

[IBT]
4 'clads from 'adelphia, 3 north, one south.
1 'clad from Kristiansund.
Fortified units on West Gate do not move forward.

Testtube police station -> airport, 6 turns.

009 1788 AD

All 'clads damaged.
Gates swings.

[IBT]
Wounded 'clads head home, 4 to 'adelphia, 1 to Kristiansund.
Two 'clads come out of Smurkzville.
Indian military countermarches between the gates.

Augustodurum temple -> cathedral, 4 turns.
Spicy Smurkz, recycling center -> AEGIS, 3 turns.

010 1790 AD

Damage the two 'clads.
Get Land Crew to old pollution.
Send new crew to pollution just south of the East Gate.
Unload a crew to pollution south of Olive or Die.

[IBT]

End of Turnset 36 stats (in brief)
8.0.2
Amphibious War (27turns)
56554 gold (+1625 gpt)

And the save is >>HERE<<.

This is copy two; I uploaded the saved game, came to the “Yes, you submitted page”, hit the link “submission list” (expected the page to show all submissions and not this page), went back and saw that copy 2 was now the most recent. Both are the same.
 
Analysis

Closing the gates on Smurkz in 1778 because India had left two units fortified on the Indian side of the East Gate turned out to be a mistake. I closed the gate so that the two fortified units could not de-fortify and then move into the open gate on the next turn, which meant they would have to die and that in turn would be grievous to India, increasing War Weariness. I thought I was doing India a favor, but India did not see it that way. Once both gates were closed, India got real upset and started attacking Mehrangahr and two of our cleanup details. Mehrangahr was not damaged, though every unit attacking was killed. India had better luck attacking the cleanup crews, since they only had an MA to defend each crew. Here the Indians imitated the Russians in WWII and just used Human-Wave attacks to wear down the MAs with guerillas. Eventually both were redlined and retreated, leaving the workers to be captured. We lost two MA and twenty-four workers; eighteen that had been sent to clean up Mt. Albu and the six that were near Ol’ Smurkz River.

In 1786 India left two fortified units near the West Gate. This time I do not close the gate and no one got hurt. The units just stayed fortified and did not try to take advantage of the open gate.

Except for this aberration and playing Whack-a-Mole with India’s ironclads, not too exciting. And it only took 6 hours!

Handoff

Did not get to do any MM due to outside influences. My high school’s 30 year reunion is in a few weeks and I am the only geek in the planning group, which means that I keep and maintain the class database and do all the class emails. I did some work on that before I played and left some for after I played. These turns played quickly (for me) and without much incident.

However, I should have checked India’s plans when the galleon and ironclad left Gem City, not after the guerilla was unloaded onto Tadpole. And I did not turn on MapStat until after the revolts in 1774. I expected these to be easy turns, and they were. But these two mistakes were avoidable and that makes them embarrassing. (Which makes them good learning tools, but oh, the pain!)

India did land a guerilla on Tadpole after that convoy went around our western line of ships. I thought they were heading further south than they did. The east coast of Tadpole now has fortified MAs on the shore, down to Thinktank and then across the peninsula to Uranium 1. This seemed like a good idea at the time, now I am not so sure. Extending the ship line might be better.

India has three polluted tiles right now. Each have crews on them ready to clean up.
Indian Pollution 1790 AD
1790AD_IndianPollutionTrimmedDotted.jpg


Three cities send out ironclads. Smurkzville sends out two, Kristiansund sends out one and Smurkzadelphia has four. Smurkzville had a galleon and an ironclad move into it from Ostrich; they may come out again.

Spain has transferred to her new capital city of Taco Bueno. And we founded Rubber Ducky to keep her off of that rubber.

We are 42 tiles away from a Domination Victory.
 
Looking good, CB! :goodjob:
Too bad about those worker crews, but no blame on you. I would probably have chanced it the same way. If the same situation arises again, I guess the best solution is simply to bombard/kill the fortified troops so that there's no problem running the moat.

Still no SS parts. :(

Roster:
  • WarDance - UP!
  • Niklas - On Deck
  • zyxy
  • ControlFreak
  • CommandoBob - Just Played
  • Methos - ghosting

WD, go go go!
 
I knew I missed something on the handoff. India did that to me also. I redlined the troops and left the gate open assuming that if they didn't go back home, we could kill them. I should have told you that technique was successful.

Not a bad turn set besides.:goodjob:

We need to think about giving India a bunch of cities to let them start spaceship parts.
 
Got it. Can play tomorrow or wednesday.
 
Some notes after my review of the save:
  • There are three towns that are starving (probably due to pollution without reassigning citizens, or reassigning them incorrectly.
    [*]Carthage should take a hill from Zala to get to 0fpt. Zala can then get two irrigated tiles mined for 0fpt.​
    [*]Verulamium needs to have a citizen reassigned to the FP.​
    [*]Smurknes is a bit more difficult. The basic fix is to have Lugdunum use the other FP, letting Smurknes use the FP within it's range. The good thing is that both cities will be at an even number of fpt. The bad news is they will be wasting food since they're at size 12 without hospitals. You can build a hospital allowing the extra food to go to a total of 3 more specialists, or you can chalk it up as a loss. I tried shifting tiles to towns as far away a richbourough, but there's just too much food concetrated around the floodplain valley.​
  • Spain now has Amphibious Assault. Now that no one has Rubber, it's not an issue, but I wanted everyone to be aware. I don't see any benefit of stealing/buying it at this point.
  • I think I figured out why the West Gate has more problems than the East Gate with India leaving units in the gap. The East Gate has a town 1 tile from the moat. They can get to a barrack to heal in 1 turn so they choose to move. On the westside, since it's two moves to get to barrack, they make out better by healing in place. We could move the moat to the West, pillaging two Indian tiles and stop having the problem if desired. Probably doesn't matter since we've found they can be left in place for a turn without too much trouble.
  • You need to plan for the extraction of the Worker Crew by 'Food. The other teams will clean next turn and be able to get out in 1 turn. The 'Food crew will take two turns to get out unless: (A transport picks up the workers AND the MI is replaced with an MA who can drive to Meh in 1 turn) OR Two transports pickup workers and MI. Either way. 1 or 2 transports need to get into position next turn
  • Alcatraz carrier's fighters are fortified.
  • My concept for withdrawl from the Carthage-Zala (Ca-Za) Strip. The Lavendar Dots are new cities that we keep. The Black Dots are cities that we proxy to India. The Pink Dot is the new Moat. The Purple Dots are the MA wall and the "G spot" is the gate. Carthage, Zala, Holdem, Point and Smurkzland could all become Indian. We would maintain our Silk Supply if the Lavendar Dot gets an Airport/Harbor. We would keep the oil and horses from India. India would gain 7 cities which would hopefully be enough for them to start building SS parts.
    SG9_Smurkz_CaZa_Strip.JPG

I am leaving for Florida on Friday. I will return on the 18th of April. Maybe you can finish before I return.;)
 
@WarDance: Any news? I can play tomorrow (thursday), but after that not before sunday. So if you don't post anything tonight I'm going to pick it up tomorrow.
 
I'll take that as a no. So "got it", will post my strategy shortly.
 
Nice triple post, eh? ;)

Plan for my turnset:
  • Make India build all SS parts. :p
  • Gift India a few more cities in the Carthage area according to the plan detailed by CF in an earlier post.
  • Finish clearing Indian pollution, and extract the worker crews to safety.
  • Keep working the moats.
  • Build a few more SS parts to see if that could entice Gandhi to start.
Can't think of that much else. Will do some minor MMing, but nothing serious. Any comments?
 
Before pulling out of Ca-Za strip, we need to establish four new towns (two we keep, two we gift). You will need to get infrastructure in those towns before pulling out.

The border towns that we keep need:
  • Airport for luxuries and troop transport. Harbor would be a nice backup in case someone bombs the town and destroys the airport.
  • Barracks for healing
  • Civil Defense (Only for Carthage troops. Indians should not attack if the moats are working)
  • SAM is optional since no one can or is building cruise missles.
  • Enough units/armies to defend in case of attack.

The Gift towns need:
  • Court and Police - Corruption is national for the communist Ghandi.
  • Market for happiness
  • Aquaduct so he can draft units rather than wasting sheilds on them.
  • Bank/Stock if we think corruption will be low enough to gain a little gold there.
  • Enough population to be captured. We can take the WW hit, if you want to load the city with slaves so they won't have WW forever. Otherwise we need a peace treaty, probably with Spain who's rep is already shot.
I don't think we want to build any sheild/pollution makers. We know that cleanup is a problem for Ghandi. We are expecting him to use the outer towns to start military units. When he has "enough" towns building units, he can use one of the inner, higher sheild towns to start SS parts. The Factories would be useless, cause pollution, and might make him think about building SS parts in the corrupt towns instead of central India.

Have fun. Try to get a little more participation while I'm on vacation. It's been REALLY QUIET!

EDIT: One thing I just thought of...we have so many boats, be careful not to block the trade route between Dehli and Carthage. That would be bad.
 
ControlFreak said:
Have fun. Try to get a little more participation while I'm on vacation. It's been REALLY QUIET!

Well, I'm back. Low participation may be due to the utter boredom of cleaning pollution, opening and closing moats, and chasing ironclads turn after turn.

Can we perhaps try some strategies to entice India to start something? A few things I can think of:

1. Perhaps India is building endless troops in an attempt to change the power balance? But apparently we have been expanding our forces as well, as the power balance has not changed noticeably ever since 1470AD or so, but troop levels have definitely increased. Do we really need 130 MA? Perhaps it would help if we scrapped 2/3 of our army or so.

2. Perhaps India needs a certain minimum number of towns or amount of land to start spaceship parts? We could easily give them all of Smurkz, and just keep the usual strategic resources occupied, as well as two outposts to function as moats.

3. India lacks some Spaceship Resources. I don't know if it makes a difference, probably not.

I personally think option 1 is definitely worthwhile. If that doesn't work, try option 2. It's quite obvious we have to try something, or India will never start.

Enjoy your vacation, CF. Where are you going, btw?
 
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