Mitchum
Deity
I would like a few hours to comment on any war plan
If I get that then Im okay if you play Mitchum
I won't have time to put a proper PPP together tonight, so this may be tough. Maybe I'll play some turns on Friday if we can't get it lined up for tomorrow.
You have some great ideas here on modern warfare. I'm not being critical, but I'm taking my minimalist approach here. If we don't need it, let's not waste the effort trying to make it happen. I used that filter when reviewing this post.
-Flight in 1 turn
--Airports in Moscow and other key cities that can build them in 1 turn)
----can move workers/ military units to where we need them in 1 turn
I'm not sure that flight in 1 turn this is necessary. Any city that has the production to build a 1-turn airport is currently building space parts. Any fighters/bombers we build can be re-based anywhere on the map in 1 turn, so we don't have to build them right away. I would prefer to run 100% gold and to use gold to upgrade a few thing. I like the idea of airports to be able to get units from Moscow to Chengdu in 1 turn, but I think learning it in 2 turns is fine.
--upgrade/build 6+ fightes for defense against roosys airships and later to station on aircraft carriers (and to soften up targets
---aircraft carriers really work well with marines for island assaults, they make the difference (fortified riflemen in cultural defensive city need a little softening up even for marines)
--4+ bombers to soften up targets/ destroy key resources
I think Roosevelt's island cities will be very easy to pick off (LA, SF and Sea). Those on his mainland southern coast can be reached from Old India or Old China by fighters/bombers. As we take cities we can move our air force forward to always provide air support. I think aircraft carriers would be nice, but are not necessary. Plus they would take time to build and to get into position. It's a bit overkill...
--somehow get uranium in 2-4 turns (for 1-2 ICBM/tactical nukes)
--sushi executive sent by airport to city in ice with nearby uranium?
--sushi executive to flip uranium on Gandhis lands
---settler to settle next to roosys uranium when we take out the city next to it (not easy since this is where his stack is
I'm not sure we need uranium. I think this war can be easily won with Modern Armor, marines, our current units upgraded to infantry, fighters, bombers, transports and a few destroyers.
---hit roosys city with the statue of zeus in it first
This is a good goal, but not a requirement, right? If WW becomes a problem, we just raise the slider. Had we fought Roosevelt earlier in the game, this would have been a key move.
submarine for tactical nukes and/or cruise missiles
--cities with ~60 production can crank out cruise missiles especially if they are far from the action.
---nice for island hopping or nasty high promotion rifleman
I've actually never used cruise missiles. In fact, I don't fight too many modern wars. I tend to do most of my warring the in the BC and early AD years. But again, I think this is a luxury that we can live without. Although I'm speaking without any experience here...
switch to slavery but not police state
--represention would allow us to tech refrigeration and robotics in a useful timeline
---refrigeration +1 water movement is big
----robotics 3 pop drafts of mech infantry, missile carrying battleships
--Or advanced flight (gunships anyone? you have to love them)
With how close Roosevelt's cities are, I think hopping from one to the next can be done without Refrigeration, although it would definitely help boats built further away get into the action 1/2 to 1 turn sooner I guess. I like mech infantry but I prefer modern armor. Do we really need them? A drafted infantry should be quite effective against riflemen, I think. Our battles may be 90% instead of 99%, but they should do the trick (said without doing any math).
Kamchatka has drydock now, use for aircraft carrier / destroyers /submarine
--Fish does as well but not very good location anymore
--New channel for boats from Fish?
I think Fish is too far away to build boats. Kamchatka is an excellent place to build our North Sea fleet though.
With slavery food =hammers so more seafood resources
--settler in city settled on the coal (for 2 seafood resource sites to the south)
----new cities have a net +30 research/ wealth just from trade routes
--fish north of China?
I saw that settler and was wondering what he was slated for.
--dont draft in highest pop cities including GP Farm (since trade route income is based on those high pop cities empire wide)
OK, but once we've upgraded our old troops, why do we need a lot of gold?
--use fighters/bombers/spies to prevent roosy access to oil and uranium
----use them to destroy all of his key happiness resources (especially nice to do with fighters and aircraft carriers)
Taking out oil and uranium make sense. I would prefer to use the air force to soften up defenders though, so I would put a low priority on bombing happiness resources.
--flip roosy to different civics (does this cause him anarchy if a spy does this?) If it doesn't probably not worth it.
Even if it doesn't cause anarchy (which it should since it does if someone asks us to change), it should prevent him from changing to war civics for 2 to 3 turns. It's worth a try.
--build the Cristo Redeemer. So can whip, switch back to caste system next turn for hammer bonueses, then whip the following turn, etc. Dip into serfdom if necessary.
Seems like a lot of hammers for this. I would prefer to use the high-hammer cities to crank out modern armor.
--use Ivan the Terrible for some evil purpose.
Maybe we can name our submarine Ivan...
--whip airports (OF into units) in key but not so great production cities.
Good idea, although if the city has poor production, it won't be building too many units unless it whips/drafts a lot. I guess both whipping and drafting make a lot of sense for a quick buildup. When can we afford to leave Caste System? T0, T+1 or T+2. What other civics make sense. I would vote for:
Police State
Nationhood
Slavery
Free Market
Theocracy
--land units where barracks and GG are, air units where production is lower and have airports high promotion planes have great range option sometimes key, boats where drydocks are.
Good point.