MIA Grand Strategy Meeting !

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Long post coming….

Based on classical_hero’s response to my question in the Quick Answers thread, this game just got a whole lot easier. I think it may be possible to conquer about 30% of Battle Isle in 1 turn pushing us over the domination limit so we don’t even have to deal with abandoning towns and a second wave (I don’t believe in thinking small :)).

I believe based on our turn 183 save, that Flight will be possible in 4 turns at 100% science. If Flight is possible in 4, then so is everything else.

Here is my new plan for everyone to poke holes in.

First, complete the Corporation on turn 187. I’m guessing the Nuts are researching Replaceable Parts now. If they finish it by turn 187, then we will do Replaceable Parts next. The reason is that we will still have bombers well before the Nuts, and I’m wondering if we might not want to do quite as much damage to their road system as I thought. If we are not going bombing crazy, then the double worker speed is the most important benefit.

If the Nuts do not finish RP by 187, then we probably do Steel. Whatever tech we research will complete on 191 along with the Theory of Evolution. We choose Refining and probably either RP or Steel (whichever one we didn’t research). By 195, we complete Combustion, Flight on 199, Mass Production on 203, and Amphibious War on 207.

If anyone’s wondering, the earliest the Nuts could get Flight right now is 205 – if they in fact do go to RP first, then they are looking at 209. In either case, we should be fine.

Turn 208, our marine completes, and we attack. Our bombers empty one city. Our marine captures it. We unload many cavalry with movement points remaining and capture 40-50 towns pushing us over the domination limit.

What’s going to limit us?

Number of cavalry – we will build more. If the team buys this theory, bank builds will be changed to cavalry since there will be no down research time before the game ends. More cavalry will be built where appropriate. Once the Theory of Evolution completes on 191, we will mobilize and get even more units.

Number of transports – frigate builds will be changed to galleons, and we will look for other places to build transportation.

Number of bombers – who knows how many we will need to empty towns. More is obviously better.

Dnuts rail network – this is the tough one because it is out of our control, but by turn 208, they should be pretty good, especially if they get Replaceable Parts within the next few turns.

Other things to watch for – jungle in their territory. Even if railroaded, our cavalry cannot go through jungle in their territory in 1 turn. Hopefully they will have much of it cleared. In case they don't, what we need to look at is what order the Nut towns were founded in. If 2 towns are equidistant from a tile, and neither have culture, then the older one controls that tile (actually I think it is the one listed first in the database, but we have to assume it’s the older one). We need to make sure we can town-hop effectively.

What other problems are there?

EDIT - one potential problem... a lot of their towns may autoraze. Hopefully they will let them grow a bit in the next 25 turns:lol:. If not, we may have to build a few settlers at the last minute to bring along - it shouldn't be a big deal because many of our corrupt bomber prebuilds will have roughly 30 shields by then so we could just change them to settlers. Of course, we also would need more boats to carry the settlers... but I still think it is worth heading down this path. Worst case, we don't take quite enough to reach the domination limit so we abandon towns, we don't have quite as much infrastructure as we could have, but the Nuts are still absolutely devastated.
 
Maybe... but how many units do you think Dnuts will have on turn 208 (excluding boats, planes, and artillery because they can't defend)? To pull a number out of the air, I'm guessing at most around 150. That leaves them with less than 2 units per town if they spread them evenly. More likely they are going to have many towns completely empty. We don't have to destroy every unit - only the ones that are in the towns we want. And if some of their units are cavalry, for example, we can kill them the old fashioned way - just attack directly.

Also, instead of working over their infrastructure for the turns between Flight and 208, we can start killing units.
 
I like the new plan better than the old one using Chamnix's Kamakazee Cavalry. I like it because not only do our cavalry survive but we end the game sooner.

This plan might work out better if we use the earlier suggestion to attck Battle Island from both sides. (Sorry, not sure who initially suggested it.) In addition to attacking from Ithaca we can also attack from April Fool's to Malice (or whatever the Gall capital is called) since transports can delivery units there that still have movement points left. At the very least we should be bombing both ends to keep the enemy guessing where we will land. That will make them have to spread their defenses even thinner.
 
I'm glad you like it, but the new plan is essentially the same as the old plan. If we can't take enough towns to reach domination, then our fallback is still abandon all the towns and lose all the cavalry :).

The main difference is just that we will make an effort to push for victory on 208 instead of continuing to build for a future that I'm hoping to prevent from arriving.

I like attacking at least both sides. It means we need at least 2 marines, but we need territory on both halves of the continent, so it worthwhile.
 
If we build a couple of carriers, we could bomb from an unexpected quarter as well. But I'm not sure we want to divert resources from transports to a carrier and a couple of escorts.

On the other hand, we've got another 10 turns or so to build transports between Combustion and Overlord, so maybe there is time and shields :confused:
 
I'm not sure which minister has to decide whether to switch to war-time mobilization, so I thought I'd post here. I think we should switch as soon as the Theory of Evolution completes. Looking through our builds, we are building almost exclusively military so we might as well get the extra shields. Our builds that look civilian are almost all bomber prebuilds. I think the extra shields are worth far more than the last couple civilian builds.

Downsides to mobilizing?

  • We can't get out of it without killing someone, but I don't see any reason we would want to get out of it from now until the end of the game.
  • We can't build the Apollo Program while mobilized, so we are not going to space.
  • Our culture increases at a slower rate.

Basically, I don't see any real reason not to mobilize on turn 191.

Anyone disagree?
 
Peter Grimes said:
If we build a couple of carriers, we could bomb from an unexpected quarter as well
I think Carriers can only hold Fighters... not Bombers. We'll need towns on the Battle Island to extend our range... or am I mistaken?

Chamnix said:
Basically, I don't see any real reason not to mobilize on turn 191.
I agree. Turn 191 is the start of the end-game for us. We won't even be reseraching any more civilian techs... so there's no reason not to get the military boost.
 
Will mobilization require us to research only military tech? I'm fine with that, but I just think we should know before we start.

EDIT: I really thought that carriers could carry bombers... Maybe that's a hold-over from my civ2 days :)
 
We can continue to research anything we want under Mobilization. I don't think the game even qualifies techs as "military" or "civilian" – I was just trying to make the point that all the techs we're going to research from here on out only have military applications. The techs that would add civilian capacity (Electronics, Sanitation, Computers, Ecology) aren't even in our plan to ever research.
 
carriers can carry bombers in civ 3, so we can count on some extra bomber support from out at sea.
 
:lol: So it's Civ4 that's confusing me!

This is great news!
We'll have to build a few of those! :evil:

P.S. I'll upgrade the Knight next turn.. just forgot last time... sorry!
 
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