Own5 Madagascar's Pathetic Attempt at Conquest

Well 2 hours and I am still at pre turn!
I feel we need some agreement on plans.
We are currently building military in non-rax cities including many loong builds in totally corrupt areas.
We are building markets and ducts in corrupt areas. I cant see a reason for this, also court in totally corrupt town.

My suggestion is for corrupt towns build temples if we need the border expansion (using civil engineers) otherwise workers / setters if food rich or arty (later bombers perhaps) if not. If town has rax a military builds could be rushed as needed.

We can also boost production by adding workers to slow growing low-corruption towns (no, I wont add slaves this time).

Our front is very spread out which exacerbates our shortage of units. I'm not sure whats best here as razing / abandoning allows Aztecs to spread rapidly through all Asia (they suddenly have 53 cities, next best AI is Ottomans with 26. Fortunately the Aztecs are in many areas a buffer between us and France.
We remain weak to Romans, Aztecs and Mayans, average to Ottomen and Arabs, strong to rest.

I think we can inmprove our unit output with some attention to MM. A number of core cities can be brought up to 3 turn cavs.
Do we want ToE for electronics and Hoover? The production boost would be large although requires 600 shield investment (7.5 less cavs)
 
Someone already built TOE - I think the Mayans

When we flip to communism those cities won't be so corrupt. Feel free to rearrange the builds to your liking. I do think temples would be a good idea to close the gaps between cities and get our culture off the bottom rung.

I don't think we should be razing the cities leaving a big open area. If we keep improvements down to a minimum it will be no big deal if the Aztecs take some of them when the war starts.

I do know we need more units. If you can get river towns up to size 7 you can draft a bunch of conscripts to defend our sprawling empire. Putting marketplaces in those cities helps keep the unhappiness down from all the drafting.
 
Thanks for the reply, courts and markets would make sense in commie. The question I guess is whether commie would be more beneficial than republic. I wasnt aware we had made the decision to to go commie, but then there have been a few pauses in this SG and my memory aint what it used to be (and I'M too lazy to go back and read all the thread)
Our need is for productive capacity, I'm not sure there is a need for defensive units when we will own all Africa, Europe and Asia within the next couple of turnsets - I expect France to fall quickly though Aztecs may require a little longer. A narrower front would go a long way to helping the defence.
I have played 1 turn and added about 30 workers to our productive core which has made a huge improvement to our production and also boosted income (size 12 cities have had tiles mined to max production where before they required irrigating for growth).
On the first interturn we lost Indus defended by a cav army and Mayans built ToE, on first turn we have razed 4 French cities and destroyed the Sumerians for no other losses. I'll wait to continue as we do need a definite decision re commie and whether to hold or raze. I have no strong feelings on commie other than feeling much more comfortable with republic which I am familiar with. My preference would be to raze French cities - high flip risk (they are 2nd highest culture behind Mayans) and will be hard to defend at beginning of Aztec war.

Edit (note I am not anti commie, I just want to know the reasons for it - I hope to learn something from discussing this ;) )
On current stats at 1605AD civassist2 shows switching to commie drops our gpt from 746 to 439 and drops a 2turn cav city to 3 turner, 3 3turn cav cities to 4 turners and drops 1 5 turner to 6 turner. Smaller towns may get some benefit but would need courts, markets and rax first meanwhile missing out on taxmen as using engineers to build these structures, thats a long time till we get any benefit if at all. Thats not taking into account loss during 5-8 turns of anarchy. I suggest we would not see a positive RFI for 100 or more turns if ever, by which stage this game should be over. Building SPHQ in Leptis Magna would improve production to superior to current, but still only 525gpt income. Of course loss of income doesnt mean as much when cant hurry units / improvements, so what would we use it for.
Given our setup of emphasizing economy I see commie as a backwards step.
An option to improve production which I recommend is mobilisation. I could hurry the important builds in our core in a couple of turns, switch those border popping temples in corrupt regions to arty and have us with large productive output in time for the more challenging battle with Aztecs. Mobilising currently would move 3 3turners to 2 turners (plus 2 others with some MM), provide an extra 2 4turners and move 4 towns up to the 10spt category. With mobilisation, I think I can get us 7 cavs per turn (some would be infantry), currently making just under 5.
Mobilisation would not be an option in commie as it would require SPHQ and courts to make it efficient whereas Republic is already set up for efficiency.
Comments appreciated. :)
 
Lower production in the core, seriously less gold? It seems that the only advantage with commie would be no w/w, something that we can control anyway with oscilating our wars and capturing a few more lux.
One more thought, I think spy missions are more successful under commie, but then the diminished treasury would hurt our ability to finance them.
IMHO, I say stick with Republic, and go to mobilization.
 
OK my 2 cents on commie: Yes the gpt will drop, however unit support goes to zero and lux slider goes to 0 and you can have war non-stop without having to worry about war weariness. This means there are less ways to spend money, so the net could actually be more gold. In my experience, when the lux slider reaches 30% commie is about a toss up, when it reaches 40% most times it is better. You have to look at total return, not just income. What good is all the extra income if you spend it on lux to fight war weariness and unit support?

In addition, no gold on cash rushing means more for spying/stealing

Besides, why not try it and see if you like it? The drawbacks of commie are no cash rushing and the turns of anarchy. I doubt the decision will affect the outcome - we will probably win either way. If you guys want to stay republic that is fine too - I'll just get a little more practice with that.

I don't think there is has been a decision about commie yet - it has come up in discussion before and something I would do in a conquest type of game like this.

I do not object to mobilization but all the infra in the outlying cities will suffer. Is it really worth gaining an extra 2.5 units/turn to mobilize? Again either way won't change the outcome IMO, just how long it takes to get there.

We have a spy in Aztecs, take a look at their unit counts and you will know why I think we need some defense.

Razing cities - OK with me though I don't think the cities will have that many turns to flip back :mischief:
 
zerksees said:
OK my 2 cents on commie: Yes the gpt will drop, however unit support goes to zero and lux slider goes to 0 and you can have war non-stop without having to worry about war weariness. This means there are less ways to spend money, so the net could actually be more gold. In my experience, when the lux slider reaches 30% commie is about a toss up, when it reaches 40% most times it is better. You have to look at total return, not just income. What good is all the extra income if you spend it on lux to fight war weariness and unit support?
Unit support is currently zero and will remain so until we increase another 20 units, by then we should have grown more towns and be able to support larger army - I dont recall ever having significant problems with unit support in republic except in the initial stages after transferring from despotism
Our lux slider is currently zero and even size 12 cities with no market yet have 6 happys. WW is currently mild, but can be controlled by ossilating wars. Only likelihood of real WW strife is if AI sneak attacks and takes cities (Iroquois rop raped me in last COTM taking 7 cities and hitting WW hard but I did not need to change out of republic despite another 15 turns of war - it just slowed my research rate a bit).

In addition, no gold on cash rushing means more for spying/stealing
I think you overestimate the AI - I expect little further research by the AI for the rest of the game if we get and keep them in wars - I will be surprised if they get to modern age and we not even see flight

Besides, why not try it and see if you like it? The drawbacks of commie are no cash rushing and the turns of anarchy. I doubt the decision will affect the outcome - we will probably win either way. If you guys want to stay republic that is fine too - I'll just get a little more practice with that.
This is the best argument I see for going commie, you are correct, the game is in the bag.

I do not object to mobilization but all the infra in the outlying cities will suffer. Is it really worth gaining an extra 2.5 units/turn to mobilize? Again either way won't change the outcome IMO, just how long it takes to get there.
An extra 2.5 units per turn is actually a 50% boost, rapidly increasing our liklihood of overwhelming the AI with our superior tactics. Add to this the extra units per turn we could cash rash in republic and it is quite a significant advantage

We have a spy in Aztecs, take a look at their unit counts and you will know why I think we need some defense.
Only 34 cavs to our 41, our defence is fine if not spread too wide. Most of their strength is in defensive units 79 inf, 52 rifles, 2 guerillas plus obsolete units. Just means we need arty bombardment before using our armies.

Razing cities - OK with me though I don't think the cities will have that many turns to flip back :mischief:
French cities gained sig culture through ToA. It may not be that quick to eliminate France since she has a number of island cities (? supposed to be Japan but positioned more like Taiwan).
 
OK, my thoughts are that republic would be better and that is what I would go with in a SP competition, but you're probably right I will learn more by trying commie and perhaps will be surprised by it ... unless Bucephalus has strong objections I will switch it around to commie

If commie then my understanding is we need
1) SPHQ, preferably ready for turn we revolt (5 turns in Leptis Magna)
2) Have a rest from war whilst in anarchy - dont revolt until France off mainland Asia and dont dow Aztecs till we are in commie
3) Core cities require little change - size 12 with courts and market appears the main prerequisite. Police stations may help but lost production whilst building means we need to be sure there is a sig advantage to the PS
4) Current corrupt cities require current irrigation first for growth to get to size 12. Use engineers to get court and market, then mine to optimise production without wasting food.
5) After court and market builds should be rax and cav / inf or arty

I would appreciate your comments on this as commie is new to me
 
I have no strong objections if that's what you both wish; as you say, we will win regardless. Nonetheless, I think it's a mistake for all the reasons mentioned.
 
Sounds like a good plan - though I have not built SPHQ or police stations. Courthouses yes.

We can build the SPHQ and police on a case by case basis and see what happens with them - though no need to wait as far as I can tell. I also think France is gassed and with our current troops we can keep fighting them at a measured pace during anarchy and go for the switch now.

Now for the important question: Bucephalus will you hang with us and finish this conquest if we go commie?
 
Andronicus said:
Unit support is currently zero and will remain so until we increase another 20 units, by then we should have grown more towns and be able to support larger army - I dont recall ever having significant problems with unit support in republic except in the initial stages after transferring from despotism
Our lux slider is currently zero and even size 12 cities with no market yet have 6 happys. WW is currently mild, but can be controlled by ossilating wars.
OK I just re-read this and it is sinking in. I apparently have not looked at our support cost or the lux slider (maybe I am mixing up my games). 0% lux and 0 unit cost are not signals to go commie. (Lux slider up was probably due to lingering Sumerians)

The only real reason to go communism now is to experiment. My recent experience with communism is on goz11 and a Sid game. In both cases units costs and war weariness were significant and communism helped. I have had instances where unit support is exceeding 1 gpt per turn per unit, and in those instances cutting the unit cost to zero was significant.

Other small benefits:
- we can stay at war with an AI (like Rome in this game) indefinitely forcing them into war weariness, and this usually results in fascist or monarchy states. Also they won't build culture buildings in cities they capture making the conquest faster in some cases.
- units can be MP to bring happiness (since we are short on units this won't help much)
 
Unit support costs nosedived after I added about 30 or 40 native workers to our core. All cities which are not currently totally corrupt are either at size 12 or building duct or do not have food avail to support size 12. This extra 30 or 40 citizens has significantly boosted both production and economy. Lux slider went to 0% on elimination of Sumerians. We currently have about 20% WW - not sure which AI this is from, perhaps Mayans since they keep bombarding us. Increased WW can be handled by adjusting lux slider only for those cities with markets (currently these have no unhappy citizens), other cities can speed markets with engineers which of course reduces unhappies.
I have played 3 turns, MMing for republic, then switching over in preparation for commie, so I guess I'm not too keen reMMing for Republic now - I suggest we play as commie (it would be good for me to experience this). Consider this a self imposed handicap much like the decision not to allow ourselves a shift of capital. (it could be worse - we could insist we be fascist! :lol: )
In any case it will be a few days till I complete my turns, I hope to post an interim save and notes if I can get my kids off the good computer this afternoon, but RL will keep me busy tomorrow.
 
This game is like fine wine, it is going to take time so don't rush yourself.

Let's go commie then and see what happens. It might be a handicap, but I doubt it will be as big as keeping our capital in Madagascar.

I have tried fascism before but I don't think I want to go that route either. Even worse we could go back to despotism.
 
Pre turn
Those 8 frigates harrassing Madagascar are annoying - I will shortrush frigates to dispose of the menace after arty bombard
Steel in 44 with lone scientist
Switch cav build to rax first Russaddir
Switch to a few more workers to speed up growth in slow growing southern Africa (corrupt towns build workers, settlers or arty (p'raps bombers later if AI ever researches that far)
Notice we are building markets in corrupt towns (eg Name this town?) I think these are better used as specialist farms with production of 1spt going to worker or settler if lots of food or to arty if not) And why build a court in New Carthago Novo (north of the Caspian Sea)? I thought I had a problem building too many courts.
Low corrupt cities with excess food (and hiring specialists) can often make more money working a coastal tile where the food is wasted and utilising multipliers to get more from the commerce (eg Hippo), actually a police both increases commerce here and gets an extra spt allowing 3 turn cavs.

IBT
Mayan frigate bombards do no damage
Mayans land rifle by Carthage (this stuffs up frigate shortrush :mad: )
Mayans and Hittites sign peace
Army defending Indus defeats first cav loses to second (1-4) :sad:

Indus_captured.JPG


lots of Aztec units run around and do nothing :crazyeye:
Aztecs and Sumeria sign peace
Rusadir rax
Kissurra temple
Leptis Minor SX
Forget about ToE - Mayans build it!

1) 1605AD
Dispose of May musket and rifle on Madagascar (3-4)
At Kultepe 4th cav army d 2 rif and LB -> raze and Sumerians are no more (6-4)

Sumerian_end.JPG


@ Delhi the 6th d 2 redlined rifles -> raze (8-4)
@ Indus the d 2 redlined cavs -> raze (10-4)
@ Bombay 2nd d 2 redlined rifles -> raze (12-4)
@ Allepo army d 2* 1/4rif, 3rd d 2 1/4rif -> raze (19-4)
@ New Lyon army d 2 rif -> raze (21-4)
Pause for discussion
Decide to reMM to commie
Leptis Magna switched to Wall St (prebuild for SPHQ), 5 turns, therefore revolt in 4
Trade sanitation to Hittites for 16gpt + 22g
Trade WM for gold
Hold off steals until we are commie and higher success rate
Cash rush (short rush) whilst we still can

IBT
Otto and Mayans MA v Germans
Maya frigate bombards fail
Lose 2 inf and combat settler to 3 French cavs (22-6)
Sulcis, Carth Novo - rax
Revival - SX
New Carth Novo - temple
Cadiz, New Carthage - duct
Cirta - PS

2) 1610AD
Frigate d 2/4 mayan frigate (23-6)
Reposition combat settler for Brest / Bayonne with stronger defence
Heal up the armies
Trade Ottomen Electricity for 427g + 18gpt

IBT
Mayans get serious with their Madagascan landing

Mayan_landing_1615AD.JPG


French lose cities to Aztecs
Aztecs request embargo v Zulus - decline
Konisberg, Saldae - market
Hadrumetrum - temple
Utica, al-Kaf - court
Rusucuru - factory

3) 1615AD
Transport over the 3rd cav army (only 3 cavs so fits in galleon) to Madagascar
Cav army d 2 guer, 2/4 inf, eCav d 1/4inf (27-6)
Settle combat setter Avignon attack getting arty within reach
@ Avignon, arty redline all units, 7th d 3 rifles, eCav l 2/4cav, eCav d 1/4cav, cav d 1/4cav, cav d 1/4cav -> take city (hold to acces other cities) (33-7)
Combat settle Double French Hit between Bayonne and Brest
@ Bayonne 2nd cav d 2 redlined rifles -> capture (35-7)
@ Brest 6th d 2 redlined rifles -> capture (37-7)
Now arty in range of Calcutta
@ Calcutta another army removes redlined rifle and spear -> capture (39-7)

To be continued
 
Short update
Its 1630AD and French towns continue to fall. They have 9 towns left in Asia including 1 in Siberia and Brest which fliped last IT which I should get this turn. They also have 5 towns on 3 different islands which will be problematic to get soon.
This brings me to my current concern. We have had 4 flips in past 3 turns, 2 to Hittites and 2 to French. Our low culture rating means keeping AI towns when they are going to be around for more than 2 or 3 turns is risky. These flips open up our defences as we have no units behind our front lines. I suggest we go back to raze and replace until such times as we can see an early exit for that particular civ.
Have revolted - 6 turn anarchy.

Razed several Roman towns on their NE island

Mayans have flight - not seen any bombers yet but they are defending with flak. Mayans have allied Ottomen against both us and Arabs (Ottomen broke silks deal).
Aztecs will MA v Mayans for around 500g, alternatively Mayans will pay us a few gp for peace (breaking their MAs with France and Ottomen).

I have not attempted any steals, rather saving for more effective steals in commie
 
Raze and replace is fine by me. I don't think I had enough settlers to replace all the cities I took.

Of course once we are commie we can stay at war with a civ until they are dead so it will be less of a problem.
 
zerksees said:
Of course once we are commie we can stay at war with a civ until they are dead so it will be less of a problem.

Staying at war with the French is not a problem, the problem is the huge cultural difference and subsequent high flip risk. No problem if we could finish them off in a few turns, but with no galleons nearby (and I suspect the Mayans would be a major threat to any naval activity in the region if we did have some) we have noway of finishing them off any time soon. If we get peace we are left with the same situation as with the Hittites with flips occurring and not able to immediately retake without loss of rep. The problem will be most apparent once we are at war with Aztecs where losing a defended border city to flip could be critical. We will be in anarchy for the remainder of my turns, I suggest next player builds / drafts some settlers.

It would be great if we can steal flight before Aztecs get it allowing us to build bombers before they have any anti-air defence.
 
Went to play on and all my saves have been wiped :cry:
Fortunately I still have the autosaves so I was able to play on from 1630AD autosave.
The bad news is this time when I revolted I got 9 turns anarchy :mad:

Current situation 1650AD

Mayans - still at war - they have quite a few bombers but have not used them against us yet - recently brought a cruiser, 2 frigate, transport stack to Madagascar - all redlined, cruiser defeated by our gallant frigate, landings may occur on this IBT. I have occupied the high ground to ensure landings on plains as these are likely to be infantry.

French - still at war. Now off the Asian continent, 4 cities remain on islands east of Asia. Many flips so have abandoned / razed quite a ew Frencg cities - we still have quite a few at risk. Unfortunately one flip took with it a galleon I had cash rushed the turn before revolting, so we have no way of reaching the French island cities.

Romans - still at war. our army on Greenland has razed 4 Roman towns (plus the Sumerian one). It escapes onto the galleon to heal. It was fortunate to survive the last attack and is currently only 2hp!

Hittites - sev flips to Hittites of tundra cities. I would like to have dowed them but we still have 8 turns of MA v French to run. Hittites European cities will be no problem, a 3cav army is aboard a galleon on the French coast waiting to sail to the British Isles as soon as we diplomatically can. I recommend eliminating the Hittites (and if poss the French) before attacking Aztecs)
We could probably do with a spy on the Hittites when we emerge out of anarchy, if we fail and they dow no loss provided done at beginning of turn.

Aztecs - in MA v French still. One of 3 (along with Mayans and Romans) stronger than us. The only ones capable of doing us real harm. I am nervous about having a rop with them (has 7 turns to run) as I have been rop raped by the AI many times in similar situations. I have tried to get a front line defence of inf, but flips sometimes take away these front line defences. I wonder if we can MA the Aztecs v Mayans again to keeep them looking elsewhere and then stab them in the back (or is this too much of an abuse)?

Ottomen - at war. They broke trade and MA with us to MA with Romans. Have made 1 landing of 2 sipahi - leader fishing material (sadly no leaders in my turnset and 2 armies lost)

SPHQ - Leptis Magna has the shields built and just needs to switch over - can it be switched by scroll ahead when we emerge into commie if ensure Macchu Picchu will build 8 shields and hence complete court? I think it will do this if it uses all 6 mined tiles in its reach -> 17 shields before corruption which civassist states will be 45% -> hopefully 8 shields. These tiles need to be switched over the turn before we leave anarchy at the latest. Civ assist shows SPHQ making a very major difference to our empire.

Pollution - I had a complete brain fade and forgot to mop up the pollution by Hippo - sorry its there waiting for the next player

Spare units in our core - arty (32) 1N of Nora, 5 armies in Rusicade (I send weakened units here to heal), 1 in Leptis Magna, 1 in New Zouchis. 3 cav armies (so can travel in galleons) in New Sulcis, on Greenland and on Madagascar. Cavs in Cirta, Zama, Nora, guarding arty stack S of Avignon Advance and injured one on mountain adj ruins of Avignon.

elite - sadly only 2 cavs - 1 in Nora, other on Madagascar.

The Save

Notes following
 
Back
Top Bottom