Antonius Block's Star Spangled Slaughter-European Team

Colville was not building at max shields but was also not running at a food deficit. You have probably altered this city.
Anyway I got the game in an almost perfect situation! :goodjob:
 
Wow - we're almost fully railroaded now. Radio is due in 2 turns. Hoover due in 11. Upgrade all remaining muskets, cannon and med inf. I extract another 80gpt from Korea for Scimethod. Everyone is polite to us. Everyone is at least 3 techs behind.

1) 1255ad Persia declares war on us throws all their forces at us and captures - a worker.
I extract another 90 gpt and military tradition from Korea for atomic theory. Some time :eek: later I've tracked down all our knights and upgraded them to cav. It is hard to resist doing something with 50 cavs but I manage to resist my warlike tendencies.

2) 1260 ad We complete radio and I have to decide whether to divert to sanitation to get hospitals. Most of our cities are maxed out at 12 so I'll divert and build hospitals - we can research it in 4 turns and make almost 800 gpt while doingit so we can rush a few hospitals. The increase in production and research will more than make up for the time lost. The Arabs start Shakespeare so I exchange magnetism for free artistry. Colville can build it in 7 turns. Wall st is ordered in CC and due in 6 turns.

3) 1265ad several cities start hydro plants as place holder for hospitals. A persian galley is sighted. Our cavalry are arguing among themselves as to who will get first hit when the mighty pair of immortals land....unfortunately our artillery get there first and the galley begins its long row home.

4) 1270ad It will soon be time to irrigate every square we can so we can then put all thses workers back into the cities and go dairy - farming. Turns are taking longer and longer.

5) 1275ad Persia is still refusing to come to the table and its galley may make it home one day. We extract 50gpt from Joanie for electricty. No railways exist outside our lands.

6) 1280ad We complete sanitation. Our citizens uncross their legs and hospitals are ordered in many cities. Steel is next in four turns. Korea is willing to pay us 100gpt for sanitaion. Given that they cant build railways and only have a couple of cities at size 12 this seems a good deal. Hehe.

7) 1285ad Battlefield medicine is ordered. We are running out of things to build. We have as big an army as we need and we are researching everything in 4 turns.

8) 1290ad Starting to put workers back into cities and turn mines to irrigation.

9) 1295ad We complete Usuffrage, Shakey and Wall St. Persia comes back to the table for peace which we graciously grant. We take their gems for the old tech of electicity. Hoover is due in 2 turns so we trade electronics to the Koreans for nationalism and everything they've got.

10) 1300ad Blow a little cash on hospitals. Hoover next turn.

3 wonders and 1 due next turn. Tech rolling in every 4 turns.

Things look good to me. I wont post any maps - nothing has changed!

The save
http://www.civfanatics.net/uploads4/Star-Spangled1300_AD.SAV
 
Things are going top speed now I see! I got it!

Q: why turning all mines into irrigation? It is my view that production is more important then growth in this stadium. My usual strat is to irrigate until a city can produce 40 wheat. That is enough imho.
 
Well we dont really need any more production capacity, I think There are a lot of mountains and hills around. Just maximising score and if we work every railroaded tile our research capacity increases. Its milking time.
 
Great turn col!:goodjob: I'm proud of you for not building some galleons just to go eliminate the persians.

So, how many really productive cities do we need to build the spaceship parts? Since there's nothing else to build, all other cities than the spaceship builders can drop production infavor of food and specialists, right?

col what is your thought process on where workers rejoin.

(Remember, I'm using this as a training game for a spaceship launch.:D )

Welcome back Stapel!
 
I think only Korea has any real capacity and they are economically crippled by having all their cash extracted to buy our obselete tech. Everyone else in this game could be taken out in a couple of turns ;)

We can build our spaceship with 3 or 4 high production cities and there are several candidates that can have half moutain, half irrigation.

I like to put my workers back into my science cities first until they are working every square they can. I dont believe in having specialists if I can avoid it. Any city has maxxed can build a worker to go elsewhere until every one of our cities has reached its max size. I keep a worker team on clean up duties.

This really falls in the realm of milking for score rather than speeding up the spaceship. Research is the limiting factor rather than production. I've always been able to launch on the turn I finish the last tech with a prebuild for Lounge. Anything that speeds up research, speeds up the spaceship. To be honest we have crippled that AI far too much to get a fast launch. Ideally you need 3 or 4 other civs researching other techs at the same pace as you so that you all move through the tree 3 or 4 times faster. The definitive fast launuch strategy was detailed by Dave Mc in one of his GOTM games.
 
Stapel@ Any chance you can post the game in the next couple hours? If I don't get it soon, I'll have to skip. My parents are coming to town for the weekend and my civ time is rapidly disappearing.:(
 
Sorry, at the office now. I played 5 turns yesterday, will play five more tonight.
 
OK. If you post on Saturday, I got it Sunday and will post Tuesday following the 24/48.

Col said the turns are getting long; how are they for you?

EDIT: BTW, how was the Rally?
 
I will do so! Turns are pretty short... just many workers to manage. interturn is just fine on my PIII 600Hz, 256 MB.

The rally was cool! We had a problem with the gearbox on the first morning (stuck in 4), which took us 40 minutes to fix (which is a remarkable performance I think). Our classification was dawn the drain by that.....
The fact that one of the competitors is still in coma, a week after a terrible crash, shows that gearbox problems are somewhat relative :( .

I will open a thread in OT later and post some pics. I first need to collect them. Takes a while.
 
Sorry about your "classification", but I'm very glad you're here playing rather than in the hospital.:goodjob:

Someday, I would like to learn how to rebuild a gearbox in 40min. As well as many other things you probably know about cars. The ironic thing is that I build machines that build cars but I myself know very little about the inner workings of vehicles.:crazyeye:
 
Sorry, bit later than promised. My sister showed up, so I had to entertain her.

IT: to keep the spices coming from Japan, we give them silks, ivory ans magetism. They have no gold. To keep the germans incense we also give Military tradition to them.

Practically all hospitalized cities start on football stadiums. We control the Hoover Dam!

Turn 1. 1305 AD. MOW! I do some irrigating of mining. Not my game still. All cavs go to Ommerschans or Lemmings and fortify. All extra infantry goes to Oakland. All artillery to Bukhara.

Interturn: Hunt valley looses citizin by a nasty virus. Just before I get to move my pieces I clearly hear the Samurai laugh! The japs ain’t near! Anyone experienced this before?

Turn 2. 1310 AD. MOW. We have some jungle bashing to do! For 50gpt and wm the Koreans buy industrialization. For another 134 gpt (anything he can afford) and all his gold (110) They buy the corporation. The Koreans still lack coal. Thet have communism.

Turn 3. 1315 AD. MOW.

Turn 4. 1320 AD. MOW

IT: The Arabs move a settler to our grounds. It is going south.

Turn 5. 1325 AD. Many cities producing wealth now. I do not buils civil defenses. Science to 50%, Mass production in 3 turns. More irrigating.

Interturn: Korean forces enter our territory

Turn 6. 1330 AD. MOW. I ask the Arabs to leave: they do. The Koreans show wisdom too! We trade them steel. We get communism, wm and 55 gold.

Turn 7. 1335 AD. Corrupt cities start police stations. MOW. Science to 30%.

Turn 8. 1340 AD.Motorized Transportation in 4 turns at 50% science.

Turn 9. 1345 AD. Them Arabs and Koreans better stay behind the fence! Sell communism to Bismarck for 38 gpt (all he cab afford). Refining to Korea for 17 gpt (all he has).

Turn 10. 1350 AD. More worker movement. Next player will get into modern times.



Da save: http://www.civfanatics.net/uploads4/Star-Spangled1350_AD.zip
 
Great!
2 techs to go for the modern age and 10 more in the modern age.
I estimate we can launch our space ship in less than 70 turns!
Originally posted by Stapel
Turn 9. 1345 AD... Refining to Korea for 17 gpt (all he has)
Isn't this a bit cheap? in 1355 (2 turns) a trade deal (80 gpt) will end. Are we going to give them another tech?
 
Because our schedule is changing often hereby the current schedule:

Sultan: Skipped until futher notice
Banzai: On deck
Col: Waiting
Stapel: Just played
ControlFreak Up now. Needs to get it.

Have fun! just a few more turns.

Banzai!
 
Got and played 5. Should finish and post by tomorrow.

Col (and others), I could use some advice as I've never done hospitals before.

Here are some of the things I've been doing:
  1. Switched all cities from wealth to most expensive unit (infantry/tank/bomber/battleship) as available. Use the units to get rushes started then do the rest with cash. Priority went to hospital if needed, happiness, culture in towns that don't have control of all 21tiles, then science/gold. I've spent about half of our 14,000g.:) We should make that back quickly.
  2. In F1, Sorted by sheilds then irrigated mines in towns that had low sheild/low food. There are a few cities that have close to 50spt and I actually remined a few irrigated tiles to get to 50spt so that tanks build in 2 instead of 3.
  3. Mined and added workers to our most productive city at the time (colopolis) and started palace prebuild. I couldn't time it to finish on the turn we get fission, so we'll have a few turns of build on the UN after fission is learned.
  4. Mined and added workers to our second most productive city (McDonald's) which became our most productive city, but still two turns slower to the UN than the prebuild.
  5. Sorted by population and added workers to towns that were less than 12. Then to towns that we less than 16 (we support 16 happy people with all improvements). I'm hoping we have enough slaves and remaining workers to keep up with polution. What are peoples feelings about automating slaves on polution control? It saves a bit of time searching for things to do with the slaves before realizing there really aren't any good tiles to irrigate.
Am I doing this right? Or should I just mine everything and screw the quicker tank builds?
 
We won't need (that many) tanks. So irrigating is fine. Rest seems fine to me!

I was a bit stupid, my last trade deal......
 
No problems Stapel! We want Korea to reach the modern age too so we can get their free tech.

When cities have no structures left to build it is ok to build units and disband them in cities who need shields. You were doing that CF?

I think we should mine the FP area too as there is still a wonder to be build: Seti.
 
Stapel, I agree with Banzai, the trade is fine, I'll get them close to coming to the modern age with us an hope they get a different tech than the one we research. If somebody hadn't switched us to 1.21, I would bet the freebie would be rocketry. Now its anyones guess.

Banzai, yes the tanks/units are for disbanding in lower sheild cities. But right now, I'm of the philosophy that we have a lot of cash burning a hole in our pocket and we might as well rush everything. The sooner we get them built, the soone we can take advantage of them.

When I got the save, most of the FP area had been irrigated so looked like low shield towns. I think we have a few 70+spt cities, a bunch more 50+spt and then the rest are being set to food.

When does the internet come? How important is it to build research labs before that?
 
I've found that they come too late to be really useful. But I've never had a really close space race. In this game, we are researching so much faster than anyone else now, that no-one else is a threat. It may save us a turn here and there and we will run out of things to build. I build them in all my major science cities (sort by beakers).

As our pop maxes out, we'll probably have a load of pollution which can get irritating, mainly because the Ai moves which squares we're working and they need to be put back manually before reautomating. I have no objection to a pollution crew on auto clean up. Its what I normally do.
 
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