SGOTM 12 - Plastic Ducks

I guess the only safe way to clear all fallout is the total war!!! I'd suggest Erkon to change the tile. Cathy is no better than Stalin.:lol::rolleyes:
 
Alternative: gift AIs up to Ecology and give them a ton of workers... not sure how well that'd work.

But yea... looks like Cathy is gonna need to kick some more bottoms for this to work :(
I gave Ecology to the AIs in the test game and it's the same thing...

Anyway, the good news is we have the production capability to wage the wars ;)
...but it might slow down our victory time slightly. Damn, I assumed when we could SF in enemy territory that we could SF allies...

Bombers+Cavalry? Probably the fastest way to clean up. We can use a few spies to steal MT from Churchill.
 
The major issue now is the optimal tech path

1. Keep beeline Superconductor
2. To Bombers

My preference -- Mixed

Electricity->rifling->Superconductor->Bombers, now cossacks finally come to use!:D

We can start to amass galleons and cossacks to kill Gandhi 1st, 30 cossacks should be able to do the job.
 
I believe I agree but I wouldn't mind trying it out in the test game though. If we can kill Churchill+Gandhi without slowing down the SS then Superconductor is still best first.

Maybe we should give horses to Churchill then :D
 
Rifling needs 1 turns of research only and we can start producing cossacks right away, traveling to Gandhi's land does takes some time.

BTW, do we want to bulb the remaining GS? unless we get 3 GEs from Tv, Chita and Moscow.
 
Ah I see... we already have MT! Yes Rifling next turn.

Bulb every GP we can...esp GS.
Keep 3 GP for last GA and that's it. Odds that we don't get 2 different GPs in the next 12 turns are pretty low.
 
Hi guys!

You've been doing an amazing job at this! I really feel horrible for not participating, but since you're doing so well, I don't feel as bad :)

Been getting updates regularly through mail, but haven't looked at the game as such.

Just noticed one thing:

Kossin:
If we can kill Churchill+Gandhi without slowing down the SS then Superconductor is still best first.

I really hope you don't kill any AI as :

All other AIs must survive and be at peace with the player when space victory is achieved.

Don't really want to "meddle in your affairs" here as I have not participated in any of your discussions at all, but just thought I'd make sure you still remembered this!

Good luck!
 
On a 2nd thought, I feel that Kur, Trap and Phi should build factory and CP, with Sushi, the cost gets paid back by whipping in several turns.

Any suggestion on military buildup -- galleons, cossacks? We can only let a small number of cities do it so that we don't slow down the research and make the barracks and stables more useful.

Will take a careful look at the game later tonight.
 
Who should we hit first?
Gandhi is further away and requires boats...
However his empire is easier to access with said boats (move from one city to another quickly).

Churchill has a rather vast empire and the SoZ in London iIrc.
We should consider a naval attack on Churchill to take out London early in the war. Bring back the GG Maces and upgrade to Rifles and some Cannons as well in ~4 galleons.

That being said, I think Churchill is the harder nut to crack so let's get him first. Also means we can use his coastal cities to whip Galleons.

With research+build parts+Launch... we have around 30 turns to finish the game.

I think we don't have much of a choice about the buildup, we must be ready to DoW within 10 turns otherwise we'll run into difficulty to clear all the fallout.
This means we want Flight rather soonish... means Combustion = -2 health per city due to Oil. We can snipe his far cities by galleons as well to move faster.

Can we station some units to the south of Churchill before the war? Pincer attack would reduce war length.

How many Cossacks do we need? We need to split up forces so that the war with Churchill takes less than 10 turns. Workers will need to get started on SF ASAP and we need some more galleys to ship workers to the many islands to SF << This requires a thought-out plan, how many galleys/workers per galley.
We can use the workers already on the islands with Galleys from those cities to start that job.

Gandhi war should be done in less time if possible as we'll start being pretty tight on timing by then. It shouldn't be very difficult though as once research is done we'll have 14~15 turns to mass build workers/units.

Without checking save, I'd say 30+ Cossacks for Churchill. He does have that SoD we need to kill.

Killing Stalin can wait for later, he's very small. We'll need a couple galleons of workers on his islands though at that time.

I need to check the save to form a better plan... will do in ~4 hours.
 
Factory+CP for 15~20 turns means 27~36 base hammers for profit (less given Kremlin whip).

  • Kursk meets the requirement (17+19=36)
  • Trap currently does not (9+19 = 28) but with Sushi we can add 15H from 2 ws and one wm
  • Phi will meet the requirement at some point as well (Sushi might gain us that copper tile as well shortly).
  • OK for Fact+CP in these three cities.

Sushi for Chicago: do we want to reconsider now that Roose stole a food source? Or is the next border pop going to take care of that?

Fallout tiles:
Gandhi: 36 on his island

Churchill: 46 on his part of continent

Islands: ~40? (counting Stalin and Islands we have not seen yet)

Assuming 5 worker turns per fallout (Serfdom?... terrain features) that's over 600 worker turns. i.e. 10 turns for 60 workers or 6 turns for 100 workers.

There's also the fallout remaining on our own land but this is the easy part, can be left for last.
Start cleaning from furthest away (islands as I said earlier).

War plan

[to be edited in]

Dammit. The forum ate my post.

Summary:
Moscow+SP+Smo+Kha+Tours+Xian+Wash+Shang+Beijing can concentrate on getting 30~40 Cossacks.

12 Bombers and maybe a few extra for rotation.

We can pump several galleys per turn in relevant cities. (Chita if we want to amphibious Churchill + Beijing, Guang, Nanjing for example)

T0 of war: place sacrifice worker on flat ground for Churchill to attack with his SoD
Move in to capture capital from S stack or Amphibious landing (rifles and a cannon or 2)

T1 kill stack, heal move in to start capturing

Split in 2 or 3 stacks, all cities are flatground. Priority on west side to place Bombers for Gandhi. Oxford/Warwick can be assaulted with 2 Galleons each.

We can leave Churchill NewCastle as long as we get some workers over there to SF during war (after he's down to 1 city)... or gift him an ice city by the Iron further south.

Galleons should move on the west side to be ready for boarding to take out Gandhi soon after.

Gandhi: pretty straightforward... All of his cities are on coast. Galleons+Bombers

We can leave him Madras, it only controls 1 tile under SF.
 
Who should we hit first?
Gandhi is further away and requires boats...
However his empire is easier to access with said boats (move from one city to another quickly).

Churchill has a rather vast empire and the SoZ in London iIrc.
We should consider a naval attack on Churchill to take out London early in the war. Bring back the GG Maces and upgrade to Rifles and some Cannons as well in ~4 galleons.

That being said, I think Churchill is the harder nut to crack so let's get him first. Also means we can use his coastal cities to whip Galleons.

The 1st issue to be considered is "which techs are needed for the war and when can we get them" We have agreed with cossacks and bombers. It's quite a few turns from bombers. Because we need to build military units, some mature cities have to switch away from wealth and that makes teching to Flight and Radio longer than planned. We even have to stay at 0% for extra 2 turns to finish Superconductors, that's 6 turns plus another 4~6 turns for Combustion + Flight + Radio. Therefore, the war has to be ~10~14 turns later. Sad? This tells 1 thing, we have plenty of time to amass land and naval units, the bottle neck is bombers.

Now let's think about the order of war target. Gandhi's land is far away, but his cities are full of cottages and useful wonders like Hindu shrine and SM. Distance is not a problem since it's easy for our land units to gather 10 turns later. Galleons are also not an issue.


With research+build parts+Launch... we have around 30 turns to finish the game.

Did you mean launch? victory is 10 turns after launch, there are worker micro to do at that time.:lol:

I think we don't have much of a choice about the buildup, we must be ready to DoW within 10 turns otherwise we'll run into difficulty to clear all the fallout.
This means we want Flight rather soonish... means Combustion = -2 health per city due to Oil. We can snipe his far cities by galleons as well to move faster.

Can we station some units to the south of Churchill before the war? Pincer attack would reduce war length.

How many Cossacks do we need? We need to split up forces so that the war with Churchill takes less than 10 turns. Workers will need to get started on SF ASAP and we need some more galleys to ship workers to the many islands to SF << This requires a thought-out plan, how many galleys/workers per galley.
We can use the workers already on the islands with Galleys from those cities to start that job.

Gandhi war should be done in less time if possible as we'll start being pretty tight on timing by then. It shouldn't be very difficult though as once research is done we'll have 14~15 turns to mass build workers/units.

Without checking save, I'd say 30+ Cossacks for Churchill. He does have that SoD we need to kill.

Killing Stalin can wait for later, he's very small. We'll need a couple galleons of workers on his islands though at that time.

I need to check the save to form a better plan... will do in ~4 hours.

We probably need to fire the war with Churchill before ending the war with Gandhi and that's mean more land units are needed.
 
Sushi for Chicago: do we want to reconsider now that Roose stole a food source? Or is the next border pop going to take care of that?

We can't take the seafood back due to American original culture on that tile. Even with 1 less food resource, it has 12F plus already.


Fallout tiles:
Gandhi: 36 on his island

Churchill: 46 on his part of continent

Islands: ~40? (counting Stalin and Islands we have not seen yet)

Assuming 5 worker turns per fallout (Serfdom?... terrain features) that's over 600 worker turns. i.e. 10 turns for 60 workers or 6 turns for 100 workers.

After we finish the last space tech. we can produce 30 more workers a turn, how many workers do you need?;) Fallout in English land is easier to clear than that in Indian land and other islands

There's also the fallout remaining on our own land but this is the easy part, can be left for last.
Start cleaning from furthest away (islands as I said earlier).

War plan

[to be edited in]

Dammit. The forum ate my post.

Summary:
Moscow+SP+Smo+Kha+Tours+Xian+Wash+Shang+Beijing can concentrate on getting 30~40 Cossacks.

I have a slightly different choice
SP
Smo
Chel
Kha
Rh
Xian
Nanjing

Except SP, those cities have almost all the science buildings done and won't affect the research rate. Moscow's production is too high, Tours will produce some CM, Washington, Shanghai and Beijing have lots of building to complete. Even with those 7 cities, they can pump 50 cossacks in 7 turns, enough?


12 Bombers and maybe a few extra for rotation.

12 bombers are minimum for one war, we probably need 16~20 when we are fighting Gandhi and Churchill at the same time.

We can pump several galleys per turn in relevant cities. (Chita if we want to amphibious Churchill + Beijing, Guang, Nanjing for example)

5 galleons are enough for the war with Gandhi, I'd let Oren produce 3 and Tob produce 2 since these 2 cities have free hand right now and are too far from battlefield to produce land unit.

T0 of war: place sacrifice worker on flat ground for Churchill to attack with his SoD
Move in to capture capital from S stack or Amphibious landing (rifles and a cannon or 2)

T1 kill stack, heal move in to start capturing

Split in 2 or 3 stacks, all cities are flatground. Priority on west side to place Bombers for Gandhi. Oxford/Warwick can be assaulted with 2 Galleons each.

Without the air support, hitting London is costly, I'd rather take out his cities in order. WW in BTS is not a big issue as long as you don't lose heavily in the battles.

We can leave Churchill NewCastle as long as we get some workers over there to SF during war (after he's down to 1 city)... or gift him an ice city by the Iron further south.

Galleons should move on the west side to be ready for boarding to take out Gandhi soon after.

Gandhi: pretty straightforward... All of his cities are on coast. Galleons+Bombers

Mount units are not good to move in galleons, going straight from land is actually faster.

We can leave him Madras, it only controls 1 tile under SF.

Summary of War plan

The war with Gandhi goes 1st. We need

~30 cossacks transported by 5 galleons twice, the rally point is Phil
8 bombers in position in the 1st turn of the war
2~5 destroyers for protection and bombardment

Note: Gandhi has similar power as Churchill

BTW, T.. team is spreading Sushi, will see how fast they can spread in the next set, which tells whether they have AL.:lol:
 
30 turns includes the 10 turns after the launch.

10 turns to launch the war is what I'd like. 14 turns makes it a lot more tight... we have to take all or almost of their cities. Taking 10 turns to capture all Churchill cities leaves us 6 turns to clean the fallout. While it should be enough, I don't like to gamble :)

Let Rostov build some wealth next turn (after Hospital), it should allow us to reach SuperConductors without having to turn off research. Maybe add another city for 1~2 turns. The earlier Research Institutes are certainly worth some food here and there! Turn off research while we build/whip some of them.

After RI's are in, I guess about 5 turns to finish Bombers (we can bulb a GS or 2 on Radio).

That puts Bombers about 12~13 turns from now which should be good enough.

Gandhi first... maybe, but then we risk Churchill getting Rifling more (although he'll already have Grens). Close borders with him, we are getting only 2 trade routes and he his getting a bazzilion from us. Slow him down.

Chicago: at 100 culture/turn Sushi I think it would happen :p

Workers: yea, we might end up with a lot of them.

Cities: Nanjing doesn't even have 40H/turn. Unless we bulldoze 2 plantations a cottage and a farm it won't be close to 1 cossack/turn but 2/3 should be enough.
Chel: ok makes sense, workshop it some more and give it Sushi.

Bombers: 12 yes and I said "some for rotation" (implies groups of 4 to advance in captured cities) = 16,20,24+.

Galleons: 5 is sufficient. However, Orenburg??? Galleons can't make it in time or cross through Roosevelt.

London: which is why I suggested a couple Cannons. Having a small force take the back cities will accelerate the war by ~4 turns.

Galleon+cossacks: if a faraway city is lightly defended, moving 6 tiles a turn via Galleon will make capture a lot faster. But for close corners of course not.

Change EP on Gandhi so we can see his vision. Should take 1~2 turn.

Sushi: T^!#()%# team - we'll know in their next set I guess!

Our competition: they're tagging along. A bit behind on power so I guess their war is not progressing as fast as ours did. It will be interesting to see what their score does in the next 20 turns, if they are able to follow or fall behind... If they are researching to keep up in score then they'll fall behind, we were at 0% slider during that time :)
 
30 turns includes the 10 turns after the launch.

Are you serious?:crazyeye: 10~11 turns from Bomber, 3 turns to build SS engines, how could you complete other techs in 6~7 turns?:confused:

10 turns to launch the war is what I'd like. 14 turns makes it a lot more tight... we have to take all or almost of their cities. Taking 10 turns to capture all Churchill cities leaves us 6 turns to clean the fallout. While it should be enough, I don't like to gamble :)

As I mentioned, we are 25~30 turns from launch.

Let Rostov build some wealth next turn (after Hospital), it should allow us to reach SuperConductors without having to turn off research. Maybe add another city for 1~2 turns. The earlier Research Institutes are certainly worth some food here and there! Turn off research while we build/whip some of them.

Turn off research for 1 turn is necessary unless we want to stop building military units and infra in other cities or stop spreading Sushi.


After RI's are in, I guess about 5 turns to finish Bombers (we can bulb a GS or 2 on Radio).

Not sure whether Fission or Radio is the higher priority. If Radio , then yes, it will depend what's from Moscow and Tv.

That puts Bombers about 12~13 turns from now which should be good enough.

I mentioned the war could be fire in 10~14 turns.
:)

Gandhi first... maybe, but then we risk Churchill getting Rifling more (although he'll already have Grens). Close borders with him, we are getting only 2 trade routes and he his getting a bazzilion from us. Slow him down.

Right, will see what he research after MS, It really does not matter much whether he get rifling


Chicago: at 100 culture/turn Sushi I think it would happen :p

Definitely, OK to spread.


Workers: yea, we might end up with a lot of them.

Cities: Nanjing doesn't even have 40H/turn. Unless we bulldoze 2 plantations a cottage and a farm it won't be close to 1 cossack/turn but 2/3 should be enough.
Chel: ok makes sense, workshop it some more and give it Sushi.

Yes, I'll workshop the farm next, also the riverside farm will become a well. Nanjing can also take a WS from Xian, which make it as good as Xian for production. With the OF from Barrack and Stable, all those cities will pump a cassack per turn.

Bombers: 12 yes and I said "some for rotation" (implies groups of 4 to advance in captured cities) = 16,20,24+.

Galleons: 5 is sufficient. However, Orenburg??? Galleons can't make it in time or cross through Roosevelt.

A fort will solve the problem, 7 worker turns is little. Yes, those galleons will be in position in 10 turns.

London: which is why I suggested a couple Cannons. Having a small force take the back cities will accelerate the war by ~4 turns.

I don't think small force could do it, we need to land and remove the defense, these turns are long enough to attract more defensive units. Also it requires the extra galleons and cannons. I don't think it could accelerate war for 4 turns since it draw the force from our major stack unless you want to build more units.

Galleon+cossacks: if a faraway city is lightly defended, moving 6 tiles a turn via Galleon will make capture a lot faster. But for close corners of course not.

Then again, taking faraway city does not have air support, I guess it's not necessary to overproduce military units.


Change EP on Gandhi so we can see his vision. Should take 1~2 turn.

Sure.

Sushi: T^!#()%# team - we'll know in their next set I guess!

Our competition: they're tagging along. A bit behind on power so I guess their war is not progressing as fast as ours did. It will be interesting to see what their score does in the next 20 turns, if they are able to follow or fall behind... If they are researching to keep up in score then they'll fall behind, we were at 0% slider during that time :)

Their chance of getting GLH (either built themselves or capture from DG was low, that determined their expansion mode. i.e. quality > quantity. Empire of less but better cities performs better than empire with more but less good cities in early stage, in late stage, the latter will no doubt surpass. especially with the support from corporations.

Comments.
 
Oops you're right, I forgot it was "38" and not "28" turns in my test :lol:
I'd say 25 turns from launch with good micro (which I didn't do in my test) (27 t according to test game).

Superconductors: 3100 gold / 6 =~ -520 gpt... I think we can achieve this to finish SC without waiting an extra turn. f.e. If a city delays its Observatory for 6 turns (less than 100 beakers) and we gain 1 turn on RI in several cities, we come out ahead of launch date.

Fort: I can't check right now... where would it go?

Ack, Fission is ahead of Radio... bulb on Electricity? Would really help getting SC in 6 turns.

2 galleons of troops would be sufficient to capture London. However, as we have 5 more turns to finish than I thought... fair enough to skip this.

Faraway cities: with 5 Destroyers we can bombard Culture. Gandhi is still behind on tech, we'd get good odds and earlier cities might gain 1 turn on tech :) ... or not.

We can build a ton of Cavalry+Bombers to go after Churchill later if we want... overbuilding won't be a problem once we don't need techs anymore.

OSS tested with delaying wonders (as seen with bbp post in SG here). While their early culture doesn't point to this, I wouldn't completely rule it out.
 
Oops you're right, I forgot it was "38" and not "28" turns in my test :lol:

I'd rather hope that you are right!;)

I'd say 25 turns from launch with good micro (which I didn't do in my test) (27 t according to test game).

Remember that we are going to spend 8K~10K hammers for the war. So 25 turns from launch is earliest possible and I'm not too optimistic.


Superconductors: 3100 gold / 6 =~ -520 gpt... I think we can achieve this to finish SC without waiting an extra turn. f.e. If a city delays its Observatory for 6 turns (less than 100 beakers) and we gain 1 turn on RI in several cities, we come out ahead of launch date.

Adding ~20 Sushi's cost (spreading fee and maintenance fee) , It's very hard.

Fort: I can't check right now... where would it go?

1 SW of Washington.


Ack, Fission is ahead of Radio... bulb on Electricity? Would really help getting SC in 6 turns.

I asked this question before, so yes and 1 turn of R 0% to learn Electricity + 1 turn Rifling + 1 turn Refri + 2 turns of SC, that's 5 turns of research. Initially I thought we needed 2 turns of 0% science slider.


2 galleons of troops would be sufficient to capture London. However, as we have 5 more turns to finish than I thought... fair enough to skip this.

2 cannons plus 4 cossacks to take London?:lol:

Faraway cities: with 5 Destroyers we can bombard Culture. Gandhi is still behind on tech, we'd get good odds and earlier cities might gain 1 turn on tech :) ... or not.

We'll see, it could be more efficient for some cities since there is fallout in the way which might hamper the movement of mount units.

We can build a ton of Cavalry+Bombers to go after Churchill later if we want... overbuilding won't be a problem once we don't need techs anymore.

More bombers are nowhere to go. More cossacks are also probably no need since the war with Gandhi should be ended that time.

OSS tested with delaying wonders (as seen with bbp post in SG here). While their early culture doesn't point to this, I wouldn't completely rule it out.

My guess was based on their Oracle date, they clearly did not go for Sailing and Masonry, so the chance they went for GLH after Oracle was quite low. And we know that Roosevelt has much higher chance of getting GLH than DG.

Will post a plan later tonight
 
In my test I spread Sushi to less than 10 cities as I hadn't done the math to show it was a good investment. Also the game added a ton of spy specialists as I did not micro at all. 25 turns can probably be done, but it would probably require a lot of planning ahead... don't think we have that kind of time.

Fort: ok, easy to change later as well.

London: Cannons =/= galleons ... that's a 12 unit stack with some Cossacks chilling around.

Only way to know what others really did... finish up :D
 
London: Cannons =/= galleons ... that's a 12 unit stack with some Cossacks chilling around.

2 galleons of troops would be sufficient to capture London. However, as we have 5 more turns to finish than I thought... fair enough to skip this.

I know Cannons =/= galleons, 1 galleon = 3 units, so 2 galleons = 6 units = 2 cannons + 4 cossacks and I agree that's a small stack. However, 4 galleons of 12 units is close to half of force we will used for Churchill.
 
Plan to Superconductors

Tech -- bulb the remaining GS, R 0% for 1 turn to learn Electricity, then 100% for Rifling->Refri->SC

Military -- Gandhi 1st

3 galleons from Oren, 2 galleons from Tob
~50 Cossacks from SP, Smo, Che, Kha, Rh, Xian and NJ
16 bombers from everywhere convenient
5 destroyers from SP and nearby cities like Washington and Boston

Diplomacy -- close border with Churchill

EP -- on Gandhi

City build -- SE > Hammer muliplier > science building > happiness building (will start to build some CTs in some cities.

IBT changes

Hiring Eng is to make their build to be 1 turn faster, also eng is better than 2F2C tile with Sushi spread.

worker 31 R&C and then pull back
Oren (3 galleons, 2 Eng)
Tob( 2 galleons, 1 Eng)
Nov(LB)
Smo(LB->Bar->Stable->cossacks)
NJ(LB->Bar->Stable->cossacks)
Beijing(Obs)
NY(water tiles to hill and cot)
Phil, Trap, and Kur(Factory)
Yaku(1 Eng)
Yek(3 Eng)
Novos(2 Eng)
Yaro(3 Eng)
Orl(1 Eng)
All veterans in SP to Phil.
 
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