S-05 Beat the Clock

lurker's comment: great thread so far (although I have some pictures problems too).
That is warmongering from the finest (although it seems a bit awkward to be compelled to fight the most powerful civ of the time, it's also a fine way to put the finger straight on what really importan in warfare).

A fine team for a fine game.
I don't see how you could lose now, with such a dominating position, but I'll keep reading ;)
 
Looked at the save.

There are 114 turns left until we decalre on Roosevelt. He is not that far ahead in tech, so he won't launch before that. Do we want to go for the 3 gorges? We probably do, so that means plastics next. After that, I guess radio?

So are we going to keep any English cities? Are they going to help us in the 114 turns? Or are they going to be hard to defend when we declare war?

Would not start any more military builds in cities that don't have a factory.

We need to build scotland yard (maybe Sicca?) and ironworks (neapolis? which also needs a workshop) somewhere. Newcastle needs a workboat, there is a spare one near Muscat. We can sell Roosevelt a cow or something for 22 GPT.

Looking good team! :goodjob:
 
Got it. All those suggestions sound good, but I'll check that soon enough.
 
Looked at the save.

There are 114 turns left until we decalre on Roosevelt. He is not that far ahead in tech, so he won't launch before that. Do we want to go for the 3 gorges? We probably do, so that means plastics next. After that, I guess radio?

So are we going to keep any English cities? Are they going to help us in the 114 turns? Or are they going to be hard to defend when we declare war?

Would not start any more military builds in cities that don't have a factory.

We need to build scotland yard (maybe Sicca?) and ironworks (neapolis? which also needs a workshop) somewhere. Newcastle needs a workboat, there is a spare one near Muscat. We can sell Roosevelt a cow or something for 22 GPT.

Looking good team! :goodjob:
Not sure about 3GD, seeing as we don't have Ironworks and 3 GD is the most hammer intensive wonder in the game, and we can probably whip Coal Plants in time in most cities with a Factory, without tying up a great production city on one massive project. Maybe one of you maths whizzes can prove which is the best choice?

Radio and Rocketry seem the most important military techs and I'd like to get those researched in good time for us to upgrade our army, and especially our navy, in order that the final war goes as smoothly as the current one.

As for the English cities, Roosy will resettle them anyway and keeping them opens up a second front where we have troops and the American doesn't. The land is unpillaged and, Dover aside, out of culture-pressure range from America; London has all manner of improvements and we're in SP, so I say keep. The concern is Vicky's Arty that would massacre our forces if they were inside a city.
 
I think with so many cities, 3GD will be worth the hammers. A suitable city to build it would be Carthage, where it can finish off a factory and coal plant in the same number of turns it takes to research plastic.

Regarding rocketry, if you were thinking of getting that tech for gunships, remember that they require flight, so it is better to get flight first to let us build fighters on the way. But by the time we get both techs Vicky will be dead.

Plastics is the best choice IMO.

I'll leave it to Sweet to decide if we want to keep London et al, but if we do we will want to kill the artillery stack beforehand.

I think we will want to make a civics change when we get out of the golden age: Universal Suffrage and Free Speech. I think the anarchy will be worth it for the long period of peace time we are going to be in. Uni Suff will increase our production. The base increase in hammers is usually better than the +25% for police state.
 
http://forums.civfanatics.com/uploads/85909/Beat_The_Clock_AD-1804.CivWarlordsSave

England have only one city left, guarded by 2 inf, 2 sams, and about 20 ships. I didn't think time was an issue, so the small northern detatchment is waiting 1 more turn for some cavs to support them. This was also the reason I didn't change civics, as it is probably worth waiting til WW is reduced before switching. The other cause of unrest is emancipation envy, which we could switch to, if we had it.

For better or worse, Ironworks were started in Neopolis, and Sicca was mentioned for Scotland Yard, but the factory is stil a fair way off, and Carthage cannot have 3GD due to its lack of river... I suggest Nidaros. A few battleships were knocked out, and the ironclads as yet un-upgraded are very slowly making their way into defensive positions. The army is still resting, and will have to be positioned sometime in the next 90 years. There are galleons down in England which could be upgraded to transports, and in fact we could lauch a combined sea transported attack with more of these, but it's probably too early for tactics yet, especially with airports to come.

pics:
Spoiler :
civ4screenshot0090zv5.jpg

civ4screenshot0091lu1.jpg

civ4screenshot0092er2.jpg



Rough log:
Spoiler :
IT 1786
Nabbed 22gpt for cows :lol:

1 1788
London is ours, and Dover is auto-razed, so I didn't get to decide.

2 1790
Industrialism > plastics. I am game for the TGD
Coventry razed.

3 1792
Immediately settlers come out of America like cockroaches, but even before that a barb city is founded in northern England.

4 1794
Find the English fleet in Angle.

5 1796
Nottingham and Hastings belong to us.

6 1798

7 1800
Plastics > flight
GA over.

8 1802
9 1804
10 1806
 
I think with so many cities, 3GD will be worth the hammers. A suitable city to build it would be Carthage, where it can finish off a factory and coal plant in the same number of turns it takes to research plastic.
I see Sweetachson has just posted whilst I was writing this...Nidaros and Leptis are my preferences for 3GD. From memory, Leptis is riverside, but I could be wrong.
Regarding rocketry, if you were thinking of getting that tech for gunships, remember that they require flight, so it is better to get flight first to let us build fighters on the way.
Good point about Flight, and with USUF and Free Speech (and Aluminium) we might be able to aim for Composites (Plastics, Radio, Computers, [Flight], Rocketry, Satellites), though that may be overkill/too late to make a big difference.
 
Am i up? Assuming i am, i can play friday night.
I.
 
http://forums.civfanatics.com/uploads/26373/Beat_The_Clock_AD-1817.CivWarlordsSave


1804- 1817

Overall, this was a very quit turnset.

During the inherited turn, I revolt to universal suffrage and free speech. Vive la revoluation!!! Anarchy will last 4 turns.

I also attack the last English city. Our plans for world genocide prove fruitful when we take the last English city. I decide to keep it so we have a base of operations deep inside American territory. With an airport, this site will make a great staging point.

Because we have some unhappy/unhealthy cities I made a trade with Roosie. We get hit musicals and gold for incense and sugar.

As expected, Roosevelt moved troops into the vacated English territory and set up cities.

Research-wise, I set us towards democracy. Emancipation unhappiness is really killing us. We are getting 2-8 unhappy faces with it- the big cities are really crying for it.

Nidaros is the city with the highest production able to build the TGD, so I set it to start but with the current unhappiness state, it will take 85 turns. A revolt to emancipation will greatly reduce the build time as we get red faces onto hammer plots.

On my last turn Roosie beat us to the three gorges wonder L. So much for that project I guess.

Upon developing democracy I didn’t revolt right away. But I didn’t end the turn, so the next player can do that right away if they want.
 
OK. Then I guess it didn't matter which city we build the 3GD in if Roos was going to build it that quickly. Stuge is up for some more builder turns.

Swiss Pauli
Sweetacshon
Immaculate
stuge - UP
sooooo - On Deck
 
With an airport, this site will make a great staging point.

We don't need an airport in that city, but in the ones that want to airlift to it... or is that what you meant?
 
We don't need an airport in that city, but in the ones that want to airlift to it... or is that what you meant?

You can only airlift one unit to a city per turn if it has no airport. With an airport, it can recieve as much as you can send, so yes, it does need an airport.
I am not 100% sure about this, but i am pretty sure...

I.
 
Sorry, been busy over the last week. Will play tomorrow.
 
Wow, never thought that there could be such an actionless round in this game.

Revolted to emancipation for starters and pressed enter three turns.

Researched rocketry and radio. Satellites is two turns away. I suggest going composites ->computers ->robotics to unlock the ultimate weapons.

I didn't build that many units this round, mostly infrastructure. Most units that we can build will go obsolete in 20 or so turns anyway.

I started the Scotland Yard in Nidaros. Spies will come in useful. Also, Neapolis is now building the Statue of liberty. If the next player doesn't think it's worth the 17 turns, just cancel it. I just thought it would be nice to have with 40+ cities.
We could buy the Wall street in Mecca but I think that the money would be better spent on upgrades.

Save
 
You can only airlift one unit to a city per turn if it has no airport. With an airport, it can recieve as much as you can send, so yes, it does need an airport.

Oh, OK, I thought it was one unit from each airport city, but I guess it makes sense.
 
Got it, will play tomorrow. Plan to spend our cash on research, getting to composites, computers and robotics ASAP. The sooner we do that, the sooner we can start the modern armour and steath bombers :cool:. Roosey seems to be avoiding flight, as the AIs often do when going for space. Good for us and our bombers.
 


Played 15 turns. Hired a load of specialists in cities working ocean tiles.

Blew all our money on research. Techs went satellites -> composites (jet fighters) -> computers (modern armour) -> Robotics (stealth bombers). We have all the military techs now. I started fibre optics, chasing the GE from Fission. Though possibly Fusion is better. Or even stopping research.

Started the Space Elevator in Nidaros. We will get the statue of liberty next turn (latest ever statue?). We made a spy, but he hasn't reached the US core cities yet. A few unhealthy cities are purposely being starved. I didn't actually start any airports, thinking we build them last because of the health penalty. But then I forgot that they provide a trade route :crazyeye:.

On my last turn Roosevelt finished his Apollo Program. I think he will get all the spaceship techs before the end. We have to make a decision here. 3 options in my opinion:

1) Start building the spaceship.
2) Declare on Roos earlier than 1900 AD, break variant.
3) Wait it out, hoping we have enough time to kill Roos (transports full of troops outside cities building the engine and life support etc). Use spies to delay things. Probably the most exciting way to do it.

We are ahead composites and flight on him (he is 1 turn from flight). He is ahead Divine Right on us.

Discussion please!

The Save, and roster:

Swiss Pauli - UP
Sweetacshon - On Deck
Immaculate
stuge
sooooo
 
<delurk>
As a lurker it would be cool to see you guys clean this up by conquest within the varient. Wait it out and then crush Roosevelt. Before then, spies can do the dirty work. Just sabotage all of the farms in whatever city is building his engine. then destroy the mines. Soon it will be like 70 turns. Then kill him in 1900.
</relurk>
 
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