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Pre-Flight Notes:

It's a gold problem- we have 334 gold, making -55 gpt at 70% science (AT due in 9) and 20% Lux. We seem to need that 20% Lux to deal with WW.

Some solutions to our gold problem:

-We have a ton of clowns in our captured English cities- why? Why not go with taxmen or scientists? There's some where we need clowns to keep the city from starving or from rioting when resistors are quelled, but a few of them are doomed to starve anyway no matter what I do, so I'll probably just turn all the citizens into taxmen in those cities so they at least produce something useful.
-Most of our AI opponents have nothing to give us- but India is an exception, they'll give 109 gpt and 25 gold for either Steam Power or Medicine. For Steam Power, they'll even throw in Communism. Your thoughts on trading for this?

Military-related notes:

-We have 2 Pikemen, 1 MDI, 4 Knights, 18 Cavalry (12 of them in armies), 7 Riflemen, 7 Infantry, 1 (captured) trebuchet, 1 Artillery, 2 Galleons, and 3 Armies. That makes us strong compared to England and Japan, average compared to India, and weak compared to Mongolia.
-Our Galleons are heading to take Bath- it's currently in a situation where it would be autorazed, so I think I'll just camp the guys heading towards it outside the city until it grows to size 2. Amazingly, the city somehow has a Harbor- Sure, the English are Seafaring and the Emperor AI gets to only pay 80% for things, but that's still 24 shields, and Bath can't be managing more than 1 spt, so it must have been rushed- I haven't seen the AI rush buildings that often.
-Most of the rest of our military is down by Carlisle right now.
-England has a small number of Riflemen and Longbowmen heading into our territory. It is of little concern, but we'll have to kill them at some point.
-Why do we still have Riflemen fortifying the chokepoint on the peninsula? We control both sides of it, fortifying that isn't necessary anymore.
-India has a fortified War Elephant that's been stuck near Shantung for centuries. If we ever wanted some War Happiness, we might be able to get some by asking them to remove it or declare war on us. Now's not the time, especially not with India having that much money to trade, but it's something to take note of for the future.

Domestic Notes:

-As Lanzelot noted, we need to either research faster or slow down the Universal Suffrage build in Oasenstadt if we want to finish Electronics before we finish it. I'm not sure if the former is possible- even if I can get enough money to do 80% research, that's still 8 turns from finishing AT, and I can't go higher without lowering the lux rate and making several of our cities riot. Looking at it, I guess we could just straight up build Universal Suffrage and switch Trondheim's Army to Hoover Dam, but that would mean we take a bit longer to get the Dam.
-Speaking of that, is that Army supposed to be a pre-build for something, or is it just meant to be for building an Army? Because we don't really need another Army right now; I think we'd be better off switching to either a wonder or a Factory in Trondheim.
-We're building some settlers right now, where should I send them? To fill the last couple of holes in the North, or to fill in the many, more egregious holes in the south. We should probably make a dotmap...
-Why do we have so many workers on their own instead of in stacks? That's not a very efficient use of them. And why are so many of them building roads in wetlands before clearing those wetlands?
-There's probably some other MM'ing I could be doing. I haven't looked at all of it yet.
 
Clowns in captured cities - that's from turning on the governor to prevent riots as resisters get quelled.

Wetlands...I moved one worker to each wetland to build a road, using one WT on movement per tile. Once the road is complete, you can move in a gang of 12 to clear it in one turn (and then another 6 to mine/rail it). In the long run, it's actually more efficient this way, assuming you have other tasks for the wetland-clearing workers.

The alternative is to make a gang of 20 and move them on to a jungle, then the next turn order Clear x12, Road x2, Rail x3, and Mine x3 = 20 orders.

Clearing 20 tiles that way takes 40 turns.

The dispersed way - T1, you move all 20 workers onto jungles.
T2-T6 - build roads
T7 - clear/mine/rail the first jungle
T8-T26 - clear another 19 jungle tiles

Similarly, I sent single slaves to build roads while one-turn rail stacks upgraded existing roads.
 
It's a gold problem- we have 334 gold, making -55 gpt at 70% science (AT due in 9) and 20% Lux. We seem to need that 20% Lux to deal with WW.
Most of our AI opponents have nothing to give us- but India is an exception, they'll give 109 gpt and 25 gold for either Steam Power or Medicine. For Steam Power, they'll even throw in Communism. Your thoughts on trading for this?
Giving them Steam for Commie+GPT seems like a good deal to this n00b. Not so much for Commie, but certainly for the gold -- wouldn't that extra help solve the gold/Sci% problem? And if we can then get some more GPT from the Mongols in return for Commie, that might mean all our financial problems vanish... But definitely don't hand Medicine to anyone if you can avoid it -- we don't want to make the Wonder-branch more attractive by giving the AICivs this 'low-priority' empty tech...
-Our Galleons are heading to take Bath- it's currently in a situation where it would be autorazed, so I think I'll just camp the guys heading towards it outside the city until it grows to size 2. Amazingly, the city somehow has a Harbor-
If you're not planning to take the city immediately, wouldn't it be better to keep our forces just offshore/ outside the English borders? That would help keep WW down
-Most of the rest of our military is down by Carlisle right now.
On English turf? If our Armies can reach/attack it in 1T from our territory, then all those units should perhaps be pulled back inside our borders for 1-2T, to reduce WW. As soon as the city is taken, the M=1 units can move in to quell resistance.
-England has a small number of Riflemen and Longbowmen heading into our territory. It is of little concern, but we'll have to kill them at some point.
Don't foreign units on our turf also increase WW? If so, they should be killed ASAP, rather than 'at some point'... Are those units stacked, and do we have sufficient 'homeland-defence' attack-units (or an Army) available to kill them all in 1T? If not, how fast could one of our Cav-Armies get back from Carlisle?
-India has a fortified War Elephant that's been stuck near Shantung for centuries. If we ever wanted some War Happiness, we might be able to get some by asking them to remove it or declare war on us.
Agree that we shouldn't antagonise Gandhi if we want to trade with him :lol: but does the WE have anywhere to go if we boot it? You said there were still holes in the Viking's former territory...
Looking at it, I guess we could just straight up build Universal Suffrage
Building US would help reduce WW, but we 'need' that effect right now, not another 15-20T(?) down the line when US finishes. We need Hoovers to come online along with the rest of our Factories (especially the one in K'stadt, so it can then build SETI for just after we get Flight/ ToE/ Computers -- yes Lanzelot, you convinced me!), so it shouldn't be delayed if we can help it.
-Speaking of that, is that Army supposed to be a pre-build for something, or is it just meant to be for building an Army? Because we don't really need another Army right now; I think we'd be better off switching to either a wonder or a Factory in Trondheim.
We definitely want a Factory there, but the MilAcad already had nearly 300s in its box when we got Industry. At ~20SPT, it would have taken another 5T or so to finish, so the Army should only have ~100s in the box (and would need another ~15T to finish), so yes, turn it into a Factory instead. That should take another ~6-8T(?), and once it's up (and Hoovers is online), Trondheim will be able to churn out Armies in ~10T at ~40SPT -- if we still want them at that point (which we probably won't, except as a DoW-deterrent against Temujin...).
-We're building some settlers right now, where should I send them? To fill the last couple of holes in the North, or to fill in the many, more egregious holes in the south. We should probably make a dotmap...
I would suggest filling in any remaining 2nd- or 3rd-ring positions in the Viking turf first (I just discovered the 'plan city placement' function in CAII, which immediately shows which city-sites are going to be 90% corrupt :D ) -- but maybe leaving a Tundra/Mountain tile for the Indian WE to retreat to, if we need it gone?

Over the longer term, once the Viking lands have been colonised, I would suggest founding cities along the formerly English coast from north to south. By placing cities at CxxxC initially, the borders should close between them, which will stop the Mongols/ Indians/ Japs from landing Settlers in places we don't want them (or force them to place their cities where we do want them!). Our Worker-gangs can move in to rail+irrigate everything in between, allowing those 1-shield cities to grow fast to Pop6 (or 12 if on a river/lake) for use as science-farms, while building more Workers/Settlers themselves.

Those 30T-Settlers can then be used to backfill the coastal gaps to CxCxC, and ICS the rest of the formerly English lands as well, if we want/need to. No dotmap necessary for this -- just place towns wherever we can (settling on Hills/Deserts/Tundra wherever feasible, to get 2FPT out of those tiles), and use 2-4 railed+irrigated (or coastal+Harbour) tiles per Pop3-6 town (or 4-7 tiles for Pop7-12 cities) to feed the Scientists. We should have enough Luxes to keep those cities happy, once the English are vanquished.
 
The Mongols and English also have Communism, and the Mongols have 0 gold and 0 gpt.

Our units are mostly in our own territory right now. Carlisle is a recently captured English city.
 
Well, if we want to keep the tech pace, I guess we need the money, so I'm ok with selling Steam, even though I would have much preferred to avoid it...

The size-1 English town: haven't looked at the save yet. Is this the last remaining English town? Don't wait until we can capture it, if we have war weariness. That size 1 town is not worth it to run 20% lux tax for 10 more turns... Just destroy it and end our war weariness. That's what I did with the last Viking town.
If they still have more cities: before WW slows us down too much, why not sign peace now, try to get as many size-1 towns as possible and then kill them off in 20 turns? In any case, I'm much in favor of making peace as fast as possible and getting back to 5-6 turn research asap. Those 20% are eating us alive...

Factory in Trondheim would probably be the best for now. (I assume the MilAcad is finished by now?!)

Universal Sufferage? Please don't... That thing is utterly broken. I don't remember the details, but the article about War Wearines states, that it has nearly no effect at all. Like it reduces WW by 1% and that is then even rounded off most of the time, so for all practical purposes, the effect of the US is nil.
 
I wasn't intending to wait indefinitely, just until I got the rest of the English cities. They still have 10 left on the mainland.

The most I can get for peace right now is 4 cities- that one size 1 city on that island, their 2 size 2 cities, and a size 3 city (most of their cities are size 3 or 4 right now). I think I want to continue a few more turns and see if I can get a little more out of this.
 
I bring news! I'm 5 turns in, and I've continued kicking English butt- they're down to 5 cities now. I even got another 2 MGL's! The English will give me every city but their capital, 14 gold, and 17 gpt for peace. Should I accept that, or should I tell them to shove it and just take all their cities?
 
Sure, take it! Won't get any better than that... We can't afford WW for any longer.

(And our rep is busted anyway, so we can even afford to move a couple units to their capital in 1-2 turns and then eliminate them completely in order to avoid the flip risk. But I probably wouldn't even do that. 17gpt is quite useful and who cares whether a 99% corrupt town flips once in a while... We can still eliminate them (including 2-3 flipped towns) in 20 turns.
 
Any time I can take cities for peace I usually do it then eliminate the civilization later. The cities taken through a peace treaty are expendable and it doesn't make much of a difference if they flip or are captured. We'll be able to get them back pretty easily.
 
Peace it is, then!
 
1170 (Turn 0):
-Trade Steam Power to India for Communism, 109 gpt, and 26 gold. Up Science to 80%, Atomic Theory due in 8, -13 gpt.
-Switch the Army in Trondheim to a Factory.
-Specialist Reassigning: Change the currently not useful Policeman in Weizenheim to a taxman, turn all of the non-resisting citizens in Hastings and Newcastle into taxmen since they’ll starve next turn no matter what, also switch the specialists in Warwick from an entertainer to a Policeman and a taxman, which still keeps the city happy and doesn’t stop the worker from being built next turn. Up to +9 gpt.
-The Artillery and the Trebuchet bombard an English rRifle near York to 1hp, then a vInfantry finishes the job (1-0)

IBT:
-Those Japanese Galleys off our coast sail North, and the English both retreat a Rifle/Longbowman pair and send a Rifle.
-Bergen: Worker->W orker
-Warwick: Worker->Worker
-Brighton flips, and takes Leo’s Workshop with it! Damn it!
-Wilhelmshaven: Courthouse ->Cavalry. I also pull one of the citizens of a coastal tile (it has a full box at size 12 and it still has excess food after I did this) and turn said citizen into a cop to get Wilhelmshaven to 10 spt, although it does cost us some beakers.
-Goldstadt: Settler->Granary
-Weizenheim: Uni ->Worker
-Brandenburg: Courthouse->Library

1180 (Turn 1):
-Mongolia doesn’t have Steam Power, but England does (they lack Coal, though, so it hardly matters)
-Have some workers build a railroad to Carlisle so our Armies can quickly retake Brighton. After the railroad is done, The Hengest Warwick army heads to Brighton, kills an rRifle, and retakes the city (2-0). Most of the rest of the military covers the workers or is in the process of healing. There’s also that 1/5 Knight that was in English territory that I haven’t completely gotten to safety yet.
-Artillery bombards a vRifle near York down to 3 hp, then the Barbarossa Liverpool Army kills it (3-0).
-Have a settler. There’s lots of gaps. The ones down in former England are bigger, so I decide to fill them in first.
-The Attack force reaches Bath. To avoid War Weariness, I unload them all outside the city and decide to leave them there.
-Newcastle still can’t feed itself, so I turn all of its citizens to taxmen again, and turn some citizens in other cities to taxmen as well. I’d use scientists, but I can’t get enough to save time on Atomic Theory. Due in 7, 369 gold, +3 gpt.

IBT:
-No interesting AI movements.
-Konigsberg: Infantry->Infantry
-Hamburg: Cavalry->Courthouse, to get it up to 10 spt.
-Hastings: Worker->Worker
-Bananenbucht: Cavalry->Harbor; why does it not have one yet?
-Potsdam: Courthouse->Library

1190 (Turn 2):
-Build Junglestadt in a gap in former English territory.
@Berwick: Artillery knocks rPikeman down to 3hp, eKnight kills 2/3 Pike, eKnight kills rSpear, city and a worker captured (5-0).
@Dover: Richthofen kills vRifle and cRifle, Hengest Warwick kills 2 cRifles, city, trebuchet, cannon captured (9-0). The English capital moves to Coventry.
-Use the captured Cannon and Trebuchet and another Trebuchet to mostly unsuccessfully bombard some English units, then kill a 2/4 rifle with a vCav, and a vLBM with an eKnight- and get a great leader, Richtofen (11-0)! I make sure to fix the misspelling in his name. I build an Army, which I will fill with Cavalry as soon as I get some more Cavalry to fill it with.
-Also kill a vLBM with a vCav (12-0), my vCav is now an eCav.
-The Barbarossa Liverpool Army kidnaps some workers near Exeter.
-Newcastle still can’t feed itself and I still can’t get AT’s time down with scientists- with a bunch of taxmen I manage +10gpt now.

IBT:
-An English rLBM kills one of the vCav’s in our Bath invasion force (12-1)- I had them spread out a bit to explore some of the island for the heck of it and incorrectly thought that Cav would be safe on a hill.
-I see a Privateer come close to those Japanese Galleys but not attack.
-Trondheim: Factory->Cav
-Newcastle: Worker->Worker
-Catan: Cav->Factory
-Most of our resistance-quelling doesn’t cause any problems, but Gloucester starts rioting after the resistance in it ends.
-Weizenheim: Worker->Worker

1200 (Turn 3):
-Kill that English rLBM near Bath. A vCav also runs into an rArcher on that island, and kills it. (14-1)
@Exeter: BL Army kills rPike, rSpear, eCav kills rLBM, city, 2 workers captured (17-1). A 3/5 Knight kills an rLBM to the Southwest (18-1). The English capital moves to Coventry.
@Bristol: The original Richthofen kills rPike, rSpear, city captured (20-1).
-Specialist Tinkering. Newcastle can finally feed itself! And, while I can’t speed up Atomic Theory to 4 turns, I can now get it done in 5 at 70% science instead of 80%, 371 gold, 54 gpt.
-Spend some gold upgrading our captured English Trebuchets and Cannon to Artillery.

IBT:
-The Privateer catches up to the Japanese Galley and hilariously loses, barely scratching it.
-Bergen: Worker->Artillery
-Konigsberg: Infantry->Infantry
-Aarhus: Settler->Granary
-Eisenstadt: Factory->Cav
-Munchen: Factory->Infantry
-Neu-Oslo: Settler->Artillery
-Leeds: Worker->Worker
-Bananenbucht: Harbor->University

1210 (Turn 4):
@Ipswich: I bombard an rRifle and an rSpear, to 1 hp with artillery, kill the 1/3 Rifle with an eKnight and get a Great Leader, Hengest (21-1)! Build an Army with it. Back at Ipswich, 3/5 Knight kills rLBM, 3/5 Knight dies to 1/5 Spear, 2/5 Cav kills 1/5 spear, city and 2 workers captured, and I soon after capture 2 workers outside the city. (23-2)
-Hengest Warwick Army kills an rRifle near Coventry (24-2).
-This time, I end up sending my 2 new settlers to holes in Viking territory.

IBT:
-A 2/3 English LBM comes out of Bath, doesn’t attack.
-Trondheim: Cav->Cav
-Stockholm: Courthouse->Library
-Goldstadt: Granary->Cav
-Gloucester riots again, because I’m an idiot and can’t tell the difference between content and happy citizens, apparently.
-Weizenheim: Worker->Worker

1220 (Turn 5):
-Newcastle can feed itself now- but Nottingham can’t.
-Kill the 2/3 LBM near Bath with an eCav (25-2).
-Build Nordenberg and Pulverstadt in ex-Viking territory, bringing that Saltpeter source that’s been up there for a while inside our territory.
@Coventry: HW Army kills vRifle, Richthofen the Second kills 2 rRifles, BL Army kills cRifle, capture the city and a cannon! (29-2) I have the Cannon bombard an rRifle outside the city, then kill it with the HW Army (30-2). The English capital moves to Oxford. I also send an Infantry to kidnap some workers between Coventry and Oxford.
-Make peace with England, collecting their 4 remaining non-Oxford cities (Birmingham, Cambridge, Manchester, and Bath), 17 gpt, and 14 gold.
-Set Lux down to 0%, Sci up 80%, AT due in 3, +158 gpt. I can’t manage to speed it up any more than that.
-Upgrade our two remaining Pikemen to Infantry.
-Send the Galleons to go bring the Bath invasion force back home.

IBT:
-Temujin demands Dyes. Normally, I’d tell him to get bent, but he’s supplying us with Spices right now and we just got out of a long war, so fighting him would pretty much suck at the moment. I end up giving him the Dyes.
-England’s irritated at the Infantry that stole some workers of theirs still being in their territory. I say they’ll leave.
-Pollution hits Oasenstadt! First time I’ve seen that…
-Konigsberg: Infantry->Infantry
-Reading: Worker->Worker
-Hareid: Settler->Granary
-Bodo: Worker->Worker
-Fischberg: University->Worker
-Karasjok: Worker->Worker

1230 (Turn 6):
-Clear the Pollution outside Oasenstadt.
-Send Hareid’s settler to an empty spot on a hill between Leeds and Reading.
-Sci down to 70%, AT still due in 2.
-Upgrade a Cannon to an Artillery and our 6 non-elite Riflemen to Infantry.

IBT:
-Trondheim: Cav->Cav
-Nottingham: Worker->Worker
-Eisenstadt: Cav->Cav
-Munchen: Infantry->Infantry
-Alesund: Harbor->Library
-Leicester: Worker->Worker
-Weizenheim: Worker->Settler
-All of the English Resistances are quelled.

1240 (Turn 7):
-Get Munchen up above 40 spt with some railroading and mining, switch it from making Infantry to making Cavalry.
-On the hill I mentioned last turn, found the city of Englandberg.
-Rush some workers in English cities.

IBT:
-Research Atomic Theory -> Electronics, due in 6 at 90% science, +70 gpt
-Konigsberg: Infantry->Infantry
-Nottingham: Worker->Worker
-Coventry flips back to England. I’m not too surprised, it was fairly large and had the highest flip chance of all our ex-English cities by far.
-Warwick: Worker->Worker
-Newcastle: Worker->Worker
-Dover: Worker->Worker
-Norwich: Worker->Worker
-Leeds: Worker->Worker
-Molde: Worker->Worker
-Fischberg: Worker->Factory
-Westenbergburg: Worker->Worker
-Gloucester: Worker->Worker
-Brandenburg: Library ->Market

1250 (Turn 8):
-The Galleons reach Bath. I put most of the invasion force on them, leaving just an Infantry behind in Bath.
-MM Oasenstadt to slow the US build down so that it won’t finish until Electronics finishes.

IBT:
-Trondheim: Cav->Cav
-Pollution strikes Kolossusstadt.
-Liverpool: Worker->Worker
-Munchen: Cav->Cav
-Wilhelmshaven: Cav->Police Station (anti- Corruption)
-Walstadt: Uni->Market
-Potsdam: Library->Market

1255 (Turn 9):
-Clear the Pollution, cut down the jungle, build the railroads, do other worker things.

IBT:
-Pollution hits Oasenstadt.
-York: Worker->Worker
-Konigsberg: Infantry->Infantry
-Hamburg: Courthouse->Cavalry
-Canterbury: Worker->Worker
-Eisenstadt: Cavalry->Cavalry
-Goldstadt: Cavalry->Factory
-Richmond: Worker->Worker

1260 (Turn 10):
-Basically the same as what I did last turn.

Hand-off notes:

-Make absolutely sure you manage Oasenstadt carefully to make sure that the Hoover Pre-Build is at least one turn behind the Electronics research so that we can switch it over to Hoovers. Right now I can't manage that without putting a scientist in Oasenstadt.
-I'm mostly building workers right now to improve the vast non-improved land we have and clear pollution, either in teams the right size to road, railroad, clear wetland, or do other things. Should probably also build some Settlers, I neglected that a bit. I'm especially building Workers in cities with lots of English citizens.
-England, India, and Mongolia all still have yet to research Medicine, Electricity, or Industrialization, although I think one or two of them has Fascism.
-The fully-improved core cities are mostly building Infantry or Cavalry right now, depending on how many shields they have. I'm not really sure what else to build.
-There's a giant stack of units in Brighton- I have it there to reduce the city's flip chance, because Leo's is an awesome wonder. Feel free to use any other units in our military for that purpose, the rest of our military is just sort of hanging around in the core right now.
-Here's a map of former English land, should we plan it with a dotmap, or just try to put in cities wherever they'll fit?

ndc5J81.png
 

Attachments

@Choxon:
:goodjob: Looks like a solid turnset from here. I'm assuming that now you're back at college (and all the best with that, BTW) you'll continue to play, just that you might not be posting as often in between sets?

@MRG:
Are you going to take the next turnset? If so, that means I'll get to finish off the English once the PT expires during mine, right? Tally-ho, eh what? ;)

And now, another longer-term question:

By the time the English are gone, our core cities should be fully developed (or pretty close to it). Factories will have long since been built wherever they're needed, our Luxes will make Happy-buildings unnecessary if we don't build Hospitals either, Banks/ StockExes make little sense if we're putting most/all our income into Science (at least until our farms are giving us enough BPT to drop Sci% and still get 4-5T research), and Hoovers + Internet will give us free Hydros and ResLabs. So we won't need (m)any more city improvements anywhere in the core (maybe CommDocks/ OffshoreRigs in the high-commerce, low-shield coastal cities, and an inland Airport or two to build vet air-units and airlift land units?).

We will presumably be cash-rushing slaves/settlers out of our 1-shield English+Viking conquests until they're down to Pop1, for terrain improvements and science farms, so our core cities won't need to supply those either (and most of them will have too high an SPT to make it worth building Workers/Settlers anyway).

(NB On the subject of science farming, I'm happy to have a go at making a dotmap if you guys really think it's needed?)

So what are we going to build? With rail-links all over our continent, we won't really need a huge land-military (and we'll want as high a Sci% as possible, certainly for another 30-40T), but would it be sensible to have some Infantry/Arty to garrison our coastal cities (maybe 1 each per city)? And maybe some Destroyers/ Subs/ Bombers to patrol/defend our territorial waters, just in case Temujin gets frisky?

Or would you guys rather just build a Pile'o'Panzer for some overseas military adventurism, to stave off boredom while we're researching the remaining Spaceship techs...? ;)
 
@Choxon:
:goodjob: Looks like a solid turnset from here. I'm assuming that now you're back at college (and all the best with that, BTW) you'll continue to play, just that you might not be posting as often in between sets?

Pretty much this, yeah. Although, with all the swaps, I think there's 7 people between me and my next turnset now, so I'm not sure it will get back to me before the game is over anyway. :lol:

And my name has an r in it. :p
 
I've got the save, I'll take a look at it in detail later today or tomorrow and post the Pre-Flight notes.
 
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