SGOTM 12 - One Short Straw

OK. I'll try to put together a plan that takes out NY and Xian on D-Day. If we get Uranium, we can decide as a team how to use it. Fair?

sure. As everyone has noted we will win no matter what. I'm just having trouble letting go I guess.

I'm fine either way slavery or caste.

I'm sad about not researching flight first but I'll get over it.

I think it would be pretty easy to get 22+ units especially if you count muskets and macemen upgraded or not to Chengdu by T+2. But I'm fine with a war T+4. Again I'm sad but I'll get over it.
 
Slavery could build units quicker than us than Caste. We have reached the point where we can build so many units so quickly that there should be no need to work out the detailed micromanagement. We will win in time easily regardless of how optimal it is. The only thing we do need to take care about is getting enough workers to the relevant locations in time to scrub the fallout.

I agree with not nuking. There is no point taking a risk we have no need to take.
 
Here is my new high-level plan (details to follow)

Revolt to Police State, Nationhood (current), Caste (current), Free Market (current) and Theocracy on T+1. This will ensure Refrigeration in 1 turn.

Research Refrigeration -> Flight at 0% science slider.

DD (D-Day)
Capture SF with Stalin marines
Capture LA with Stalin marines
Capture Atlanta with marines Guangzhou and air backup.
Capture Xian with older army that we couldn't afford to upgrade (cannons, rifles, etc.).
Figure out how to capture NY with spy, cruise missiles, marines, modern armor and a crap load of transports.
Drop off a stack of India infantry/artillery (upgraded) at Philadelphia-NE.
Drop off a stack of India infantry/artillery at Boston-NE.

DD+1
Take Philadelphia and Boston
Drop off units still in transports from the NY war at Washington/Chicago.

DD+2
Take Washington and Chicago

We don't need to take Seattle (we can have one unit protecting 3 workers clearing thee fallout tiles NE of here). Or, the marines from LA/SF could take it.

We don't need to take Hangzhou, but we can later in the war. I prefer to get units into Roosevelt's heartland ASAP. Later built modern armor could take Hangzhou around DD+3.

In general, the workers will push as far into Roosevelt's territory as they can safely. I will be sure to get a worker action (scrub) out of them every turn if possible. Workers built near the end of the war can follow clean up the skipped fallout closest to our cities.

Feel free to discuss this while I work out the details.
 
Slavery could build units quicker than us than Caste. We have reached the point where we can build so many units so quickly that there should be no need to work out the detailed micromanagement. We will win in time easily regardless of how optimal it is. The only thing we do need to take care about is getting enough workers to the relevant locations in time to scrub the fallout.

Agreed. The trickiest part will be to get enough units on boats to take NY on D-Day, which is a worthwhile goal, I think.
 
Revolt to Police State, Nationhood (current), Caste (current), Free Market (current) and Theocracy on T+1. This will ensure Refrigeration in 1 turn.

You will want to up the cultural slider to 10 or 20% before you do this, so you don't have to reassign the citizens that become unhappy when we lose the +3 :) from representation in the 5? top pop cities.
 
Do we really need the Settler in Yakutsk for the 2 seafood location? I would prefer to build a transport (2T) and workers. The transport can take 3 workers to the island NE of Seattle, which has 3 fallout tiles on it. The workers can be shuttled to SF/LA island with the galley that is already there.
 
Never really needed it. Just thought it would help with slavery and expected drop in food from sushi.

You will lose some production or possibly population maybe in a few cities since you will lose 4? food from seafood trades with Roosy being cancelled. But we will be getting some food from gandhi's cities coming online maybe? Maybe some sushi sources when you take New York. Nothing to really worry about. I was working for the highest score since we had some room to play with.
 
Never really needed it. Just thought it would help with slavery and expected drop in food from sushi.

You will lose some production or possibly population maybe in a few cities since you will lose 4? food from seafood trades with Roosy being cancelled. But we will be getting some food from gandhi's cities coming online maybe? Maybe some sushi sources when you take New York. Nothing to really worry about. I was working for the highest score since we had some room to play with.

I just checked and we aren't getting any seafood from Roosevelt any more unless I'm looking in the wrong place. In any event, it's a moot point since we don't need the sushi resources.
 
units heal while moving on boats (but it is slow without some medic unit)

I must have not realized that roosy canceled our seafood trades.
 
Very rough plan for next 3 turns.

I was not able to land troops next to both Boston and Philidelphia on D-Day...

High-Level Plan

Run a counter espionage mission against Roos THIS TURN to make sure he doesn't blow up a space part. I don't think he can, but just to be safe...

Take out Roosevelt's Uranium on T+1. We want his workers scrubbing fallout, not re-building this mine.

What should we do with our Great General? I leave it for the next turnset unless we can all agree on it.

Draft 3 infantry/turn, avoiding the larger cities.

We will convert Roosevelt into Caste System on the turn we declare on him (for the next turnset).

Build RR on horse tile to allow GM to reach Roosevelt in 1 turn.

Revolt to Police State, Nationhood (current), Caste (current), Free Market (current) and Theocracy on T+1. This will ensure Refrigeration in 1 turn.

Research Refrigeration -> Flight at 0% science slider.

Rheims GM in T+2 for trade mission to Roosevelt.

DD (D-Day)
Capture SF (1 rifle) with Stalin marines

Capture LA (2 rifles) with Stalin marines

Capture Xian (2 rifles + sword) with older army that we couldn't afford to upgrade.

Capture Atlanta (3 rifles) with old army, spy and air backup.
- 6 airships
- 2 muskets on galley
- 3 maces (2 on galley and 1 on galleon)
- 2 infantry (slightly wounded)
- 1 knight

Capture NY (12 rifles, 4 knights, 6 trebs, 3 airships (don’t have to kill, right?)
- 22 missiles
- 3 marines in Guangzhou
- 1 marine + 1 tank in Beijing
- 3 marines + 1 infantry in Chengdu
- 1 marine at Guangzhou-2NE
- 1 marine built in Chengdu
- 11 tanks coming from Pigs, GP Farm, Rheims, Bananas, Paris, Orleans, Nottingham, Shanghai, Beijing (2), Guangzhou and Hammer City.
- 6 drafted infantry
These 28 units will need 7 transports –
- 2 transports from Kamchatka
- 1 transport built in Shanghai
- 1 transport built in Chengdu
- 1 galley by Hangzhou (upgraded for 245)
- 1 galleon in Hangzhou (upgraded for 155)
- 1 galleon in Indian Ocean (upgraded for 155)

Drop off stack near Philadelphia (4 rifles + cannon)
- Whatever we can scrounge up and transport in time

DD+1
Take Philadelphia.
Atlanta survivors + some from India mainland to Boston.
Drop off units still in transports from the NY war at Washington/Chicago.

DD+2
Take Washington and Chicago
Take Boston.

We don't need to take Seattle (we can have one unit protecting 3 workers clearing thee fallout tiles NE of here). Or, the marines from LA/SF could take it.

We don't need to take Hangzhou, but we can later in the war. I prefer to get units into Roosevelt's heartland ASAP. Later built modern armor could take Hangzhou around DD+3.

In general, the workers will push as far into Roosevelt's territory as they can safely. I will be sure to get a worker action (scrub) out of them every turn if possible. Workers built near the end of the war can follow clean up the skipped fallout closest to our cities.

City builds (items in yellow are slated for the NY attack)

Spoiler :
 

Attachments

  • builds.jpg
    builds.jpg
    133.2 KB · Views: 175
I didn't see a reminder to destroy Roosy's uranium

You might get away with using macemen or musket to kill the treb in New York.

Atlanta capture plan sounds ugly. I would delay it to upgrade a few of those units or use different units.

Roosy will destroy unprotected workers, not sure if you were planning to protect those workers you are sending as deep as you can into his territory. He has railroads so they are not safe unless you completely block him or escort them.
 
OK, I've got a bit more time, so I've gone through all of your comments and I'll try to ensure that they are all in my plan, which has been updated in RED.

In general, I think that we should have enough units with what we build by T+3 that we shouldn't need to build too many more units, which is why I didn't follow all of the details from shyuhe's plan but instead used it as a guideline. In addition, we won't know Flight in time for all of the airplane builds and won't be running Slavery. Finally, I think bcool's idea of using guided missiles (something I've played around with in a test game) is a good one, which is why I'm building missiles in many cities, and these were not in shyuhe's plan. However, from his plan I will incorporate a transport chain from Siberia to America for tanks (from Siberia and Moscow) and later workers. I hope you don't think your effort was not appreciated, shyuhe!! :goodjob:

We'll have a ton of workers that can be ferried from Old India. Plus, we'll be able to build workers non-stop if needed from Old China after the war. Clearing fallout on Roosevelt's mainland shouldn't be an issue. I'm taking care to make sure we get workers to all islands, including the one NE of Seattle.

I didn't see a reminder to destroy Roosy's uranium

Added.

You might get away with using macemen or musket to kill the treb in New York.

True, but the survivors from this NY battle will move on to Washington and Chicago. I think we want the best units available for this two-step approach.

Atlanta capture plan sounds ugly. I would delay it to upgrade a few of those units or use different units.

I agree 100%, plus I was in a rush just to post something for you guys to see. With few wealth builds and a ton of unit builds, we're running at about -100 gpt at 100% gold slider, so we have to be very selective about what we upgrade in the next two turns. After that, we should have some more gold available by building wealth and via the trade mission. I will get as many troops into position for Atlanta and Philadelphia and we can decide which units to updgrade after I play the next 3-turn set. Cool?

Roosy will destroy unprotected workers, not sure if you were planning to protect those workers you are sending as deep as you can into his territory. He has railroads so they are not safe unless you completely block him or escort them.

I had the word "safely" in my plan. I will watch for this and protect workers as needed, but this won't happen in the next 3 turns.

I'd like to play tomorrow AM. Please comment on the updated plan. Keep in mind that this turnset is just setting us up for the war. Everyone can see where we are after my turnset and decide if we're ready to go and how much we can do on D-Day. I likely won't be able to play any more than these three turns, so no fighting for me... :cry:
 
If you like these ideas incorporate them, but if not no worries. War will be won.

If we are not planning to use all of the guided missiles on DD+0 then I would like to see 1-2 submarine builds (to transport the guided missiles to future cities more easily)

You might be able to switch most of the specialists to merchants (at least in any city with at least one wealth building) after T+0. I think flight will not come in a useful timeline. Maybe switch as many to merchants as you can and still get flight in 3 turns (I assume the switch to police state will cause a rather large research rate hit).

Would be nice to get more spies to roosy lands if possible (I was under the impression that this would likely be possible, so some of the artillery will not be needed to destroy culture in cities (although with security bureaus in some of his cities we can't rely on the city revolts) There are several spies who just got teleported back to Canterbury I think and are on their way to roosy's lands.

Nice to have a backup for uranium ready immediately after we blow it up so we can destroy it again if he rebuilds.
 
If we are not planning to use all of the guided missiles on DD+0 then I would like to see 1-2 submarine builds (to transport the guided missiles to future cities more easily)

Missiles can reach from NY to Washington/Philadelphia. Was I was thinking is to build several more one-turn guided missiles on DD-1 to complete on DD. Then, after we've taken NY, move the transports into NY (so it's protected) and then rebase 10ish missiles into NY. Then on DD+1, they can be used to attacky Wash/Philly.

You might be able to switch most of the specialists to merchants (at least in any city with at least one wealth building) after T+0. I think flight will not come in a useful timeline. Maybe switch as many to merchants as you can and still get flight in 3 turns (I assume the switch to police state will cause a rather large research rate hit).

Currently I'm running all merchants with some engineers and just enough scientists to to get Refrigeration in one turn. I'll was then planning to run all merchants. I agree that we can live without Flight.

Would be nice to get more spies to roosy lands if possible (I was under the impression that this would likely be possible, so some of the artillery will not be needed to destroy culture in cities (although with security bureaus in some of his cities we can't rely on the city revolts) There are several spies who just got teleported back to Canterbury I think and are on their way to roosy's lands.

I saw those spies. I will move them into position.

Nice to have a backup for uranium ready immediately after we blow it up so we can destroy it again if he rebuilds.

OK.

Playing in about an hour.
 
Turnset played. Everything went as planned except for a few minor items:

  • We got a GS rather than a GM, which was > 80%. :sad:
  • The modern armor only travel 10 tiles on RR (for some reason I thought it was 20), so we are short a few tanks for our attack on NY.
  • Our science rate bit the dust with the switch from Representation, so Flight is a long way out unless we research it at 100%. I chose to stockpile gold to upgrade units for our Roosevelt war instead. No, coast tiles are better than merchants since they provide food plus 3 gold (merchants only provide 3 gold) unless the city is trying for a GM, which won't do us much good at this point anyway.
  • I marked all fallout tiles outside of Roosevelt's mainland. Please make sure I didn't miss any. We should have them all under control, but it wouldn't hurt to take a closer look.
  • There are a ton of workers in Old India just waiting to be ferried across the canal once we've taken out a few cities. There are also a ton of workers on Roosevelt's east border. I think we've got the mainland covered.
Who's up?

Here is your Session Turn Log from 1690 AD to 1705 AD:
Spoiler :
Turn 249, 1695 AD: Pigs has become unhappy.
Turn 249, 1695 AD: Newcastle will become unhealthy on the next turn.
Turn 249, 1695 AD: Canterbury has grown to size 18.
Turn 249, 1695 AD: Warwick has grown to size 14.
Turn 249, 1695 AD: Espionage Mission undertaken successfully!
Turn 249, 1695 AD: Upon completing the mission the Spy 18 (Nanjing) has returned safely to Canterbury.
Turn 249, 1695 AD: Rheims will shrink to size 23 on the next turn.
Turn 249, 1695 AD: Newcastle will grow to size 18 on the next turn.
Turn 249, 1695 AD: Rostov will grow to size 15 on the next turn.
Turn 249, 1695 AD: Jamaica will grow to size 15 on the next turn.
Turn 249, 1695 AD: Delhi will grow to size 14 on the next turn.
Turn 249, 1695 AD: Yakutsk will grow to size 11 on the next turn.
Turn 249, 1695 AD: Catherine adopts Police State!
Turn 249, 1695 AD: Catherine adopts Theocracy!
Turn 249, 1695 AD: Deal Canceled: Peace Treaty (10 Turns) to Roosevelt for Peace Treaty (10 Turns)
Turn 249, 1695 AD: Catherine has completed SS Engine!
Turn 249, 1695 AD: Catherine has completed SS Thrusters!
Turn 249, 1695 AD: Catherine has completed SS Stasis Chamber!
Turn 249, 1695 AD: Catherine has completed SS Casing!
Turn 249, 1695 AD: Nabu-rimanni (Great Scientist) has been born in Rheims (Catherine)!
Turn 249, 1695 AD: Catherine has completed SS Life Support!
Turn 249, 1695 AD: Catherine has completed SS Casing!
Turn 249, 1695 AD: You have trained a Transport in Shanghai. Work has now begun on a Modern Armor.
Turn 249, 1695 AD: You have trained a Transport in Nanjing. Work has now begun on a Modern Armor.
Turn 249, 1695 AD: Catherine has completed SS Engine!
Turn 249, 1695 AD: Catherine has completed SS Thrusters!
Turn 249, 1695 AD: Catherine has completed SS Thrusters!
Turn 249, 1695 AD: You have trained a Guided Missile in Warwick. Work has now begun on Mining Inc Executive.
Turn 249, 1695 AD: You have trained a Guided Missile in Jamaica. Work has now begun on a Guided Missile.

Turn 250, 1700 AD: Moscow has become unhappy.
Turn 250, 1700 AD: Bermuda has become unhappy.
Turn 250, 1700 AD: Rheims has shrunk to size 23.
Turn 250, 1700 AD: Newcastle has grown to size 18.
Turn 250, 1700 AD: Newcastle has become unhealthy.
Turn 250, 1700 AD: Iron Spice has grown to size 17.
Turn 250, 1700 AD: Rostov has grown to size 15.
Turn 250, 1700 AD: Jamaica has grown to size 15.
Turn 250, 1700 AD: Agra has grown to size 9.
Turn 250, 1700 AD: Delhi has grown to size 14.
Turn 250, 1700 AD: Yakutsk has grown to size 11.
Turn 250, 1700 AD: Lahore will be pacified on the next turn.
Turn 250, 1700 AD: The borders of Shanghai are about to expand.
Turn 250, 1700 AD: You have launched your spaceship!
Turn 250, 1700 AD: Cuba will grow to size 20 on the next turn.
Turn 250, 1700 AD: Paris will grow to size 21 on the next turn.
Turn 250, 1700 AD: Chengdu will grow to size 15 on the next turn.
Turn 250, 1700 AD: York will grow to size 18 on the next turn.
Turn 250, 1700 AD: Newcastle will grow to size 19 on the next turn.
Turn 250, 1700 AD: London will grow to size 21 on the next turn.
Turn 250, 1700 AD: Warwick will grow to size 15 on the next turn.
Turn 250, 1700 AD: Pataliputra will grow to size 4 on the next turn.
Turn 250, 1700 AD: The borders of Shanghai have expanded!
Turn 250, 1700 AD: Enrico Dandolo (Great Merchant) has been born in Galley City (Gandhi)!

Turn 251, 1705 AD: Cuba has grown to size 20.
Turn 251, 1705 AD: Paris has grown to size 21.
Turn 251, 1705 AD: Chengdu has grown to size 15.
Turn 251, 1705 AD: York has grown to size 18.
Turn 251, 1705 AD: Newcastle has grown to size 19.
Turn 251, 1705 AD: Newcastle will become unhappy on the next turn.
Turn 251, 1705 AD: London has grown to size 21.
Turn 251, 1705 AD: Warwick has grown to size 15.
Turn 251, 1705 AD: Pataliputra has grown to size 4.
Turn 251, 1705 AD: Varanasi will be pacified on the next turn.
Turn 251, 1705 AD: Lahore has been pacified.
Turn 251, 1705 AD: Novgorod will be pacified on the next turn.
Turn 251, 1705 AD: The borders of Orleans are about to expand.
Turn 251, 1705 AD: The borders of Haiti are about to expand.
 
I like this:

Turn 250, 1700 AD: You have launched your spaceship!

I'm a bit busy this weekend so I'll only be able to pitch in turns next week.
 
Top Bottom