SGOTM 13 - Gypsy Kings

AP votes go like this...

If there is no valid voting option, it checks every turn until there is a valid voting option.

So if we delay the war and there is no valid voting option, she can still call up a cancel war vote the next turn.

There is NOT a valid voting option I believe, the most likely is something like cancel trading with the infidels (Joao for example) but this doesn't apply right now
--not fun for us 33 gold per turn lost perhaps more after we capture the GLH

If there is a valid voting option there won't be another one for 14 turns. So yes after that first vote we wouldn't have to worry about it since persumably Cathy would be very much diminished.

Why I think we should still declare on Cathy before the vote...

We declare on Cathy T249
She votes to stop the war. We defy. we get 5 :mad: in BC's mistake
We DO NOT GET 5 :mad: in future Cathy cities that we capture after the defiance vote.

AND we capture Moscow T250 and get 2 trade routes per city, which I think is worth about at least 2 more 2 commerce trade routes per city or 18 * 4 72 gold/turn
and we get the parthenon benefits which is about 16 gp / turn.

So Not delaying for 2 turns might get us...
negatives
---5 :mad: in BC's Mistake for 15+ turns (which will not hurt)
---5 :mad: perhaps in Moscow if we capture it the turn of the defiance vote, but no other cities will get it.

(The unhappiness lasts until the next successful vote that we vote for. Not likely we will want any vote Cathy chooses. But by the time of the next vote Cathy might be near dead, so we could stop a resolution most likely from passing which wouldn't help the :mad:)

Positives
--- 72 :gold:/turn and 16 :gp:/turn at least 2 turns earlier

---Avoid the consequences of a different AP vote (which we could defy, but then why delay the war?) I believe there are no valid options but the most likely AP vote would be to stop trading with Joao her current worst enemy. That means a loss of about 33 gold in trade routes to Joao for 15+ turns.

--we get Cathy's cities 2 turns earlier and all future cities most likely
In total if we don't delay the war we save or get 639 additional gold over the next 15 turns in all possibly.

Delay the DoW by 2 turns for the first vote
negatives
Most likely won't help us because there is no valid vote! Since there is no valid vote until we declare war on her, she would get the vote the turn after the DoW anyways.
--Cathy gets another AP vote to play with. Which I believe would most likely be to stop trading with Joao. Which would be costly.

--Cathy gets 2 more turns to tech/build before the war

positives
--we give ourselves 2 more turns to marshall troops, but I believe by T249 we have plenty of troops to start the war very successfully (10 musketeers 2 treb, 2 spies for Moscow) (3 Treb 3 musketeers for small city north of Hittite)
----by delaying 2 turns we could probably get 2 more musketeers and a treb to Moscow (so a total of 12 musketeers and 3 treb and 2 spies to Moscow instead and perhaps cheaper but riskier espionage missions)

--we avoid 5 :mad: in our hindu cities (only BC's Mistake currently) and possibly 5 :mad: in Moscow if we capture it the turn of the defiance vote.
 
Hmm, reading this article
http://www.civfanatics.com/civ4/strategy/apostolicpalace.php

This suggest the trade embargo will not be a valid option.

2. Trade Embargo against X
Prerequisite: One Full Member must be trading with X, and X must be a Non-Member.
If passed, all Members now have Closed Borders with X and all trade agreements with X not made within the last 10 turns are cancelled.

And!!!
3. His current cities with the AP Religion acquire Villain status. New cities captured, founded or converted to the AP Religion after the Defiance vote has occurred do not acquire Villain status.
So only BC's Mistake would acquire villian status
DEFY DEFY DEFY!!!

conclusion do not delay the war just defy the vote.
 
Ok cool. I'm on board with attacknig Cathy whenever, and defying the vote as it comes.
 
thinking about the rough war blueprint for a conquest victory

I think we have or form 3 main forces.

In war plans part I screenshot

the red force finishes off Ragnar and moves on towards Izzy. (could leave a few Ragnar cities behind perhaps for the Green force to finish off)

The green force (which doesn't exist right now) helps hit Cathy's east of Moscow then comes around and hits Willem from his west with more forces coming from mainland cities to hit his east coast.

In war plans part II screenshot
The yellow force takes Moscow and curls back taking Russian cities on its way to Joao. The red force links up with the smaller force taking Russian cities near England. Then these units take Joao reinforced from England and our eastern cities long term.

If they finish early they help with Izzy.
 

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thinking about the rough war blueprint for a conquest victory

I think we have or form 3 main forces.

In war plans part I screenshot

the red force finishes off Ragnar and moves on towards Izzy. (could leave a few Ragnar cities behind perhaps for the Green force to finish off)

The green force (which doesn't exist right now) helps hit Cathy's east of Moscow then comes around and hits Willem from his west with more forces coming from mainland cities to hit his east coast.

In war plans part II screenshot
The yellow force takes Moscow and curls back taking Russian cities on its way to Joao. The red force links up with the smaller force taking Russian cities near England. Then these units take Joao reinforced from England and our eastern cities long term.

If they finish early they help with Izzy.

Looks good.
 
OK I got it!

I'm looking at Cathy and have a few thoughts. We need to try and time our attack for just after an AP vote. Do we know when those votes are scheduled? Could we try and hit 2-3 cities at or near the same time to reduce the impact of the AP?

Start T251 is the first AP vote, but the consequences of defiance are so low for our game that we just don't care.

Ragnar is just a logistical roll up at this point. We just need to make sure he doesn't have a secret stack somewhere that we can't see.

I hadn't seen anything significant yet with the scouting archer or city visibility. The fact that he DOWed WvO and had a big navy only partly filled with units when we sunk it suggests that he doesn't have another stack around.

We do have that archer currently marooned, and may as well stand around on the spot until we rescue it.
 
Originally Posted by bcool
Hmm, reading this article
http://www.civfanatics.com/civ4/stra...olicpalace.php

This suggest the trade embargo will not be a valid option.
Cathy's a Full Member. Only WvO and us are normal members. So she can embargo any of the others with whom she is trading. Unlikely, but legal.

but she isn't trading with Joao so that isn't a valid option.

Okay maybe an embargo on Willem is a valid option, but doesn't really matter. We don't delay and defy regardless.

Actually start T251. The election was start T237, per my after-set posts.

I'm on board with an early start and defying as necessary.
depends on how you count. The vote choice comes up T250 and we find out the results T251 I bet
If the screen shows on T242 8 turns then...
so 43/7 , 44/6 , 45/5, 46/4, 47/3, 48/2, 49/1, 50/0
 
General comments and questions.

I think Conquest is going to be faster than Domination. If we captured and held every city currently on the map we would still need settlers. It seems like we should burn most everything unless it is big enough to be draftable or whipable. Non-coastal cities of small size definitely burned. Coastal cities with GLH should not cost us too much.

Would we consider staying in Slavery so we could whip units out of captured cities?

Unit Upgrades-vs-cash buying new units?
Is there a “break even” point on promotions that makes it a reasonable option to upgrade a current unit vs buying a new unit? In my solo games I will not usually upgrade a unit with less than 3 promotions except in emergencies. Most promoted and closest to the front get upgraded 1st, Navy upgrades last if ever.Navy upgrades first. In the east 2 Triremes to Frigates and Kon-Tiki.

Healing vs moving fast? I tend to heal troops if they are more than 1/3 damaged, siege excluded mostly. Do we have any medics? Opinions please!

Isabella is directly south of Ragnar (screenshot)
I jus meant that her empire stretched fully across the south of Ragnar, making her more accessible than I had previously noticed.

Tech Path
Paper at 0%

Civic changes
Change to US, Caste, and Theocracy
Change to be made in 2 turns.

Religion Changes
Switch to Christianity Does not matter if we don't get Theology anyway.

Tech Trading
I am not inclined to trade with Cathy for Theology with our current options,
same for Willem even IF he would trade.
Theocracy is probably off the table.
Isabella could possibly research it; she has a high religious flavor.

I forgot Cathy doesn't have horses, Guilds for Theology + gold probably helps us in the long run.
Check every turn for new tech trading opportunities.
Check Research Screen each turn to see if AI Civs have completed any techs.

Other Trade Opportunities and Diplomacy
Maintain current trades
Renegotiate trades with Cathy, this turn and Isa next turn. Look to see if there are non-strategic resource options.
Reject "Stop Trade" demands
Reject other research demands

Espionage
Cathy 100%, divert some to maintain city view of Ragnar and research view of Willem if necessary.

Use Spy to insight revolt in Moscow the turn we attack.

Great People
1 towards end of set maybe.
I do want to run 4 specialists in CC now.
No specialists until switch to Caste then go back to max Merchants.

City Builds
Almost fully military building only at this point.
Drafting 3 units every turn with 1 from London, and 1 each from the other cities on a rotational basis. SM, PC, FC have not been drafted yet. Generally the approach is to whip everything we can before we switch back to Caste in 2 turns. Once we switch out of slavery and into US, we will buy units as gold allows.

CC... continue spy
FH…Treb(done) > Galleon
SM …Treb, Treb
PC… Treb, Treb
MC... Spy
BF... Frigate...whipped before civic switch > Frigate
FC... Galleon...whipped before civic switch, drafted so can leave on Galleon
GH... Settler
SR... Treb
London…Treb, Draft every turn
Nottingham…Galleon 2 pop whipped T243
York…Barracks(3T)...Drafted T243
Hastings ..Treb > TREB > TREB
Silver Lode…Barracks(whip)...Treb....drafting
Canterbury...Treb
Hittite ...Granary(WHIP), LH(WHIP), Treb
bcool's mistake (Pour Willy)….Galleon Cash buy
Nidaros...Musketeer

Workers
working their way towards Canterbury and mother Russia soon enough

War Plans
Continue to eradicate Ragnar.
Rally troops in old England for DoW at Moscow on T249. We will have 4 Galleons with 2 Frigates escorting. Troop count will be 8 Muskets and 4 Trebs. 5th Galleon is 1 turn behind with 1 Treb and 2 Muskets for back up.

Galleons
Need to find them all and get them chained up if they are not.

Frigates
Heading to bombard forward cities as much as possible.

Stopping/Pausing Conditions
I may pause after 5 turns depending on how it is going.
A barbarian spawns in an awkward position that I can't immediately deal with
AI declares war on us
Timing of something goes badly awry
Start of T253

Checklist every turn before hitting end turn
double check MM
check tech trades available
check if and what AI have researched from F4 screen
check for new/better resource trades
check espionage screen for large sabotage production values in all visible AI cities
check if any AI went into war prep mode
check for any barbarians
turn off spy specialists
save the game

While scouting
will put a note that notes the most recent location of barbarians
will put a note that notes the most recent location of all AI units
 
General comments and questions.

I think Conquest is going to be faster than Domination. If we captured and held every city currently on the map we would still need settlers. It seems like we should burn most everything unless it is big enough to be draftable or whipable. Non-coastal cities of small size definitely burned. Coastal cities with GLH should not cost us too much.

Agreed. So all Ragnar's cities apart from Roskilde are on the keep list. All of Cathy's cities are on the keep list, unless somehow some of the ones on Hittite island suck (but I don't think they do).

Would we consider staying in Slavery so we could whip units out of captured cities?

Worth considering... the difference accrues basically to the first few cities we take from any opponent. We are trying to keep Caste
  • for the faster GPerson (hopefully GMerchant) to get a pile of units that way,
  • to be able to get instant border pops in captured cities from running artists, so as to keep up their food production, so as to poly-draft them once their owner is dead and we have the necessary 10% culture immediately (or, rarely, before then).
Slavery gives us the ability to get a couple of units from the first few captured cities before their owner is dead. With our ability to cash-buy to fill gaps in unit composition, and steady flow of muskets from old cities, I'm not sure that we need that ability. Neither is clearly right or wrong, in my view.

Unit Upgrades-vs-cash buying new units?
Is there a “break even” point on promotions that makes it a reasonable option to upgrade a current unit vs buying a new unit?

The hammer for gold conversion is the same, but upgrades attract an additional penalty of an extra 20 gold. So, if the non-upgraded unit will serve a useful purpose without the upgrade, probably go buy something new. I think we have only two triremes east of England, a galley in Nottingham, a galley near MC and a sword and an axe near Nidaros that might want upgrades. The galley near MC is a priority, then the sword and axe. Frigates would be nice for Cathy, but I really don't see they have much work to do in the short term.

In my solo games I will not usually upgrade a unit with less than 3 promotions except in emergencies. Most promoted and closest to the front get upgraded 1st, Navy upgrades last if ever.

Navy is relatively more important here. I'd upgrade the last galley if it would do something useful next turn and we could only afford this upgrade this turn.

Healing vs moving fast? I tend to heal troops if they are more than 1/3 damaged, siege excluded mostly. Do we have any medics? Opinions please!

Siege should keep moving and bombing, under escort, under normal conditions, but we need to judge where our frigates will be, and when, to see whether siege bombing will be required. Healing siege for suicide runs might be a higher priority.

Generally we want CR upgrades on siege, because there are so few cities that will have to be bombed by siege.

We have a medic frigate near Nidaros and a medic archer marooned on SW of Ragnar's island. The former has too much work to do to bother healing stuff now.

One argument for getting Theology now is that with Theocracy, 7XP on a pike out of Hastings or Canterbury will allow it to become Woodsman III medic after one combat (cleaning out an injured Cathy LB). A cheap pike is best, so that it doesn't see much combat it can't survive - Cathy has no horse or ivory.

Muskets generally get combat upgrades, but I can see where occasionally the anti-archer or anti-melee upgrade might be right.

Isabella is directly south of Ragnar (screenshot)

Well, she has one city there.. I think her main stuff is where Ragnar attacked her - see the contested culture in your screenshot.

Tech Path
Paper at 0%

Civic changes
Change to US, Caste, and Theocracy if available and Paganism if not.
Change to be made in 2 turns.

Religion Changes
Switch to Christianity ??? Does not matter if we don't get Theology anyway.

Tech Trading
I am not inclined to trade with Cathy for Theology with our current options,
same for Willem even IF he would trade.
Theocracy is probably off the table.
Isabella could possibly research it; she has a high religious flavor.

It seems Ragnar has one of Izzy's cities in the fog to the SW, so I think we can expect her to be stone-aged - and not about to tech Theocracy for us.

I think we should trade Guilds for Theology+cash. I ended my turn set before hitting end-of-turn only in case someone could come up with a good reason not to do this trade. I see up sides and no down sides. She does not have horses, and has one source of iron that we could hit if the necessity presented itself.

Check every turn for new tech trading opportunities.
Check Research Screen each turn to see if AI Civs have completed any techs.

Other Trade Opportunities and Diplomacy
Maintain current trades
Renegotiate trades with Cathy, this turn and Isa next turn. Look to see if there are non-strategic resource options.
Reject "Stop Trade" demands
Reject other research demands

Espionage
Cathy 100%, divert some to maintain city view of Ragnar and research view of Willem if necessary.

Use Spy to insight revolt in Moscow the turn we attack.

Great People
1 towards end of set maybe.
I do want to run 4 specialists in CC now. Go back to max Merchants after switch back to Caste.

I think trying for purity is more important - the GMerchant for cash buys is much more useful than a GScientist, and those four specialists would have two more scientists. We're already being poisoned by the GLib, but why make it worse for (at best) one turn earlier for the GMerchant? Also, stockpiling food now allows us to run 8 merchants at food deficit later (and use the corn in FH). It's like running a binary slider. We get food now (because we can't run merchants), and spend it to get :gp: later (when it can be produced in the right flavour).

City Builds
Almost fully military building only at this point.
Drafting 3 units every turn with 1 from London, and 1 each from the other cities on a rotational basis. SM, PC, FC have not been drafted yet. Generally the approach is to whip everything we can before we switch back to Caste in 2 turns. Once we switch out of slavery and into US, we will buy units as gold allows.

Yep. Looking ahead to where cities will draft muskets and build trebs, and looking to pre-position galleons or galleon buys will be useful. For example, if PC builds a treb, plan to buy a galleon the turn after and draft when the galleon is built.

CC... continue spy

We will want two spies for the revolt in Amsterdam after the revolt in Moscow, so rebuild as necessary.

FH…Treb, Treb
SM …Treb, Treb
PC… Treb, Treb

I think PC should tend to build boats, because sending galleons there is a PITA. However, once per draft cycle, as above, a "build treb, buy galleon, draft musket, go" construct is efficient. This can apply to other cities like FC and BF also. Draft SM and FH to sync with these efforts, where possible.

MC... Spy

We need a plan to galleon chain the two spies to deliver them to Moscow ASAP. Preferably on boats where they don't get caught, but we'd definitely like them fortified in Moscow ASAP. If they are moving overland, wherever possible the two spies should not end their turn on the same tile. That doubles each of their chances of being caught. So wherever we land the spies, we want to count tiles to Moscow (roads for Engineering) and de-sync their movement so that they arrive together, but travel apart. We have to accept the extra risk of both being together in Moscow as they fortify, however.

BF... Frigate
FC... Galleon
GH... Settler
SR... Treb
London…Treb
Nottingham…Galleon
York…Barracks
Hastings ..Treb
Silver Lode…Barracks(whip)
Hittite ...Granary, LH, Treb

IIRC I just whipped the granary, and we can whip the LH on the way out to overflow onto something useful.

Canterbury needs a build plan

bcool's mistake (Pour Willy)….Galleon

Workers
still to be evaluated

War Plans
Continue to eradicate Ragnar.

I suggest trebs and two maces get on the galleons and get dumped 1N of Uppsala, while both frigates head there to bomb. LB and pike camp on their current tile and laugh at the horse archers. At least two muskets get C1 and move to a forest SW of Nidaros where they can strike at Uppsala, support the LB+pike and cover Nidaros (should that be necessary). Third musket does something reasonable. Sword and axe defend Nidaros awaiting upgrades to maces.

Leave a galleon near Uppsala to re-load the trebs after taking Uppsala and get them to land east of Birka ASAP. No need to chain for this. Bombing Birka will be a "speed bump" for us.

Ignore Roskilde, but see if we can't harvest the units that are milling around there, as the head for Birka. Musket camping on forest between Birka and Roskilde is probably quite nice, really.

Rally troops in old England for DoW at Moscow on T249.

Galleons
Need to find them all and get them chained up if they are not.

Good luck with that... the short-term demands for our galleons delivering units on Rag and spies to Moscow will make this nearly impossible. We chain as much as we can, but I think our rush to deliver necessary force ASAP will reduce our long-term ability to deliver force.

Frigates
Heading to bombard forward cities as much as possible.

Stopping/Pausing Conditions
I may pause after 5 turns depending on how it is going.
A barbarian spawns in an awkward position that I can't immediately deal with
AI declares war on us
Timing of something goes badly awry
Start of T253

Checklist every turn before hitting end turn
double check MM
check tech trades available
check if and what AI have researched from F4 screen
check for new/better resource trades
check espionage screen for large sabotage production values in all visible AI cities
check if any AI went into war prep mode
check for any barbarians
turn off spy specialists
save the game

While scouting
will put a note that notes the most recent location of barbarians
will put a note that notes the most recent location of all AI units
 
but she isn't trading with Joao so that isn't a valid option.

Okay maybe an embargo on Willem is a valid option, but doesn't really matter. We don't delay and defy regardless.

No, WvO is not a legal embargo target...

2. Trade Embargo against X
Prerequisite: One Full Member must be trading with X, and X must be a Non-Member.
If passed, all Members now have Closed Borders with X and all trade agreements with X not made within the last 10 turns are cancelled.

Rag and Izzy, being non-members she has presumably met and might be trading with might be embargo targets.

But whatever, we defy anything that hurts us (peace I think is the only legal thing that does hurt us; stop trading with Joao or WvO would hurt us, but isn't legal for different reasons).
 
....two spies to deliver them to Moscow ASAP.....
Only 1 spy in the city though. I know we learned in an earlier game that 2 spies in the target city increases the espionage point cost of a mission, or increases the likelihood of getting caught, or something else that was problematic. I don’t use spies that often, but when I do, I never camp 2 in the same city.

Good luck with that... the short-term demands for our galleons delivering units on Rag and spies to Moscow will make this nearly impossible. We chain as much as we can, but I think our rush to deliver necessary force ASAP will reduce our long-term ability to deliver force.
Then I am going to add some Galleons to the ques in front of some trebs. If we can't move the ground troops we have, then we definitely need more boats now.

I think trying for purity is more important - the GMerchant for cash buys is much more useful than a GScientist, and those four specialists would have two more scientists. We're already being poisoned by the GLib, but why make it worse for (at best) one turn earlier for the GMerchant? Also, stockpiling food now allows us to run 8 merchants at food deficit later (and use the corn in FH). It's like running a binary slider. We get food now (because we can't run merchants), and spend it to get later (when it can be produced in the right flavour).
OK, I'll keep it as pure merchant as possible.

IIRC I just whipped the granary, and we can whip the LH on the way out to overflow onto something useful.
in Hittite, the overflow from the Granary whip will finish the LH in 1 turn.
 
Only 1 spy in the city though. I know we learned in an earlier game that 2 spies in the target city increases the espionage point cost of a mission, or increases the likelihood of getting caught, or something else that was problematic. I don’t use spies that often, but when I do, I never camp 2 in the same city.

Like I said, two spies on the same tile increase the chance of being caught, but the cost of that increase is nothing like the down side from the chance of the mission failing on the first spy if we had only one. The mission cost is unaffected. Two spies fortifying is definitely right.

Then I am going to add some Galleons to the ques in front of some trebs. If we can't move the ground troops we have, then we definitely need more boats now.

Sure.

in Hittite, the overflow from the Granary whip will finish the LH in 1 turn.

So since we can only 1-whip Hittite, that's the only thing we can usefully 1-whip, we want other stuff (barracks), and we have only one good tile to work, 1-whip it. :)
 
comments in blue.

Quote:
Originally Posted by Ronnie1
General comments and questions.

I think Conquest is going to be faster than Domination. If we captured and held every city currently on the map we would still need settlers. It seems like we should burn most everything unless it is big enough to be draftable or whipable. Non-coastal cities of small size definitely burned. Coastal cities with GLH should not cost us too much.

Agreed. So all Ragnar's cities apart from Roskilde are on the keep list. All of Cathy's cities are on the keep list, unless somehow some of the ones on Hittite island suck (but I don't think they do).

Agreed, conquest, keep coastal unless like 1 pop. burn non-coastal in general unless 6 pop or more after capture I would think ideally with some buildings and resources.

Quote:
Originally Posted by Ronnie1
Would we consider staying in Slavery so we could whip units out of captured cities?

Worth considering... the difference accrues basically to the first few cities we take from any opponent. We are trying to keep Caste
for the faster GPerson (hopefully GMerchant) to get a pile of units that way,
to be able to get instant border pops in captured cities from running artists, so as to keep up their food production, so as to poly-draft them once their owner is dead and we have the necessary 10% culture immediately (or, rarely, before then).
Slavery gives us the ability to get a couple of units from the first few captured cities before their owner is dead. With our ability to cash-buy to fill gaps in unit composition, and steady flow of muskets from old cities, I'm not sure that we need that ability. Neither is clearly right or wrong, in my view.
I would stick with caste since the hammer bonus to our workshops under caste system helps us now. While the ability to whip helps significantly mabye 15+ turns from now. I think caste system is the way to go for that reason and the reasons mabraham outlined above.

Quote:
Originally Posted by Ronnie1
Unit Upgrades-vs-cash buying new units?
Is there a “break even” point on promotions that makes it a reasonable option to upgrade a current unit vs buying a new unit?

The hammer for gold conversion is the same, but upgrades attract an additional penalty of an extra 20 gold. So, if the non-upgraded unit will serve a useful purpose without the upgrade, probably go buy something new. I think we have only two triremes east of England, a galley in Nottingham, a galley near MC and a sword and an axe near Nidaros that might want upgrades. The galley near MC is a priority, then the sword and axe. Frigates would be nice for Cathy, but I really don't see they have much work to do in the short term.
In addition to the galleon mabraham mentions below. I might upgrade a frigate T245 or so, that way we can take it with the galleons taking the units to Moscow. I would be able to bombard Moscow at least 1 turn and protect the galleons if Cathy has a ton of caravels.

Quote:
Originally Posted by Ronnie1
In my solo games I will not usually upgrade a unit with less than 3 promotions except in emergencies. Most promoted and closest to the front get upgraded 1st, Navy upgrades last if ever.

Navy is relatively more important here. I'd upgrade the last galley if it would do something useful next turn and we could only afford this upgrade this turn.
agreed

Quote:
Originally Posted by Ronnie1
Healing vs moving fast? I tend to heal troops if they are more than 1/3 damaged, siege excluded mostly. Do we have any medics? Opinions please!

Siege should keep moving and bombing, under escort, under normal conditions, but we need to judge where our frigates will be, and when, to see whether siege bombing will be required. Healing siege for suicide runs might be a higher priority.

Generally we want CR upgrades on siege, because there are so few cities that will have to be bombed by siege.
yes to CR upgrades on siege, agree wouldn't need accuracy promo on all but 1 maybe if we have inland cities that are tough to get to or if our frigates are stretched too thin. injured treb still do the same collateral damage so certaintly near the end we can push our treb hard. early on its a judgement call. if useful bombarding to do, don't heal. If can heal without losing too many turns then heal, but I doubt the healing will come at convenient times.

We have a medic frigate near Nidaros and a medic archer marooned on SW of Ragnar's island. The former has too much work to do to bother healing stuff now.
Might be able to pick up that archer, but would need to be ready to replace or buy a unit there on DoW with Cathy.

One argument for getting Theology now is that with Theocracy, 7XP on a pike out of Hastings or Canterbury will allow it to become Woodsman III medic after one combat (cleaning out an injured Cathy LB). A cheap pike is best, so that it doesn't see much combat it can't survive - Cathy has no horse or ivory.
I agree I think the guilds for theology + gold trade is a good one. Theocracy is nice for those cities in London.

Muskets generally get combat upgrades, but I can see where occasionally the anti-archer or anti-melee upgrade might be right.
I might go with medic and then march (heal on the go) for a few that are traveling with a lot of siege. but yes in general combat upgrades, but a cover promo would be nice situationally. No melee (shock I believe it is called) availiable for gunpowder units unfortunately. If we are going to face a counter attack it is nice to have 1 promoted down the first strike path.

Quote:
Originally Posted by Ronnie1
Isabella is directly south of Ragnar (screenshot)
Well, she has one city there.. I think her main stuff is where Ragnar attacked her - see the contested culture in your screenshot.

Quote:
Originally Posted by Ronnie1
Tech Path
Paper at 0%

Civic changes
Change to US, Caste, and Theocracy if available and Paganism if not.
Change to be made in 2 turns.

Religion Changes
Switch to Christianity ??? Does not matter if we don't get Theology anyway.
Yes switch to Christianity, look at happiness before the switch and do what you can for the taoist cities who will lose a happiness.

Tech Trading
I am not inclined to trade with Cathy for Theology with our current options,
same for Willem even IF he would trade.
Theocracy is probably off the table.
Isabella could possibly research it; she has a high religious flavor.
It seems Ragnar has one of Izzy's cities in the fog to the SW, so I think we can expect her to be stone-aged - and not about to tech Theocracy for us.

I think we should trade Guilds for Theology+cash. I ended my turn set before hitting end-of-turn only in case someone could come up with a good reason not to do this trade. I see up sides and no down sides. She does not have horses, and has one source of iron that we could hit if the necessity presented itself.
Agreed Guilds for Theology+cash is a good trade for us.


Quote:
Originally Posted by Ronnie1
Check every turn for new tech trading opportunities.
Check Research Screen each turn to see if AI Civs have completed any techs.

Other Trade Opportunities and Diplomacy
Maintain current trades
Renegotiate trades with Cathy, this turn and Isa next turn. Look to see if there are non-strategic resource options.
Reject "Stop Trade" demands
Reject other research demands

Espionage
Cathy 100%, divert some to maintain city view of Ragnar and research view of Willem if necessary.

Use Spy to insight revolt in Moscow the turn we attack.

Great People
1 towards end of set maybe.
I do want to run 4 specialists in CC now. Go back to max Merchants after switch back to Caste.
I think trying for purity is more important - the GMerchant for cash buys is much more useful than a GScientist, and those four specialists would have two more scientists. We're already being poisoned by the GLib, but why make it worse for (at best) one turn earlier for the GMerchant? Also, stockpiling food now allows us to run 8 merchants at food deficit later (and use the corn in FH). It's like running a binary slider. We get food now (because we can't run merchants), and spend it to get later (when it can be produced in the right flavour).

I say run a spy and engineer but that is it. The great spy isn't that bad, even the great engineer isn't bad since it could likely build the Taj Mahal for us and get a GA. A GA is at least as good as a trade mission for us.
Even in the worst case, a great scientist could bulb paper (we could get at least some gold from trading our maps), but I wouldn't pollute further with scientists.

Quote:
Originally Posted by Ronnie1
City Builds
Almost fully military building only at this point.
Drafting 3 units every turn with 1 from London, and 1 each from the other cities on a rotational basis. SM, PC, FC have not been drafted yet. Generally the approach is to whip everything we can before we switch back to Caste in 2 turns. Once we switch out of slavery and into US, we will buy units as gold allows.

Yep. Looking ahead to where cities will draft muskets and build trebs, and looking to pre-position galleons or galleon buys will be useful. For example, if PC builds a treb, plan to buy a galleon the turn after and draft when the galleon is built.

Just be aware of the whips not dropping us too low in pop 6 except in certain cities we have decided to burn (Nottingham and Golden Hills)

Quote:
Originally Posted by Ronnie1
CC... continue spy

We will want two spies for the revolt in Amsterdam after the revolt in Moscow, so rebuild as necessary.
if we do get a really low odds Great Spy, build/buy more spies too

Quote:
Originally Posted by Ronnie1
FH…Treb, Treb
SM …Treb, Treb
PC… Treb, Treb

I think PC should tend to build boats, because sending galleons there is a PITA. However, once per draft cycle, as above, a "build treb, buy galleon, draft musket, go" construct is efficient. This can apply to other cities like FC and BF also. Draft SM and FH to sync with these efforts, where possible.

Quote:
Originally Posted by Ronnie1
MC... Spy
We need a plan to galleon chain the two spies to deliver them to Moscow ASAP. Preferably on boats where they don't get caught, but we'd definitely like them fortified in Moscow ASAP. If they are moving overland, wherever possible the two spies should not end their turn on the same tile. That doubles each of their chances of being caught. So wherever we land the spies, we want to count tiles to Moscow (roads for Engineering) and de-sync their movement so that they arrive together, but travel apart. We have to accept the extra risk of both being together in Moscow as they fortify, however.
I agree with this. And I think we do want 2 spies in Moscow. If the mission fails it will suuuuuuuck. Yes the odds of mission success are reduced but only for the 1st spy! Since if the 1st spy fails the 2nd will have good odds now that he is alone. I think we want the insurance of 2 spies even if the first spy to try is at reduced odds.

Quote:
Originally Posted by Ronnie1
BF... Frigate
FC... Galleon
GH... Settler
ideally 3 pop whipping this when transport is available and settling on the gems SE of Willem. After the settler whip? not sure a worker until whip/draft anger settles down?
SR... Treb
London…Treb
Nottingham…Galleon
this is being whipped

York…Barracks
I'm not sure but a settler whip here also might pay off. Since we could settler directly on the ivory and get access to that happiness earlier than a city in Ragnar's land coming out of revolt. The happiness might let us avoid using the slider, or to draft a little more frequently.
Hastings ..Treb
Silver Lode…Barracks(whip)
Hittite ...Granary, LH, Treb
IIRC I just whipped the granary, and we can whip the LH on the way out to overflow onto something useful.
What are you planning for these cities after you finish what is listed above? Many of them will potentially be whipped so we need a plan for what comes next.


Canterbury needs a build plan

Quote:
Originally Posted by Ronnie1
bcool's mistake (Pour Willy)….Galleon

Workers
still to be evaluated

War Plans
Continue to eradicate Ragnar.
I suggest trebs and two maces get on the galleons and get dumped 1N of Uppsala, while both frigates head there to bomb. LB and pike camp on their current tile and laugh at the horse archers. At least two muskets get C1 and move to a forest SW of Nidaros where they can strike at Uppsala, support the LB+pike and cover Nidaros (should that be necessary). Third musket does something reasonable. Sword and axe defend Nidaros awaiting upgrades to maces.

Leave a galleon near Uppsala to re-load the trebs after taking Uppsala and get them to land east of Birka ASAP. No need to chain for this. Bombing Birka will be a "speed bump" for us.

Ignore Roskilde, but see if we can't harvest the units that are milling around there, as the head for Birka. Musket camping on forest between Birka and Roskilde is probably quite nice, really.
seems reasonable


Quote:
Originally Posted by Ronnie1
Rally troops in old England for DoW at Moscow on T249.
I would like to see more details here.

Galleons
Need to find them all and get them chained up if they are not.

Good luck with that... the short-term demands for our galleons delivering units on Rag and spies to Moscow will make this nearly impossible. We chain as much as we can, but I think our rush to deliver necessary force ASAP will reduce our long-term ability to deliver force.
using them to leapfrog forces probably more important as mabraham suggests rather than getting perfect chains.

Quote:
Originally Posted by Ronnie1
Frigates
Heading to bombard forward cities as much as possible.
beware of leaving a lone galleon out where caravels can attack it. Especially if it loaded. Might need a frigate to escort important galleons.


Stopping/Pausing Conditions
I may pause after 5 turns depending on how it is going.
A barbarian spawns in an awkward position that I can't immediately deal with
AI declares war on us
Timing of something goes badly awry
Start of T253

Checklist every turn before hitting end turn
double check MM
check tech trades available
check if and what AI have researched from F4 screen
check for new/better resource trades
check espionage screen for large sabotage production values in all visible AI cities
check if any AI went into war prep mode
check for any barbarians
turn off spy specialists
save the game

While scouting
will put a note that notes the most recent location of barbarians
will put a note that notes the most recent location of all AI units
 
bc made a good point about why ongoing Caste System is right - the workshop hammers.

Also, we captured a worker SW of Nidaros this turn. I guess he goes and chops forests for Nidaros. Chops are best finished once we have cultural borders expanded, of course.
 
Ron, are you going to be able to respond and update the PPP?

I'm concerned that we haven't heard from you in a while especially because the deadline is only 3 weeks away.

Perhaps you need to skip this turn and take the next one?
 
Ron, are you going to be able to respond and update the PPP?

I'm concerned that we haven't heard from you in a while especially because the deadline is only 3 weeks away.

Perhaps you need to skip this turn and take the next one?

Yeah. Planning opening turns of wars does take time, and this set gears up and starts the biggest one.
 
I'm OK, may days off were just busier than expected.

I'm working on the details now.
 
Advance notice: I will be away and somewhat unavailable June 10-13. I'll have some web access and will consult, but I don't expect to have Civ access. So I definitely can't play then.

We have 20 days left to submit. Deadline is June 25 We can't afford to take more than 2-3 days per set. If we're too busy just then, we need to say so and let someone who does have the time prepare and play.
 
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