T-hawk
Transcend
As mentioned, I'm going to defend Vitcos to the max. Upgrade the rifle and axeman in it to mechs, draft a mech, and cash rush a mech. (The rushed mech will appear before the AI's turn to attack; the timing of turn processing was changed sometime, I think in Warlords, just for the rusty guys around here.) I wanted to rush an Anti-Tank instead, much cheaper and almost as effective against the incoming tanks, but apparently they go obsolete when mechs are available. Also draft in Cuzco and Tiwanaku, and position galleons to get those mechs there next turn.
I turn off espionage. And buy some happy resources from Joao to put everybody in the SS cities back to work. Cheaper than the slider and the cash won't make the difference in him beating us.
I set Tiwanaku to max non-Priest specialists. Its GPP bar is at 700/900 and it can put out a GP to fire our 2-man Golden Age within 7 turns. (I suggested to do this one turnset ago but guess Ozbenno missed it.)
Here's the best way to manage the spaceship from here:
I'm going to launch in 8 turns. Ephesus and Halicarnassus say 9 turns to thrusters but can be MMed with workshops to 8. (Halicarnassus is building a part without even a power plant? )
Forget the 5th thruster, no city can do that in 8 turns. As for the Life Support, it can be done in 8 turns exactly in Athens after cash rushing a coal plant this turn. (Not a nuke plant because it's 500 bucks more and a chance of meltdown. I can deal with coal unhealthiness.)
Most non-SS cities start mechs, mostly so they can be cash rushed if needed.
And I Perform Counterespionage against both Joao and Cathy. That will go a long way towards blocking any steals.
By the way, I just noticed this:
Russia has NO HAPPY RESOURCES. Zero. Anywhere. Cathy is running 20% culture. That explains why she's been lagging in science all game. What a bizarre map, not a single happy resource anywhere in Russian territory besides now-expired whales! If not for that, Cathy would have been far enough along not to be a brokerage partner for us back in the Renaissance, and we may well not be winning this game.
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Between turns... okay I miscalculated badly on Vitcos. The AI suicided its artillery, then won four out of five battles at 63, 65, 65, 97, and 100%.
1911 AD: We lost Vitcos but I'm going to get it back. 9 mechs from upgrades and drafts load into galleons at Cuzco and sail to Huamanga. I'm going after it not so much for its own sake, but to make the AI think it's losing and talk for peace sooner.
Between turns, not much happens. Russia destroys three Towns with Guided Missiles. Brilliant use of hammers. And they are at Tiwanaku, where I'm farming over the towns anyway to get out the Great Person.
UN resolution for Single Currency comes up. I vote no since it will only help our rivals research, but it passes anyway (we're the only no vote.)
1912 AD: I land 7 mechs on the forest next to Vitcos. That will be enough against 4 defenders and it can't rush another because it's in resistance. Keep drafting and upgrading (heh, a quechua upgraded to mech keeps its free Combat I), and also rush a Missile Cruiser in the war zone. Load another 3 mechs onto a galleon at Cuzco.
Joao demands Iron. I pay. Locking in a peace treaty with him is BEAUTIFUL.
1913 AD: We recapture Vitcos, though lost 4 mechs to some bad RNG rolls (and also I landed the wrong mechs, rookies instead of 5 XP units.) It lost its lighthouse so it's going to starve, so I draft it again. Interestingly, the draft anger clock reset on capture.
And the RNG continues to hate us when I lose Tiwanaku's infamous Missile Cruiser attacking at 74%.
1914 AD:
What is the AI doing? It just moved its only mech and two other defenders out of Sexi. I have a loaded boat in Cuzco. It's certainly worth sacrificing a mech amphibiously against that tank to whack out four air units that are really annoying me. Then the RNG smiles and the seaborne mech even wins at 20%.
Whoa. I've heard about that but never seen it before, I hardly ever play with random events on. Carthage just got 4 mechs for free. Well, I delete our mech that razed the city (it's damaged and will just add to WW when it gets killed.) Let the mechs have that reef.
1915 AD: A big Carthage naval stack (three highly promoted battleships and destroyers) appeared by Cuzco. I'll need air power to take them down, so I steal Advanced Flight from Joao. Strangely, there was a lone Carthage transport a couple turns behind the stack, which I whack with a destroyer (that I upgraded from a frigate a few turns ago.)
I get real jumpy for a second when Ollantaytambo here comes up for a build order, and we have no oil or uranium! Did Carthage somehow suddenly kill ALL our resources? Oh, no, this city is just blockaded, everything else is fine.
More annoyingly, there is no visible ship doing the blockade. It's a freaking submarine. I rush an Airship just to see the sub. (Then I check the civilopedia and realize that destroyers can too.)
1916 AD: Now two Carthage carriers have joined the naval stack, both loaded with fighters, so jet fighters of our own will do no good since they'll get intercepted. Now I remember how to win naval exchanges cost-effectively:
Guided Missiles. And they can be built in cities anywhere and instantly rebase to the combat zone. And they can load onto the Missile Cruisers themselves (though that has to be done in a city, can't rebase to one in open sea.)
Also, Joao has completed Ecology. But we are two turns from launching. I redirect espionage to him in case we need to sabotage something. And our last spy in his city got caught but I have more ready.
1917 AD: Tiwanaku popped a Great Engineer and we at long last have our Golden Age.
End of turn, we launch. But:
HOLY UNBELIEVABLE. Joao completed the Life Support in TWO TURNS. How the HOLY HELL did he do that. This also happened ONE TURN before I had a trio of spies ready to sabotage a part.
Now what happens?
He launched with all five thrusters but missing one engine. We launched with both engines and -1 thruster. So our spaceships are equally fast, 12 turns to arrival. Both were launched at the same time, on the 1917-1918 interturn. I don't know why ours says it's one turn later. I don't know if his ship is considered faster because of that, or whether it's a tie that will go to the human player, or if it's a coin flip.
I turn off espionage. And buy some happy resources from Joao to put everybody in the SS cities back to work. Cheaper than the slider and the cash won't make the difference in him beating us.
I set Tiwanaku to max non-Priest specialists. Its GPP bar is at 700/900 and it can put out a GP to fire our 2-man Golden Age within 7 turns. (I suggested to do this one turnset ago but guess Ozbenno missed it.)
Here's the best way to manage the spaceship from here:
I'm going to launch in 8 turns. Ephesus and Halicarnassus say 9 turns to thrusters but can be MMed with workshops to 8. (Halicarnassus is building a part without even a power plant? )
Forget the 5th thruster, no city can do that in 8 turns. As for the Life Support, it can be done in 8 turns exactly in Athens after cash rushing a coal plant this turn. (Not a nuke plant because it's 500 bucks more and a chance of meltdown. I can deal with coal unhealthiness.)
Most non-SS cities start mechs, mostly so they can be cash rushed if needed.
And I Perform Counterespionage against both Joao and Cathy. That will go a long way towards blocking any steals.
By the way, I just noticed this:
Russia has NO HAPPY RESOURCES. Zero. Anywhere. Cathy is running 20% culture. That explains why she's been lagging in science all game. What a bizarre map, not a single happy resource anywhere in Russian territory besides now-expired whales! If not for that, Cathy would have been far enough along not to be a brokerage partner for us back in the Renaissance, and we may well not be winning this game.
=============================
Between turns... okay I miscalculated badly on Vitcos. The AI suicided its artillery, then won four out of five battles at 63, 65, 65, 97, and 100%.
1911 AD: We lost Vitcos but I'm going to get it back. 9 mechs from upgrades and drafts load into galleons at Cuzco and sail to Huamanga. I'm going after it not so much for its own sake, but to make the AI think it's losing and talk for peace sooner.
Between turns, not much happens. Russia destroys three Towns with Guided Missiles. Brilliant use of hammers. And they are at Tiwanaku, where I'm farming over the towns anyway to get out the Great Person.
UN resolution for Single Currency comes up. I vote no since it will only help our rivals research, but it passes anyway (we're the only no vote.)
1912 AD: I land 7 mechs on the forest next to Vitcos. That will be enough against 4 defenders and it can't rush another because it's in resistance. Keep drafting and upgrading (heh, a quechua upgraded to mech keeps its free Combat I), and also rush a Missile Cruiser in the war zone. Load another 3 mechs onto a galleon at Cuzco.
Joao demands Iron. I pay. Locking in a peace treaty with him is BEAUTIFUL.
1913 AD: We recapture Vitcos, though lost 4 mechs to some bad RNG rolls (and also I landed the wrong mechs, rookies instead of 5 XP units.) It lost its lighthouse so it's going to starve, so I draft it again. Interestingly, the draft anger clock reset on capture.
And the RNG continues to hate us when I lose Tiwanaku's infamous Missile Cruiser attacking at 74%.
1914 AD:
What is the AI doing? It just moved its only mech and two other defenders out of Sexi. I have a loaded boat in Cuzco. It's certainly worth sacrificing a mech amphibiously against that tank to whack out four air units that are really annoying me. Then the RNG smiles and the seaborne mech even wins at 20%.
Whoa. I've heard about that but never seen it before, I hardly ever play with random events on. Carthage just got 4 mechs for free. Well, I delete our mech that razed the city (it's damaged and will just add to WW when it gets killed.) Let the mechs have that reef.
1915 AD: A big Carthage naval stack (three highly promoted battleships and destroyers) appeared by Cuzco. I'll need air power to take them down, so I steal Advanced Flight from Joao. Strangely, there was a lone Carthage transport a couple turns behind the stack, which I whack with a destroyer (that I upgraded from a frigate a few turns ago.)
I get real jumpy for a second when Ollantaytambo here comes up for a build order, and we have no oil or uranium! Did Carthage somehow suddenly kill ALL our resources? Oh, no, this city is just blockaded, everything else is fine.
More annoyingly, there is no visible ship doing the blockade. It's a freaking submarine. I rush an Airship just to see the sub. (Then I check the civilopedia and realize that destroyers can too.)
1916 AD: Now two Carthage carriers have joined the naval stack, both loaded with fighters, so jet fighters of our own will do no good since they'll get intercepted. Now I remember how to win naval exchanges cost-effectively:
Guided Missiles. And they can be built in cities anywhere and instantly rebase to the combat zone. And they can load onto the Missile Cruisers themselves (though that has to be done in a city, can't rebase to one in open sea.)
Also, Joao has completed Ecology. But we are two turns from launching. I redirect espionage to him in case we need to sabotage something. And our last spy in his city got caught but I have more ready.
1917 AD: Tiwanaku popped a Great Engineer and we at long last have our Golden Age.
End of turn, we launch. But:
HOLY UNBELIEVABLE. Joao completed the Life Support in TWO TURNS. How the HOLY HELL did he do that. This also happened ONE TURN before I had a trio of spies ready to sabotage a part.
Now what happens?
He launched with all five thrusters but missing one engine. We launched with both engines and -1 thruster. So our spaceships are equally fast, 12 turns to arrival. Both were launched at the same time, on the 1917-1918 interturn. I don't know why ours says it's one turn later. I don't know if his ship is considered faster because of that, or whether it's a tie that will go to the human player, or if it's a coin flip.
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