SGOTM 11 - Psycho Bunnies

Take it if you want to JB, I've narrowed it down, but it hasn't appeared yet. It's in one of 5 boxes left to search. If you haven't posted a got it by the time I do find it, I'll grab it and play.
 
Happy Thanksgiving to all of you!!! :)

 
[Edit: was not able to get to this last evening but should be open tonight after the boy's indoor soccer game.]

Abstract: It's 1505. We're still at war w/ Germany, England and America. France and the Vikes have dropped out of the fighting. We have not mobilized. We built HE and are a turn from getting Mil Acadamy. We have Combustion via self research since I didn't want to provoke a war w/ either superpower at this time w/ a steal.
France took Warwick before quitting, we took Newcastle and London and burned them both raising new cities the same turn. We also established a port city on the west coast of the new world.
We planted a spy in Berlin. Germany is weak.

Will finish tomorrow and post pics.
 
<<<Da Save>>>

No pics... It's 1am and I'm beat. Visualize more rails, fewer English cities, a few more armies and a city in revolt. Moron.

Abstract:
England is down to two cities. :)
Scandahoovia has ToW's and Tanks running about. :wow:
We're self researching Motor and are two turns away from a four turn tech. :scan:
There have been no landings in the past 5 turns. :p
I couldn't help sprinkling in a little bit of everything (infra, culture, units)
I must say Commie w/ the use of cops is a kickin' combo.
I ran a transport to the south to avoid the MoW's and parked it next to an American flotilla. Sweet! :sad:

1875 AD
Man, I have not MM&#8217;ed such an empire in a very long time.
I pulled up the list and started in on our high food cities. Juggling in cops we&#8217;re able to improve cash & shields in the cities that can&#8217;t use the food or are not helping us w/ growth. Most can help w/ growth since we can pop peeps for shields.

There are still coastal tiles that can be gained w/ culture but that can be gleaned at the end of the game for the same value. (Building a few libs would prove too tempting.)

I&#8217;m not going to mobilize until we get the market built in the SSqHQ city. Then again, the massive increase in shields over the empire would probably outweigh the wait. (Again, I couldn't pull the trigger on this.)
We need to build HE and Mil Academy so we change out the top producers. (HE helped w/ two late GL's.)
We have 174 units and our limit is 834 so we have a little bit of headroom.
If we&#8217;re stealing techs from this point forward should we sell the libs? (Scared to steal, used empire to research)
We had a number of workers, 10 + 12 slaves, forted. Also woke up some arty and shelled an American flotilla red.
Move a few armies about to squash the last of resistance.
OK, I&#8217;m all MM&#8217;ed out.

IBT:
France takes Warwick and the Americans push off.
Edo needs an upgrade to the hill.

1480 AD
Hlobane spits out an Infantry and we get it a few more shields to pump the next out in only four.
We sail 6 settlers to the new world in hopes a grabbing the land before France swallows it whole.
Water a tile for Intombe, hire a cop and get the 10th shield.
OK, I&#8217;m not cool w/ the stealing of techs. We can steal from two countries that can both kick our asses of the adjoining continent. Research for my turns.

IBT: I had fun watching the French try and take Newcastle w/ Infantry.

1485 AD

We landed the settlers and are going to hold off a turn on Newcastle. At the least we get to watch more French go into the grinder and at the most we get to burn it and raise another city on its rubble. We&#8217;ll swing the arty into place to also hit London.

Playing around w/ workers I get a hypertext warning so we save and start up again.
Just more MM&#8217;ing and moving units to stepping off points.

IBT: America and France make peace and Scandahoovia and Germany follows suit. Vikes and English make peace and the rest follow.
England attacks our settler stack but the infantry hole them off and both go elite.

1490 AD

It appears we have some automated workers.
Wreck Newcastle and found New Psycho.
Next turn we&#8217;ll settle a port city and bring in more infantry to cover more settlements.

IBT: Germany lands a gorilla and it looks like Joan is going to drop off a load. (This never happened.) America brings in a couple of frigates.
All dissenting cities are quelled.

1495 AD

Kill the &#8216;rilla and bomb the galley that dropped him off.
The American frigates are bombed to 1hp. We need a few frigates around the coast to pick these guys off.
We take out a couple of infantry in London but need to pull the cavalry army back to heal. The defenders were only down to 2hps.
Added a cavalry to our knight army.
Two elite attacks, one loss, one win, no GL.
Joan wants more for Combustion than it will cost us in two turns so no deal.
Another hypertext warning. It must be from toggling back and forth from Civ to Word to CAII to PowerPoint.
Out of paranoia I posted a few Infantry some of the cities facing Scandinavia.
I need to investigate the Germans. I have not been giving them much heed.
Ha! We plant a spy in Berlin.
Wow, Germany only has 24 Infantry, a few guerillas, no fast movers and a lone galley that&#8217;s in real need of repair.

IBT: Troop movements the most interesting of which are some infantry that have come via France to confront our new city.

1500 AD
We do have 3 or 4 automated slaves.
Did ya know that all the AI&#8217;s are in Democracy?
We don&#8217;t take London but do knock off another 3 infantry.

IBT: England does some pillaging and Germany runs around like a nut.
Combustion comes in and we set our sites on Mass Production.
HE is built.

1505 AD


We capture London but w/ zero chance of holding it we burn it and raise a new city, Mbufu.
Got to stop there for the evening.
Have returned to MM everything for Mass Production in 4. Joan doesn&#8217;t have it but does have flight. Maybe we can make a trade.
Upgrade a few galleons to transports.

IBT: The Germans attack forted infantry w/ infantry and gorillas. Ha! The English attack a forted cavalry army in New Psycho and have luck shaving off hp&#8217;s but it&#8217;s all for naught. Ha! Again!

1510 AD

We move our arty into position w/ cavalry and infantry armies.
Two elite wins.
Joan is still w/o Mass Prod.

IBT: Man-o-war&#8217;s enslave two transports. Empty transports.
Military Academy has been built.

IBT:

1515 AD
York falls to us. Burn, raise city, York Peppermint.
An elite unit win provides a GL
Joan has Mass Prod so we buy out the last two turns for less than we&#8217;re spending 1665 + WM.
Ragnar already has Motor as well as oil and rubber to go along with it.
Warwick flipped back to the English from France.

IBT: Nothing

1520 AD
Positioning again.
I think I found the last of the automated workers.
I just noticed that the Vikes have an elite tank so they&#8217;ve had Motor for more than a few turns.
Ummmm, they also have ToW&#8217;s. We might want to start a pre-build for the UN.

IBT: France captured our spy. And the survey says!?!?!?!?!?! No DoW.

1525 AD

We capture Warwick and crush a Man-o-War.
We take Canterbury and hold it for the time being.
Nope, there&#8217;s still a few auto-workers running about. Might have found &#8216;em.
We get another GL and he becomes an empty army.

Many units have movement left.

Hello Harriet! I see you're skulking.

Who built the city of Rock Island? I was born there.
 
jb1964 said:
Hello Harriet! I see you're skulking.
Hey, jb! I'm being a sidewalk supervisor, just making sure you guys are doing a good job. :p Looks like the game is going very well. :goodjob:

Anybody heard from Scout? What's he up to anyway?

Scout, if you see this...I miss you. :(
 
I signed up for team GONG. I flipped a coin and they lost. :)
 
I think it was likely the guy from Chicago who made Rock Island.
I started running out of London underground stations so I added a Illinois train line. :D

Since we're getting into modern warfare I'll probably take 5 turns. Got it.

PS Scout sent me a email saying his internet blew up but would try to check in.

PSS JB you're a traitor joining Team Bang a Gong! :p
 
PS Scout sent me a email saying his internet blew up but would try to check in.
He replied to my email a week or so ago, saying he was ok and that he'd already emailed you, but without further details. Thanks, Whomp!

PSS JB you're a traitor joining Team Bang a Gong! :p

It's all Bugs' fault for not CHOOSING a team!!! It's really tough having to choose among your friends. :sad: I wanted to be on BOTH teams, but figured I'd better not even ask. :p
 
I think it was likely the guy from Chicago who made Rock Island.
I started running out of London underground stations so I added a Illinois train line. :D

I rode the Rock Island line into Chicago w/ my family when I was 10 to see a Monet exhibit. While we were there I remember looking into a store window and watching Nixon resign. And for some reason I remember I was wearing one of those McDonald's T-shirts that you got for saying "Two all beef paties, etc." in less than 4 seconds.

Since we're getting into modern warfare I'll probably take 5 turns.
Take 10 and call me in the morning.

PS Scout sent me a email saying his internet blew up but would try to check in.
Thanks for the note.

PSS JB you're a traitor genius joining Team Bang a Gong! :p
 
Team Gong is just a drinking club. We already have a pub up and it's bustling. No one is going to play civ. We just sit around drink and make music. :band: Daghie is a hellava drummer.
 
Roster check

Sanabas -
Bede -
JB - Just played
Scout - MIA
Whomp - UP
Bugs - On deck
 
I've been through 2 turns so far and will play again tomorrow. We have tanks. :D

I'm debating on whether to steal next turn or research flight in 4 turns. If we're successful on a immediate steal (1662g) we'd likely get flight for free in exchange for atomic. If we fail we have AW on the other continent.

I've landed some units in France since we can move with a ROP. America is protecting Philly with rifles so it should fall fast but the English will need a barrage.
 
If you can pull off 4 turn research from scratch and still keep a reasonable cash flow, do it. That will not be cheaper than theft, but less risky. The best time to steal is when you can't muster the cash flow, or specialists, to do it any other way. If you can pile up cash for 4 turn research faster than piling up cash for a "careful" steal (the best value according to the quants) that is the safest way to go.

<sees Whomp shaking his head, "And this from the guy who played my Deity game by stealing as soon as there were two pennies to rub together">
 
I was stealing right along with you Bede. :D

We're running positive cash (+54gpt) at 4 turns plus 1100g in the bank. I agree the risk reward isn't very good until we get some bombers in the air.

I'm going to keep researching and will think about it after we have some bombers in the air.
 
Grinding my way through. The English are done and the Americans have 2 cities left with troops standing next to DC.

I do have a question on MPPs. If I bombard a German unit in our territory but don't kill it and he moves back into his own territory will that activate the MPP? I'm trying to avoid the Scandanavians and French till the Americans are finished and we have some bombers in the air.
 
I do have a question on MPPs. If I bombard a German unit in our territory but don't kill it and he moves back into his own territory will that activate the MPP? I'm trying to avoid the Scandanavians and French till the Americans are finished and we have some bombers in the air.

As long as your offensive action stays in neutral territory there is no MPP activated. Cross over the German border and Katy bar the door cause here they come at ya!
 
Offensive actions were in our territory so we're safe.
 
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