1710 AD (0) - Hmmm... relative peace, eh? Cornwall fights against Manx and
Scotland, and Irelands joins him against Bruce of Scotland. Sussex remains
an overgrown bully. Cornwall has 4 cities left, Manx has one, both are
completely toast. I've seen no discussion of victory conditions this
millenium, so let me broach the topic.
Cultural? We have 41,557 for the civ, gaining 450 per turn. That means
100K in 130 turns. Tis 1710 AD, so that means 100K no later than 1972.
For 100K to win you have to have double culture of next civ. We have every
civ but two doubled - Scotland and Sussex (ouch). So that route would require
Sussex to be annihilated. If we (can) do that we can just dominate the world
quicker. Domination means Sussex must fall, and since it's enabled WOULD
happen before conquest. 20K in one city cultural victory? London is our only
shot with 4379 plus 33 per turn. Reaches 20K in (cough) 474 turns. Bzzzzt.
We gave up on that option back in ancient era with our handling of London.
Diplo? Hmmm... we're 3 techs away from UN. It would basically take getting
everyone at war with Sussex then calling for a vote. I look around and NO ONE
will "ally vs Sussex." They ALL will take an MPP, and we could declare war on
Sussex then get attacked and have the whole world at war with him. Alas, with
other countries at war, the MPP drags us in and makes some enemeies perhaps.
Dicey. I can't remember well, has Sussex been a bad boy facing everyone, or
kind of nice? We've been nice to civs that (cough) we've not wiped off the
planet.
Space Race? Tech? We have Mass Production while they have Flight. We have
Motorized in about 3 turns, and TONS of cash. That will give us a small tech
lead, and with Hoover and better city management, a big production lead.
For example, IronWorks city Salsbury has 100 shields/turn. How many techs to
complete a space race? 13 techs. To build our first part... 5 techs. The nation
is blissfully happy - score here would be good.
Domination? We've got *SEVERAL HUNDRED* units of infantry and cities to conquer.
If we go there expect VERY long turns. If you've not gone this route before it's
kinda fun. If you have, or are in other SG's right now, it's not so welcome. One
**HUGE** advantage we have in this mod is that cavalry upgrade to tanks.
Shaitan explained the reason for this, we got one dissenter, and I would add
to the ranks of "I still don't think it's a good idea". Yet, for this game,
it's here. On round one we get tanks we have *37* tanks to go crush things
with.
So... "good" options: Domination, Space, Diplo. The former is going to be a
real slog (or great time, depending on your view of monstrous wars), the
latter is dicey, and the middle one is dead quiet for the next 20 turns,
then 40 turns of building parts. Because this is a SG however, this isn't as
boring as it sounds, everyone basically has one to two turns left, that's it!
Here's my plan then... i) Get Tank tech then convert our 40ish cavs to tanks.
ii) Load 'em up on transport, iii) get set to land at Seolesiae, which is
SMACK DAB in the middle of Sussex. It literally would cut the country in two
and make later annihilation easier, if we choose that route. iv) at same
moment, surround their 3 islands to take them immediately. v) setup MPP's with
most countries, then declare war on Sussex and capture the chokepoint city of
Seolesiae. vi) Garrison the chokepoint city to the hilt, and raze Elge and
Crawley to the south. vii) Setup next leader to then wipe out all of North Sussex
in about 10 turns, viii) declare peace. If they won't quit or get uppity, we
pillage and park on ALL their rubber, oil, coal. ix) If they're a contender
in the space race we pillage/take all their uranium and aluminum ;P
Turn zero: All wealth cities turned to cavalry in prep to upgrade, or
artillery. Increase science to get Tanks in 3 turns, not 4. Prepare some
transports.
Time to plant spies! Manx is caught (not pleased but still polite). Sussex
succeeds! 140 infantry, ouch! Only 9 cav???? Ha!!!! They can't even take one
well defended city with that! Scotland worked, Brittany failed. The Duke of
Breton is annoyed. Tough pal, deal with it! Ireland worked, as did Cornwall.
Scotland has 61 infantry and 9 cav. Ireland has 29 inf, Cornwall, 7.
Big logistical problem. All our cavs, just turns away from a huge upgrade,
are off the coast of Multiland, not at home, nor at Sussex. Henlistone rushes
Harbor - with that and barracks can upgrade the armada there to transports and
get many tanks on them. We'll "warm them up for combat vs Cornwall probably."
An infantry unit is drafted in every city on our Southern Island. This
frees the cavs (proto-Tanks

) to leave for the invasion of Gyldeforda.
(Typo alert, Shaitan - the dom. advisor calls me Magesty - should be Majesty)
The Irish leader O'Charis is not ABOUT to help Sussex get caught up with a
trade, yet we would like Flight. Our newly established spy sees what he can
see... and he finds plans for an airport, and sneaks them back home!

So we change orders once more to crank out at least a few airports.
Ok, time to 'start'
1715 AD (1) - Getting transports ready, prep...
1720 AD (2) - (Henlistone has an airport rushed, the beachhead on the main
continent will soon be in impregnable fortress)
1725 AD (3) - More of same...
1730 AD (4) - We receive knowledge of how to build a powerful instrument of
persuasion and negotiation. The "Tank." We're VERY quick learners, and we
already have xxx tanks
Sussex cuts off our supply of wine. Ha!!! Now is not a time to drink my
friend, unless it is a toast to your demise. Our dyes from him will dry up
in two turns, as will his supply of silks and incense from us. Excellent,
we will then be free from the entanglement of treaties
We drop back science reseaarch rate on Radio to one scientist. At least for
a few turns while we have massive upgrades to Inf and Tanks. Also, once we
have ANY foothold city on either front, rush an airport, barracks, and
temple (probably in that order).
1735 AD (5) - Ironically, Sussex sends a galleon and ironclad right by our
shore. I think they're going to invade someone. If they declare RIGHT before
we do, they'll be in over their head, muhahaha!
Ok, I've been the lucky one at least twice this game given an armada full of
troops ready to strike, so this time I'm going to pass off and give such
a fleet to our next leader! (Time is short for me this eve... the fun part
was hatching the plan. I do hope of course it is to your liking

)
Stocked:
- Transport NW of Wellingum - send at Egeham, take island.
- Transport W of Wellingum - send at East Grinstead, take island.
- TWO Transports W of Hemmel - send at the chokepoint city of Seolesiae.
Land next to it, pillage roads, take and hold the city.
- Transport under Battleship outside coal mtn valley - inf support for above two
- Transport NW of Chatam on our southern Island - take the nearby Gyldeforda isle
- Next turn, transport in Hemel is built - seven tanks in Colneceastre were just
upgraded, load and roll out to either landing zone.
- Next turn, transport in Salsbury is built- fill with Infantry and Tanks scraped
up from around our mainland, also send at Seolesiae of Sussex. Send to where you
think needed.
In total, I think around 24 tanks, 20 infantry, 5 artillery, plus whatever you
scrape up for the Salsbury xport. There isn't much naval 'cover' for these, so
please, declare war and land them ALL whereever they are landing on the SAME
turn! With airports rushed in each spot you can start to 'rebase' bombers and
REALLY start pounding the surrounding countryside. You can also airlift new
tanks and infantry to the Saeolesiae airport you will rush and have enough
reinforcements to take all of Northern Sussex

(that's the plan anyway)
The transports have NOT yet moved this turn. I would wait until the other two
due next turn can join them (part of the simultaneous landing plan), but feel
free to position or get underneath a battleship.
Those troops on the other 'main continent' -- upgrade when cash is built back
up from cav to tanks (perhaps leaving one or two cav for run in-pillage-run out
operations with their 3 movepts. If any other civ helps Sussex, heaven help
them. With the airport in Henlinstone you can airlift more units in to join
the already potent force and deal retribution. That's why I didn't "pull out"
this force, but left them in place. The boundaries are smallish over there, rush
temples when you get a chance. All cash during the start of this war for upgrades
and rushing, forget science for next 10 turns.
Limited objective war. Three islands and chokepoint, then North Sussex, then
let them beg for mercy and we'll reassess the situation.
Good luck!!

Charis