SGOTM 14 - Kakumeika

I'm keen on taking Hyderabad first when we attack Asoka from the north. We can load troops onto Galleons 1SE of Culture Bridge, sail them directly into Hyderabad after we take it shielding them from caravels, and then sail to 1N of Asoka's capital and unload pure pain right next to his capital the next turn. There would be essentially zero risk to our troops that way.
 
I like the idea of overflowing in Washington to speed up the UN. What if we took it a step further with a double overflow?

Spend 2 turns to get a knight up to 89/90:hammers:, then switch to a pikeman and spend 2 turns producing him to get a 40:hammers: overflow. With 50:hammers: per turn in Washington, there would be 89:hammers: overflow from producing the knight the 5th turn, and on the sixth turn we could have 139:hammers: going into the UN. That is about 1 hammer short of building the UN in one turn, but I'm sure we can assign an engineer specialist to make it happen.

Not sure if shortening the UN to a 1 turn build by keeping military in the queue is a good idea.

Also, I have failed 3 out of 3 times when attempting such a hammer waterfall :sad:. The timing has to be just right and is for people very good at math.

Well I have a spreadsheet to do maths for us :)

A spy or a missionary is also an easy way to try to get overflow.

The knight needs to be the last unit in the overflow chain so that we don't run into the cap on overflow hammers (i.e. the size of the build).
 
I seem to recall Elizabeth attemping a pure great engineer a turnset or two ago. We should check that to make sure she won't have one and Nationalism at the same time.
 
I like the idea of overflowing in Washington to speed up the UN. What if we took it a step further with a double overflow?

Spend 2 turns to get a knight up to 89/90:hammers:, then switch to a pikeman and spend 2 turns producing him to get a 40:hammers: overflow. With 50:hammers: per turn in Washington, there would be 89:hammers: overflow from producing the knight the 5th turn, and on the sixth turn we could have 139:hammers: going into the UN. That is about 1 hammer short of building the UN in one turn, but I'm sure we can assign an engineer specialist to make it happen.

Not sure if shortening the UN to a 1 turn build by keeping military in the queue is a good idea.

Also, I have failed 3 out of 3 times when attempting such a hammer waterfall :sad:. The timing has to be just right and is for people very good at math.

Assuming switching to Nationhood on T173 and back to Bureaucracy T178, Washington can work max food + river Pmine T173-8, switch Pcottage to Pmine T179, grow to 18 T180 and switch off lakes to engineer+Pcottage+2nd Pfarm. With the above, we can build treb T173-4, start knight T175-6, switch to spy T177-8, finish knight T179 to get exactly the overflow for a one-turn UN T180. We probably actually want a later UN, but when we pick a date, it will be easy to micro accordingly.
 
Assuming switching to Nationhood on T173 and back to Bureaucracy T178, Washington can work max food + river Pmine T173-8, switch Pcottage to Pmine T179, grow to 18 T180 and switch off lakes to engineer+Pcottage+2nd Pfarm. With the above, we can build treb T173-4, start knight T175-6, switch to spy T177-8, finish knight T179 to get exactly the overflow for a one-turn UN T180. We probably actually want a later UN, but when we pick a date, it will be easy to micro accordingly.

It might be hard to get Mass Media to finish at the end of T179, so it is nice to know that we can finish the UN in 1 turn with this method. That means we can ease up on building science or running scientists most likely. To finish Mass Media by the end of T180 we need to average 585 research, which seems quite doable.

I don't think we want to speed up the UN any more than finishing T181, since killing the wizard is the limiting case now. (we could do it one turn earlier but it is nice to have a backup turn for the battles with the wizard).
 
The plan will use up Stone City's entire Granary (or nearly so on the final turn).

The plan adjusts the Base Hammers each turn to be a multiple of four to optimize Forge output.

The Plan switches the 11th citizen now on a Grassland Farm:

  • t173: Plains Farm (2F2H2C) - Base Hammers = 38 Organic + 10 Overflow x 2.25 -> 108H and 23/42F -> 20/42F
  • t174: Grassland Farm (3F) - Base Hammers = 36 x 2.25 -> 81H and 20/42F -> 18/42F
  • t175: Grassland Farm (3F) - Base Hammers = 36 x 2.25 -> 81H and 18/42F -> 16/42F
  • t176: Grassland Farm (3F) - Base Hammers = 36 x 2.25 -> 81H and 16/42F -> 14/42F
  • t177: Grassland Farm (3F) - Base Hammers = 36 x 2.25 -> 81H and 14/42F -> 12/42F
  • t178: Grassland Workshop (1F4H) - Base Hammers = 40 x 2.25 -> 90H and 12/42F -> 08/42F
  • t179: Grassland Workshop (1F4H) - Base Hammers = 40 x 2.25 -> 90H and 08/42F -> 04/42F
  • t180: Grassland Workshop (1F4H) - Base Hammers = 40 x 2.25 -> 90H and 04/42F -> 00/42F
This plan produces 706 (Correction: 702) Hammers in 8 turns. In the last turn, the Plains Farm (2F2H2C) can be worked instead:

  • t180: Plains Farm (2F2H2C) - Base Hammers = 38 x 2.25 -> 85H and 04/42F -> 01/42F
With this alternative final turn, the plan produces 701 (Correction: 697) Hammers in 8 turns. Saving 1F costs us 5H we don't need, but they are Marble inflated Hammers, so they worth only 2-3 normal Hammers. EDIT: This alternative is pointless, since it fails to complete The Taj Mahal in less than 9 turns.

Sun Tzu Wu
 
Assuming switching to Nationhood on T173 and back to Bureaucracy T178, Washington can work max food + river Pmine T173-8, switch Pcottage to Pmine T179, grow to 18 T180 and switch off lakes to engineer+Pcottage+2nd Pfarm. With the above, we can build treb T173-4, start knight T175-6, switch to spy T177-8, finish knight T179 to get exactly the overflow for a one-turn UN T180. We probably actually want a later UN, but when we pick a date, it will be easy to micro accordingly.

I don't believe this overflow plan can work as detailed above, because the # of overflow Hammers output can never exceed the Hammer size of the item being produced. Any Hammers in excess of this limit is converted into Wealth.

Thus, overflow into The United Nations is limited to the size of the build completed in the previous turn; any Hammers more than that size is converted into Wealth. So, if the build completed before TUN is a Knight, overflow from the Knight can be at most 90 Hammers. If the build completed before TUN is an Observatory, overflow from the Observatory can be at most 150 Hammers. From a Bank ... at most 200 Hammers can be overflowed into TUN. Also, remember that these are Forge multiplied Hammers and not Base Hammers; Base Hammers overflowed would be 4/5 as much when the only Hammer multiplier is a Forge. With Bureaucracy the ratio becomes 4/7 instead of 4/5. This can be a surprising factor if Bureaucracy is switched to at the beginning of The United Nations build.

Sun Tzu Wu
 
I don't believe this overflow plan can work as detailed above, because the # of overflow Hammers output can never exceed the Hammer size of the item being produced. Any Hammers in excess of this limit is converted into Wealth.

Thus, overflow into The United Nations is limited to the size of the build completed in the previous turn; any Hammers more than that size is converted into Wealth. So, if the build completed before TUN is a Knight, overflow from the Knight can be at most 90 Hammers. If the build completed before TUN is an Observatory, overflow from the Observatory can be at most 150 Hammers. From a Bank ... at most 200 Hammers can be overflowed into TUN. Also, remember that these are Forge multiplied Hammers and not Base Hammers; Base Hammers overflowed would be 4/5 as much when the only Hammer multiplier is a Forge. With Bureaucracy the ratio becomes 4/7 instead of 4/5. This can be a surprising factor if Bureaucracy is switched to at the beginning of The United Nations build.

Sun Tzu Wu

We need 140 hammers to go with 500+18*20=860 from our GEngineer with 18 population in order to build the UN in one turn. I assume Bureaucracy at the time of the build, so our multiplier is +75%. So we need 80 base hammers that turn. We can produce 36 hammers from tiles and engineer, so only need 44 to overflow in, which is much smaller than a 90 hammer knight, and much smaller than our theoretical max "double overflow" of (36-1)*2. So I think the general plan is fine.
 
We should try to include three to five level 5 Knights with

Combat I
Combat II
Pinch
Amphibious

The Pinch promotion will compensate for the Rifleman's +25% versus mounted units (Knights).

Up to four additional level 5 Knights should have these promotions to be more effective against the three Longbowmen and to draw out the Rifleman as a defender when the Pinch promoted Knights draw a Longbowman instead:

Combat I
Combat II
Combat III
Amphibious

I'd like to draw your attention to my previous post "3) Kill the Wizard -- Short Galleon Cargo Trip (1t) + Long Mounted Unit Trip (7t)":

http://forums.civfanatics.com/showpost.php?p=11067011&postcount=3285

The turn # just need to be 2 turns earlier to match a t188 attack turn and t189 decimate the Wizard turn by any surviving Knights (versus Longbowmen) from the first attack.

The advantage of this plan is the mounted units can travel faster via Road than any of the Galleons can travel, so minimize the mounted units sea transit time; only the Galleons need to go that slow, except for the turn prior to the attack on the Wizard.

Sun Tzu Wu
 
We should try to include three to five level 5 Knights with

Combat I
Combat II
Pinch
Amphibious

The Pinch promotion will compensate for the Rifleman's +25% versus mounted units (Knights).

Up to four additional level 5 Knights should have these promotions to be more effective against the three Longbowmen and to draw out the Rifleman as a defender when the Pinch promoted Knights draw a Longbowman instead:

Combat I
Combat II
Combat III
Amphibious

I'd like to draw your attention to my previous post "3) Kill the Wizard -- Short Galleon Cargo Trip (1t) + Long Mounted Unit Trip (7t)":

http://forums.civfanatics.com/showpost.php?p=11067011&postcount=3285

The turn # just need to be 2 turns earlier to match a t188 attack turn and t189 decimate the Wizard turn by any surviving Knights (versus Longbowmen) from the first attack.

The advantage of this plan is the mounted units can travel faster via Road than any of the Galleons can travel, so minimize the mounted units sea transit time; only the Galleons need to go that slow, except for the turn prior to the attack on the Wizard.

Sun Tzu Wu

I used your plan for the knights to run along roads in my plan for the wizard killing in my latest posts and credited you for the idea.
 
Great Merchant possible city to run trade mission

I mapped out a way to do the trade mission in Canterbury on T178 for the assumed Great Merchant from GPFarm

see details in image
Spoiler :
 
I'd rather you traded electricity for divine right. I think we might as well not trade nationalism and bring more players into the Taj Mahal race.

I wouldn't trade away nationalism unnecessarily until we are finished with Taj Mahal.

Two other teams are researching nationalism right now, including one team 1 turn away, so we're about to have a Taj Mahal race on our hands regardless. Of course, that doesn't mean we have to have a 3 horse race.
One of the advantages of giving away nationalism to the 3rd horse, is that means an additional team that will potentially decide to be useful and learn Gunpowder for us.

If the target to win is T191 T189, then you need to switch to Universal Sufferage and Bureaucracy on T178 and be prepared to buy a boat that turn, then T180 and then 181 (expensively or perhaps with chops).
T178 looks to be the correct switch time.

Yes the plan is to run a trade mission. We probably will need gold T178, so you might not have time to run the trade mission anywhere except Trojan Horse. If you set up a boat you might be able to run the mission one of Elizabeth's larger cities but I'm not sure how much more the trade mission would be worth.
We will be in desperate need of money by T178, so I'm not sure we can afford the delay to get the trade mission over to Elizabeth, even if it's only a couple of turns. Having an idea of the values of a trade mission to Trojan, and a trade mission to Elizabeth would be handy.
Anyone want to do any testing?

With the influx of units from drafting I think a galleon here after the airship would be more useful and Phants lacks a barracks. Then build wealth/research
{Phant City}
I'm not sure we really need any more galleons, we already have a half dozen milling around. This galleon wouldn't be build until T176, and won't get to the south sea until well into the 180's, by which time we've finished drafting for quite some time as we're turning off the nationalism.

I think silver should steal the gold mine from Stone, and give up its grass workshop. I think maybe Treb, Treb, Knight, Knight is better. With 42 hammers output it can build another Treb in 2 turns and then maybe with an engineer instead of a lake it could finish the 1st knight after the 2nd treb in 2 turns as well.
edit: if the war is going as I expect it will then I think we can build wealth/research instead of the last 2 knights.
{Silver City}
Gold mine workshop swap is good. Happy to build 2xTreb here.

research is going to be an issue in your turn set. We want to average 560 670 if at all possible so we can finish mass Media in 7 turns and we are going off of bureaucracy this turn, and then we are going off of representation 5 turns later! edit: but then back to bureacracy on T178! You want to maximize research after the merchant is born. Finish the Settler but I wouldn't worry too much about finishing ASAP. So turn off a few specialists but not all of them especially while we still have representation going. edit: Don't turn off any specialists during representation. Run max scientists after we get the great merchant.
{GP farm}
Ok, Will run 9 merchants Turn 173-175, 9/max scientists Turn176-177, and mostly turn off specialists after that.

I would give up the gold too and take Silver's grass workshop. This allows Stone not to starve as quickly.
Yup.

I doubt the stable is necessary. I'd rather have another treb. You are going to lose significant hammers going off of bureaucracy here. I think Trebs here instead of knights.
You will want to set up a build on T177-8 to get to within a hammer or 2 of finishing, then you want on T179 to finish it with max OF. I expect Washington to build the UN T180, T181, and to finish it in 2 turns you need max OF on T179.

You also want Washington to continue growing a little faster than +3 food/turn, so that it will 18 pop when we want to use the Great Engineer. We need Washington to be 18 pop by T181 so we get the most out of the great engineer and can use him on T181.
{Washington}
I agree about the treb. At the time, I was worrying about the lack of ground troops for the war, but forgot I had 15 drafted troops coming. So Trebs are best here in abstract, but the overflow goal will take priority.
Will see what I can do. Anyone got that spreadsheet handy to work out the best tile solution for the 18 pop & T179 overflow build

While we still have representation I would not turn off the merchants. I would switch them to scientists! We need research desperately I think. Once we switch to universal sufferage you can turn off the specialists (except the spy) for coasts.
spy is better than a late catapult I think.
{Marble City}
I can do this if you prefer. I was trying to eke out a couple more votes. We only have 16-18 turns to grow these cities for max votes. How many science is a vote worth?
Remember that if we were to grow earlier, the men pay for themselves in the long run as we get to work more squares earlier.
Eg: we can work 4 scientists now for the next for turns for 24x4=96:science:. Alternatively, we work 4 coasts for 1 turn, 5 coasts for 2 turn, 6 coasts for 1 turn. This gives us 60:science: However, we are 32 food up which equates to over an extra person for the rest of the game, so will pay himself to the tune of 3:science:/:gold: per turn, as well as a vote.

I'd rather have Treb, Treb, Knight
{Culture Bridge} Agreed: Treb, Treb, Knight it is.

I think another galleon is better here after the current one. We want boats to galleon chain units down to Ragnar near the end of the war. Plus with drafting there will be a heavy demand for boats.
{Sheep City} I don't think we need more boats. We will not be drafting for very long and will have finished by the time these boats get built/in position.

I think we want the spy at least until we switch to universal sufferage. The espionage will be very useful for revolts in the eastern witches cities.
{Isengard}
Ok. Should I be running a spy instead of a scientist in those other couple of cities running idle specialists during representation (eg Marble City)

I think perhaps a galleon here too after the catapult
I still need to be convinced on the need to expand the navy.

I'm not sure about these small cities, but Madurai has 3 forests it could chop and Indra... has 1. I think we need a workboat somewhere. mabraham had some suggestions for these cities.
Will look for mabraham suggestion. When I work out workers, I'll definitely see if we can leverage these chops into something.

I think we want to spread taoism here especially if we are going to try and culturally steal those forests.
Not sure which missionary to divert if we're going to do that. There's one halfway between Magyar & Agra which was destined to tao ghandi some more. He can do the job in 4 turns. Otherwise there's one south of GP farm that can do the job in a mere 6 turns. He was about to get on a boat, I'm not too sure what his plan was exactly after that.
 
Two other teams are researching nationalism right now, including one team 1 turn away, so we're about to have a Taj Mahal race on our hands regardless. Of course, that doesn't mean we have to have a 3 horse race.
One of the advantages of giving away nationalism to the 3rd horse, is that means an additional team that will potentially decide to be useful and learn Gunpowder for us.


T178 looks to be the correct switch time.


We will be in desperate need of money by T178, so I'm not sure we can afford the delay to get the trade mission over to Elizabeth, even if it's only a couple of turns. Having an idea of the values of a trade mission to Trojan, and a trade mission to Elizabeth would be handy.
Anyone want to do any testing?


{Phant City}
I'm not sure we really need any more galleons, we already have a half dozen milling around. This galleon wouldn't be build until T176, and won't get to the south sea until well into the 180's, by which time we've finished drafting for quite some time as we're turning off the nationalism.


{Silver City}
Gold mine workshop swap is good. Happy to build 2xTreb here.


{GP farm}
Ok, Will run 9 merchants Turn 173-175, 9/max scientists Turn176-177, and mostly turn off specialists after that.


Yup.


{Washington}
I agree about the treb. At the time, I was worrying about the lack of ground troops for the war, but forgot I had 15 drafted troops coming. So Trebs are best here in abstract, but the overflow goal will take priority.
Will see what I can do. Anyone got that spreadsheet handy to work out the best tile solution for the 18 pop & T179 overflow build


{Marble City}
I can do this if you prefer. I was trying to eke out a couple more votes. We only have 16-18 turns to grow these cities for max votes. How many science is a vote worth?
Remember that if we were to grow earlier, the men pay for themselves in the long run as we get to work more squares earlier.
Eg: we can work 4 scientists now for the next for turns for 24x4=96:science:. Alternatively, we work 4 coasts for 1 turn, 5 coasts for 2 turn, 6 coasts for 1 turn. This gives us 60:science: However, we are 32 food up which equates to over an extra person for the rest of the game, so will pay himself to the tune of 3:science:/:gold: per turn, as well as a vote.


{Culture Bridge} Agreed: Treb, Treb, Knight it is.


{Sheep City} I don't think we need more boats. We will not be drafting for very long and will have finished by the time these boats get built/in position.


{Isengard}
Ok. Should I be running a spy instead of a scientist in those other couple of cities running idle specialists during representation (eg Marble City)


I still need to be convinced on the need to expand the navy.


Will look for mabraham suggestion. When I work out workers, I'll definitely see if we can leverage these chops into something.


Not sure which missionary to divert if we're going to do that. There's one halfway between Magyar & Agra which was destined to tao ghandi some more. He can do the job in 4 turns. Otherwise there's one south of GP farm that can do the job in a mere 6 turns. He was about to get on a boat, I'm not too sure what his plan was exactly after that.

plans are still evolving, and changing my opinions
unfortunately a lot of my opinions have been changing as I digest the ramifications of accelerating our target win date to T189 and the introduction of the idea to be able to finish the UN in 1 turn.

If we can finish the UN in 1 turn then we don't need to focus on research unless we definitely want military tradition in time to upgrade several units to cuirassiers for the wizard. We would need military tradition to finish end of T183 to get a few cuirassiers to the wizard.

I think we probably should not kill ourselves getting the research for military tradition. Instead I think we should get Mass Media in 8 turns and have our cities grow more.

Boats
Boats have a lot of uses, and I'd rather have too many than too few. We might galleon chain military units. Or we might need to get a spy across the map asap. Those cities I suggested building boats are not going to make the difference in the war with the units they might build for us. The boats could make a critical difference in getting a spy to the right AI in time. Or at the very least open up possibilities for stealing a few cities from Ragnar late.

Great Merchant.
There will not be a desperate need for gold because you should be trading techs for the AI's spare gold every turn and/or beg for gold from them. So you will get at least 100 gold per turn from that probably more. So we will have plenty of gold to keep the slider at 100%. Therefore we will have time to go for the best trade mission value in canterbury. Since T178 is when we need the gold to start buying the boats.
 
We need 140 hammers to go with 500+18*20=860 from our GEngineer with 18 population in order to build the UN in one turn. I assume Bureaucracy at the time of the build, so our multiplier is +75%. So we need 80 base hammers that turn. We can produce 36 hammers from tiles and engineer, so only need 44 to overflow in, which is much smaller than a 90 hammer knight, and much smaller than our theoretical max "double overflow" of (36-1)*2. So I think the general plan is fine.

We will need to switch a citizen from a Plains Workshop (5H) to the 2nd Lake (3F2C) in Washington to grow to Population 18 in six turns (in time to start The United Nations).

Sorry, I probably should have looked at Washington's base Hammer potential, before speaking out. However, 44 base Hammers in isn't _much_ smaller than a Knight build:

44 * 1.75 = 77 Hammers overflowed out of the Knight build where the maximum out is 90.

90 * 4/7 = 51 maximum base hammers that can flow out of a Knight build with Bureaucracy and a Forge.

So is 77 << 90 or 44 << 51? No. This cascading overflow plan can use any sequence of units as long as the last unit is at least 77 Hammers in size like a Knight. The details still need to be worked out with the plan to grow to Population 18; it will be easy to plan, but it still needs to be done.

What shall we do with the time saved from The United Nations build?

So this plan will allow The United Nations to be built in a single turn rather than 2 or 3 turns. What do we do with our 1-2 turns saved? Complete Gunpowder so we can start drafting Musketmen in 2t rather than Macemen now? That would probably help us take more of the Wicked Witch of the East's cities which helps ensure we have enough votes despite AI attempts to reduce our Population and potential starvation in captured cities, even without the effects of poisoning.

Sun Tzu Wu
 
I used your plan for the knights to run along roads in my plan for the wizard killing in my latest posts and credited you for the idea.

Sorry, I thought I saw at least part of my plan there, but failed to see the credit. :blush:
I see it now though.

Thanks,

Sun Tzu Wu
 
Great Merchant possible city to run trade mission

I mapped out a way to do the trade mission in Canterbury on T178 for the assumed Great Merchant from GPFarm

see details in image
...

Sorry, I'm having trouble reading the text in your war plans image and this Great Merchant trade mission route image.

Could you use 50% larger font? That may be easier to see. The web browser I'm using doesn't have a magnification feature; I tried saving the war plan image and loaded it into Windows Photo Gallery to magnify it, but the text is then too blurry to easily read. I'm probably not the only one having trouble reading the text in your images. It may be the JPEG lossy compression that is causing the issues; a lower compression ratio might help as well.

Sun Tzu Wu
 
Sorry, I'm having trouble reading the text in your war plans image and this Great Merchant trade mission route image.

Could you use 50% larger font? That may be easier to see. The web browser I'm using doesn't have a magnification feature; I tried saving the war plan image and loaded it into Windows Photo Gallery to magnify it, but the text is then too blurry to easily read. I'm probably not the only one having trouble reading the text in your images. It may be the JPEG lossy compression that is causing the issues; a lower compression ratio might help as well.

Sun Tzu Wu

Unfortunately the basic paint program I'm using to edit the images doesn't seem to have the ability to use different fonts (or it is not obvious how to do it)

I've attached the file rather than using photobucket, but I'm running out of my limit for attached files (of course I can delete older ones)
 

Attachments

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plans are still evolving, and changing my opinions
unfortunately a lot of my opinions have been changing as I digest the ramifications of accelerating our target win date to T189 and the introduction of the idea to be able to finish the UN in 1 turn.

If we can finish the UN in 1 turn then we don't need to focus on research unless we definitely want military tradition in time to upgrade several units to cuirassiers for the wizard. We would need military tradition to finish end of T183 to get a few cuirassiers to the wizard.

I think we probably should not kill ourselves getting the research for military tradition. Instead I think we should get Mass Media in 8 turns and have our cities grow more.

Since we now have a solid plan for building The United Nations in a single turn, I would like the team to consider completing Gunpowder right now, and research mass media while drafting 15 Musketman in 2t. We can finish mass media in another 7t or maybe squeeze it into 6t via building Research, so The United Nations can be completed in the last turn of this GA, in case we might lose The Taj Mahal (ETA t180 via my recently posted plan).

I also believe that sending at least three Knights with Combat 2 Pinch Amphibious may give us the about the same odds versus the Wizard as Cuirrassiers with Combat 2 Amphibious. Pinch should give our Knights a significant advantage against the wizard (improving our odds significantly over the current 97% overall) and doesn't need Military Tradition.

Sun Tzu Wu
 
plans are still evolving, and changing my opinions
unfortunately a lot of my opinions have been changing as I digest the ramifications of accelerating our target win date to T189 and the introduction of the idea to be able to finish the UN in 1 turn.

If we can finish the UN in 1 turn then we don't need to focus on research unless we definitely want military tradition in time to upgrade several units to cuirassiers for the wizard. We would need military tradition to finish end of T183 to get a few cuirassiers to the wizard.

I think we probably should not kill ourselves getting the research for military tradition. Instead I think we should get Mass Media in 8 turns and have our cities grow more.

Since we now have a solid plan for building The United Nations in a single turn, I would like the team to consider completing Gunpowder right now, and research mass media while drafting 15 Musketman in 2t. We can finish mass media in another 7t or maybe squeeze it into 6t via building Research, so The United Nations can be completed in the last turn of this GA, in case we might lose The Taj Mahal (ETA t180 via my recently posted plan).

I also believe that sending at least three Knights with Combat 2 Pinch Amphibious may give us the about the same odds versus the Wizard as Cuirrassiers with Combat 2 Amphibious. Pinch should give our Knights a significant advantage against the wizard (improving our odds significantly over the current 97% overall) and doesn't need Military Tradition.

We should avoid giving more than Combat 2 to the next two Knights out of Isengard (9 XP) and one already in the field; Get them into two quick combats that gain them 2 XP each at very good odds so that qualify for a 4th promotion; send them to New York in time for the Wizard Destruction Mission; they can take Pinch and Amphibious promotions when the time comes. In combat against the Barbarian Longbowmen, we have the option of taking just Amphibious and it will likely survive and restore half its lost strength for a second crack at the Wizard. Chances are we will have 2-3 such units if we face all three Barbarian Longbowmen and still fail to kill the Wizard; they will give us a good chance of killing the wizard on the following turn with the partial "healing" the delayed Pinch promotion would provide.

Sun Tzu Wu
 
Unfortunately the basic paint program I'm using to edit the images doesn't seem to have the ability to use different fonts (or it is not obvious how to do it)

I've attached the file rather than using photobucket, but I'm running out of my limit for attached files (of course I can delete older ones)

The image you just posted seems to be easier to read without magnification.

If you could also post the text that appears in the image in the post itself that would help a lot.

However, I can do whatever is necessary to read the embedded text just as you have been presenting them before. I only asked, in case there was something you could easily do to make the embedded text easier to read. Since you can't, please forget that I asked.

Sun Tzu Wu
 
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