SGOTM 12 - One Short Straw

can anyone reassess the cleanup needs for me?

For example
(location, number of workers already there or nearby, number of workers needed assuming we finish T260)
I think I could do that tonight.
 
can anyone reassess the cleanup needs for me?

For example
(location, number of workers already there or nearby, number of workers needed assuming we finish T260)

I don't have time today, but I was thinking that you could play the next 9 turns (i.e. finish the spaceship) and someone else could take over from there. The person taking over could start planning the war effort and cleanup details right now. Anything they needed from you in the next 9 turns (i.e. more workers, more units, more boats, movement of units near India, etc.) they could build into your plan now. That way, you can focus on the space ship and they can already be planning the wars and fallout cleanup.

Is there anyone that can be our fallout/war czar? Or does it make more sense for bcool to just keep going and handle it all (with our input, of course)?

Regarding the war with Roosevelt, it seems beneficial to hook up oil (not needed right now, but soon) so that we could build Modern Armor. This gives us two major advantages. First, they have two movement points. Second, they can kill two units in a single turn. They would allow us to sweep through Roosevelt's lands from the east while we hit him from the west (leftovers from the Stalin war) and the south (leftovers from the India war).
 
Modern armor requires Robotics I believe, but yes I will hook up oil with about 3 turns left to launch. (assuming the :yuck: doesn't cause a build city to lose a pop) So we can at least build a few tanks.

Not sure but we might want to research Flight T249-T250. Bombers and fighters will make a Roosy war a lot easier. Maybe even an aircraft carrier :)

Hell maybe a tactical nuke or 2 or 3.

edit:
@mitchum, yes I missed a thruster in the plan. I will not miss it in the real game. I hope take your suggestions today and incorporate them into a final draft of the plan tonight. So that I might start playing tomorrow or Wednesday.
 
The iron tile is in the southern hemisphere near the ice shelves. It's connected to open ocean through the ice tile but you'd have to check.

Modern armor is ok for the land-based assault from the east but I'd use marines for the west coast (i.e., Stalin left overs).

I'm going to be out of town this coming weekend so I won't have much time to play unfortunately.
 
Modern armor requires Robotics I believe, but yes I will hook up oil with about 3 turns left to launch. (assuming the :yuck: doesn't cause a build city to lose a pop) So we can at least build a few tanks.

Maybe you're thinking about Mech Infantry. According to the Civ Reference Guide, Modern Armor requires Computers, Composites, Aluminium and Oil. But the guide has led me astray in the past.
 
OK. Shyuhe and I are out as far as playing this week. mdy and/or bbp, can either of you play another turnset? If not, it's all bcool from here on out... :eek: Not that I'm worried about you, bcool. It's just a lot of work for you...
 
Think I'm out, as well. I'll probably have some time, but not enough to plan/prep properly. In a pinch, I guess I could finish it, but I'd much rather someone else does.
 
I can come up with a first draft for the conquest/clean-up. I am assuming we have 12 turns (although the big hammer cities will be tied up).

12 turns sounds right. That would be very helpful. We can begin discussing these final 12 turns in parallel with bcool's space ship building plans. Then whoever plays those turns (probably mdy or bcool) would have an agreed and discussed framework from which to develop a final PPP. Starting this discussion now should save 1 or 2 days off of the planning process, I think. Thanks. :goodjob:

That final turnset is going to be action packed and likely span 3 or 4 mini turnsets with all of the logistics involved!!
 
I'll be away from the 15th as well unfortunately.

It might help planning BCool played 1T now, generating the GP in Beijing and maximising research in other cities. Knowing our next GP will eliminate a major uncertainty. It would also reveal any remaining undiscovered fallout tiles.
 
Erkon was kind enough to put city ruins near each fallout region so there shouldn't be any other fallout tiles out there since we haven't see any other city ruins.
 
I can play 1 turn tonight ~4 hours from now maxing research except for the RSI builds and maybe a worker or 2 near siberia and a few other builds already in progress and popping a great person from Beijing.

I plan to finish fission first though so we can gift Roosy fission and ecology 1 turn earlier.
 
Sounds fine by me. I'm keeping my fingers crossed on that GP! Jamaica may also need to queue up a worker for Bermuda/Bahamas too, as I don't think there are any terraforming workers there.
 
I can play 1 turn tonight ~4 hours from now maxing research except for the RSI builds and maybe a worker or 2 near siberia and a few other builds already in progress and popping a great person from Beijing.

I just checked the save and we have 7 workers near Sibera and one coming from Bananas next turn:

2 finished fallout scrubs and are free to move this turn.
1 is building an aluminum mine which isn't needed now that we have another aluminum source on line. If you open the save, he hasn't actually done his action yet this turn and can be moved.
1 has 1 turn to clear fallout and will then be free to move next turn.
1 has 4 turns to finish clearing his fallout tile.
1 is building a watermill near Moscow. If you open the save, he hasn't actually done his action this turn yet.
1 just finished building a railroad near Galley City (or maybe he came from Bananas)
1 can head to Siberia from Bananas next turn.​
These 8 workers should be more than enough to perform the 18 worker turns required to set up Siberia for max hammers. This will allow us to carry forward maximum research overflow into future turns.
 
Okay I'd rather make a clear thought out plan for this first turn, post it and play it an hour or so after I post the plan. Maybe post the plan in ~4-5 hours from now and play ~6 hours from now just the first turn.

I will also be posting a detailed plan after or before I play for the rest of the turn set.
 
Yeah, the aluminum dude is because I thought aluminum counts as a mining resource :blush: The watermill is for fish -- we'll probably want it if we're going to build an SS part in fish.
 
The watermill is for fish -- we'll probably want it if we're going to build an SS part in fish.

I started that watermill about 50 turns ago. :lol: I guess bcool can finally finish it if he needs it for his spaceship building.

BTW, we are about to have a lot of workers free up as they finish their fallout cleanup duties near Churchill (both east and west of him). We should keep that in mind before we build too many more ourselves, at least on the mainland, unless we plan to gift a bunch of them to Roosevelt in the next few turns.

Before I forget, the landmass south of Steam has fallout on it. If we build a galleon near Steam, several of the workers that just finished the aluminium mine could head over there and start scrubbing. So you may want to consider building a boat for that this turn, bcool.
 
Ok it takes a long time to go through all of the cities...

I went through and came up with 7831 research and -151 gold (I'm growing a few cities see below should net more research than we lose in those cities that are close w/i 2 turns) and I'm starving almost all the rest (I'm stop it before pop goes down)

these numbers might change slightly. I traded for 80 gold from Roosy and Stalin and traded for 1 more gpt from Roosy.

researching fission this turn

Unless noted otherwise I'm building wealth or research in all the cities

Moscow 14 scientists copper instead of 4F farm
Fish 16 merchants just finish RSI
Siberia Apollo (3)
Pigs shrinking in 10 21 scientists
GP Farm (losing 1 pop) 32 artists to take gpp to 2999
Cuba grow in 2 12 merchants
Bahamas 3 spy 2 scientists grow in 2 (slowing down gpp for Beijing) keep spies for backup spy perhaps if all goes to hell with GPs
Bermuda Grow, 7 merchants +2 free scientists takes fish back
Rheims Shrink in 8 10 merchants and (transport with fission research this turn for workers and island cleanup)
Banana 10 scientists grow city research
Paris Grow and 8+2 scientists
Kamchatka research shrink in 7 (13+2 scientists)
Orleans wealth shrink 9 10+2 scientists
Chengdu 9 scientists (grow in 2)
Bcool Island (grow 2) 4+2 scientists
Shanghai shrink 13 15 scientists
Crabbes RSI shrink 16 8 scientists
Beijing 5 spy 11+2 scientists shrink 13 (great person born next turn)
Guangzhou shrink 7 13 scientists
Nanjing shrink 8 14 scientists
Hammer city takes dye workshop and workshop from nanjing and rice 2 E and 2 scientists
Tours grow (2) 9 scientists
Haiti RSI 3 Engineer and grow this turn 3 citizens to max OF into spaceship build
Hastings Grow 1 turn 8+2 scientists
Nottingham just wealth/research (need to figure out specialists still)
York grow 2 9 scientists
Oxford Harbor 3E, 9 scientists (increasing OF to 34 from 16 and allows it to grow 1 more next turn)
Newcastle worker 1 E, 8 Scientists (no factory so worker just works out, hehe)
Ironspice worker
Mitchum Oasis shrink 6, 6 scientists
London 16 scientists
Canterbury 4 scientists
Warwick 5 scientists
Steam 8 scientists 3E
Rostov 9 scientists
Yaroslav 13 scientists
Yekaterinburg 9 scienists
Jamaica 11 scientists
Vijayanagara worker
Agra worker
Delhi worker
Pataliputra worker
Bombay worker
Calcutta worker
Yakutsk settler
 
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