Buce01: The Slavemaster

Hoover's would be good to get as well, I like the idea of dedicating Athens to that.

I think the only thing we lack for a war situation is more artillery, correct? We perfectly capable of building infrastructure and continuing to build up some more artillery, I think.
 
I agree with CivA. As it seems that a later war won't hurt us at all, let's get the most out of what we have as we aren't in a rush. Hoover's is a nice one, especially with our 2-civ continent.

On the topic of MMing, I didn't know what to do with Sparta. I went for the harbour as it is crowded and, according to CAII (which I have come to trust less and less), somewhat corrupt (despite being our second or third city). I thought that it could be a great researcher if not a producer until we get the sea improvements.
 
Winston Churchill said:
Now this is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning.

I'll post the full log in the morning (its late) but here's a quick update:

ToE is in, giving us AT & Electronics.
We can now research 4 turn techs.
Hoover's in 9.
The World is at war, except us.
We have Coal again.
Shaka has begun RR'ing.

Gentlemen, we have one major challenge to overcome, and the game is ours.

If we can take control of our continent, we will make 4 turn techs all the way to space, and will surely have all necessary resources. I believe that we are in a position to start a countdown to war with Shaka; ten more turns will see all our core cities with factories, and we will have Hoover's. A quick blitz on Arty production, and we would be ready, IMO.

The Save
 
[mrburns]Eeeexcellent.[/mrburns]

We should be in great shape to take care of Shaka soon.


Just a side note, I wanted to thank you guys - I just completed my first solo DemiGod victory. Being in this SG has helped quite a bit.
 
Pre-turn:

No mm required; Athens build switched to CP.

1) Workers can no longer RR so I set them to irrigatation of ex-Babylon; one to colonize Coal but it's a fair walk.

2) A few deals are ended, and since they are paying peanuts I do not renew them; besides I may yet need some leverage for alliances soon.

3) Learn RP's, begin Scientific Method; Athens > CP > MilAcad (pre-build for Hoover's); move half our Rifles to Rax city for upgrading; upgrade 14 Cannon;

4) Begin HE in Argos - 25spt will give it in 8 with no waste; upgrade remaining Rifles; Sparta grows, and a little mm gives a factory in 5 instead of 7;

5) Sell Salt and Horses to Egypt for 26gpt, 70g, WM.

6) Upgrade 12 Maces to Guerrilla.

7) Egypt DOW Arabia; renew peace with Hiawatha.

8) Zulu DOW Arabia; Hiawatha DOW Arabia.

Irrigate a mine at Delphi; it doesn't affect it's ability to make 2-turn Arty, and it gets it growing again;
Learn SciMeth, drop Science to zero (ToE in 2).

9) Dutch DOW Ottomans; Iroquois/Ottoman MPP; Iroquois DOW Dutch.

10) ToE completed - learn AT & Electronics as freebies; begin Corporation (4)
Coal colonized.



Epilogue:

I neglected to note individual city builds but I built nothing contraversial; I finished a number of factories, and then set them to military builds (Arty usually, one on Infantry). another ten or so turns should see all infastructure builds complete, at which time we can accellerate our military build up.

There are a couple of tempting deals on the table for Electricity, and it might be a good time to cash in (Willie will give circa 210gpt, Communism, and his youngest daughter).

As mentioned before, we are pulling 4 turn research now, and with Coal back on line our farms will grow more specialists so we should be able to keep it that way from now on. Hopefully, by the time tech costs rise, Shaka will have donated some turf for more farms.

We really are cruising to victory here.
 
Actually, copying from the last roster...

Roster
Phaedo
Buce - just played
Elephantium - UP!
CivA - on deck
Miles Teg - vacationing
 
I didn't know what to do with Sparta. I went for the harbour as it is crowded and, according to CAII (which I have come to trust less and less), somewhat corrupt (despite being our second or third city)..

I wondered about this, too; according to CAII Sparta is 15% corrupt. The reality is that it is exactly as one would expect it to be.
 
Pre-flight:

Military Strength:

5 Settlers
65 Cavalry
34 Infantry
17 Artillery
2 Galley
2 Army
12 Guerilla

City Builds:

3 Galleons
14 Artillery
1 Infantry
1 Cavalry
4 Settlers
Heroic Epic
Hoover Dam
1 Harbor
8 Factories
1 Bank
1 Aqueduct
7 Courthouses
2 Libraries

Economy:

Government: Republic
Mobilization: Normalcy

Treasury: 2803 gold
Income: 1920 gpt
Net gain +35gpt
100% Science
Researching The Corporation, due in 4.

Goals:

Long-term: Be the first to launch a space ship, IIRC.
Medium: Kick the Zulu off our continent and set up enough science farms to get 4-turn research throughout the Modern Era.
Short: MM cities to keep them at maximum productivity, build infrastructure, and increase our Artillery count.

Barring a sudden DOW from the Zulu, I'm expecting a pretty quiet turnset of worker moves and citizen MMing.

Before I get started, does anyone have anything to add? Is there anything else I should keep an eye out for in the next turnset?
 
Before I get started, does anyone have anything to add? Is there anything else I should keep an eye out for in the next turnset?

You'll note that I didn't defend the Coal colony; if Zulu go to war we would lose access to it anyway since it's trade route passes through their territory, so don't fret over it.

IMO, it's highly likely that you'll get a demand from Shaka; if it's lump sum gold, don't go to war over it, but it's likely to be a demand for a tech - feel free to refuse.

If you trade Electricity to Willie, trade it around everyone - including Shaka; twenty turns to war looks about right to me.

Good luck. ;)
 
Hmm...we have a bunch of settlers fortified with a stack of arty. Should I hang on to them for some reason, or should I use them to settle new science farms right now?
 
Shaka just declared war on us. He demanded The Corporation, I told him where to go, and he declared.

(In trading around Electicity, I'd taken a large sum of gpt from him - that may have contributed).

At this point, I'm going to pause for discussion and battle orders.
 
Hitchhikers guide to the galaxy said:
Don't Panic!



Your forward cities are well protected; lure his cavalry past them by leaving a just-out-of-reach city with no defenders. Use Arty to soften them up, then send in the Cav. There is no need to be impatient; being RR'd you will be able to shuffle defenders so that no city is ever in danger, so if it takes a couple of turns to redline everything, don't worry.

You probably won't get the opportunity to do much else for a few turns, but if you do advance, use the same formula - redline with Arty, then send in the Cavs.

BTW, I notice that you have 2 Cav stacks in the West that are fortified too close to the border - they can be reached by Zulu Cav.
 
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