S-05 Beat the Clock

Got it for tonight/tomorrow depending on how the discussion progresses.
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.
Nidaros also houses Scotland Yard, but the next best city for SE is Carthage (Neapolis too northerly). As we won't beat Roosy in a fair fight to SE, I'd propose to get the Spies out ASAP (first targeting Roosy's SE city), then hunker down to the Elevator, grabbing the GE from Fusion to speed things along.
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.
I vote option 3. Aside from how well our sabotage goes, we need to make our first strike against Roosy's Alu sites (3 in all). If we pillage the Alu then and attack the cities in the locality, he won't be able to reconnect the Alu. Roosy also lacks copper, which will slow his Space race.
 
Nidaros also houses Scotland Yard, but the next best city for SE is Carthage (Neapolis too northerly). As we won't beat Roosy in a fair fight to SE, I'd propose to get the Spies out ASAP (first targeting Roosy's SE city), then hunker down to the Elevator, grabbing the GE from Fusion to speed things along.

I did consider this. But my thinking was that 1 spy is enough for now while we are scouting. They move quite quickly on rails and only take 1 turn to build if he gets captured. We may actually win a fair fight for the SE. We were only a few turns behind Roosey for Robotics+Satellites. Also, if we get the GE from Fusion then that helps us. Roosey's core cities cannot build the SE because they are too high in latitude. I think we should find our where he is building it and how long it's taking him with our one spy before we change production to Carthage (who was building ships all turnset).
 
I say we go for plan 3. A little espionage action will spice up the late game. And I agree about preparing amphibious assault forces in advance. Perhaps two carriers with jets, two battleships and two transports with MAs apiece.

Of course, with our production superiority, we can just bring as many troops as we can without any determined force sizes.
 
I say we go for plan 3. A little espionage action will spice up the late game. And I agree about preparing amphibious assault forces in advance. Perhaps two carriers with jets, two battleships and two transports with MAs apiece.

Of course, with our production superiority, we can just bring as many troops as we can without any determined force sizes.

lurker's comment: seems a bit weak, as attack force. How many battleships do you need to get the cultural defense down to 0? I think it's 4, but it may be more.
And jets are cool of course, but no colateral damage is a bad thing.
If you use a third transport to carry artilleries, you won't have to unload the MA before attacking ;)
 
I did consider this. But my thinking was that 1 spy is enough for now while we are scouting. They move quite quickly on rails and only take 1 turn to build if he gets captured. We may actually win a fair fight for the SE. We were only a few turns behind Roosey for Robotics+Satellites. Also, if we get the GE from Fusion then that helps us. Roosey's core cities cannot build the SE because they are too high in latitude. I think we should find our where he is building it and how long it's taking him with our one spy before we change production to Carthage (who was building ships all turnset).
Spies are one or two turns depending on overflow at Nidaros, and I was thinking of some slight overflow manipulation to boost the Elevator at Nidaros. Carthage is out of the question as its the HE city.

We could do with at least two for scouting that many cities, coupled with the fact that sabotage won't wipe that much off this wonder (2-3 turns based on my limited experience at sabotaging SS parts).

Looking at the screenie you posted, I think New York and maybe Philly are OK for Space Elevator, but I can't tell how many hammers they give.
 
I say option 3.
 
And jets are cool of course, but no colateral damage is a bad thing.
If you use a third transport to carry artilleries, you won't have to unload the MA before attacking ;)[/delurk]

If you land the artillery, they won't survive the turn ;). Jets are fine for bombing down to half health. MA attacking amphibiously deal well with half-strength mechs. It's the cities with bomb shelters that are the worry.

Swiss, it looks like the team have decided to delay roos and go for conquest in 1900 AD :goodjob:. When you play, I suggest you record details of the american cities. Like what they are building, their relative production and if they have bomb shelters yet (of course, none will have any yet because he is 1 turn from flight). Now we are at peace 15 turns is a good number to play. Let's get that great engineer before him.
 
What should we do with that ex-English city in Roosy's lands. I don't really do modern warfare, but it seems to me that it'll just get hammered by Roosy's forces and tie down troops, unless we can raze a whole bunch of nearby cities on turn 1 of the war. Should we not gift it to him to free up units?
 
I played 10 turns as there's a whole bunch of nothing going on, if you catch my drift. The city round on the IHT took hours (or felt like it did).

civ4screenshot0000dv1.jpg


During my set we learned the secrets of Fission, Fibre Optics, and Fusion. Research is set to Refrigeration at 40% (and I'd advise Genetics thereafter for the +3 health). We have a 1400gpt surplus to invest in upgrades and sabotage.

Speaking of sabotage, I pillaged the last of Roosy's Aluminium on my last turn and our third spy is on a go-to, so all will be sitting on his Alu. Washington houses IW and will complete the rest of thrusters in 11 even without Alu! Other parts:

Houston - casing
Atlanta - casing
Boston - casing
St Louis - Thrusters

Sabotaging the parts costs over 1000g per try!

We got the GE from Fusion and a GP was born in Mecca. I've retooled Utica for max artists to get a third GMan for a golden age: Roosy isn't building SE, so our need to use the GE on it isn't there.

Been building a mix of units and sending some ships into England and building some in Spain to facilitate amphibious attacks. Some warships should head to England as escorts. There's plenty lurking outside Carthage; each stack I made has one activate unit so the next player can get a feel for where the army is located.

Tech situation:

civ4screenshot0010da7.jpg


And Roosy does have cows: they're simply not connected :crazyeye: :lol:

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Save: http://forums.civfanatics.com/uploads/96651/Beat_The_Clock_AD-1855.CivWarlordsSave
 
Nice work. Sweetacshon is up:

Swiss Pauli
Sweetacshon - UP
Immaculate - On Deck
stuge
sooooo

45 turns to go! Next GP is due in 11, but that can be reduced to 9 by some slight starvation. Let's keep sabotaging his aluminium. Not only does it slow down his parts, but it will stop him upgrading to MA, jets and stealth bombers.
 
Alrighty... i can actually probably play this tonight.
I'll have a write-up posted within 16 hours.
 
Is it worth spending the money (and making new spies) to disconnect his other health resources?
 
Is it worth spending the money (and making new spies) to disconnect his other health resources?
lurker's comment: I would indeed sabotage "normal" things, like farms, pastures, mines, windmills.
Keep the cottages for pillaging ;), if you think he's not using Universal Suffrage to build troops.
Sabotaging roads isn't possible AFAIK. Too bad. Isolating cities one from another would make the conquest a lot easier.
 
I think you can only have 3 spies alive at a time, so we can't build any more. We need to watch his aluminium, but there should be a gap between sabotaging and him reconnecting it that we can sabotage farms and resources etc yes. I think it's worth the money, because we are only getting minimal value from the last few techs.

By the way, we need about 5 sacrificial gunships. They can use their 4-movement to pillage railways and stop counterattacks.
 
45 turns to go? Man, Roosy could managae to launch even with our sabotage in that time. Better get those invasion stacks ready sooner rather than later.

Sooooo, good point about gunships. They're fast to build and can effectively give you total control of the battlefield.
 
Ahhh....
i just lost my report. That sucks so bad. This has happened to me more then once. I use microsoft word and it always crashes.

I will sum it up quickly thought.
Space elevator- check
Manhattan Project- check

new great person for golden age- check (we are 7 turns into it now)

big army- check

aluminum spy operations- check (he had one round with aluminum)
stopping spaceship part production- check (mostly, we got thrusters and stasis chamber slowed down to nothing- but he got casings completed)

We also built a big army.

I stopped research to almost nothing and used the money for our spy budget, to buy airports and get units to the front quicker and to buy the occasional building (like wall street)

our specialists have been reconfigured to merchants and engineers 'cause all we need are hammers and money now.

And here's my favorite screenshot. I started some ICBMs this turn but no hammers have been invested. Roosie is building the SDS and will complete it in 17 turns so we would be limited to using ICBMs on troops.

Beat_the_clock-_no_beat_the_nukes.JPG

Here's the save.
 
Nicely done. Can you remember where he is building the stasis chamber and docking bay? And how many turns to go on them?

When golden age is over, think we should revolt to nationalism. Maybe police state, maybe not. Then draft mechs from every city, starting from the outside ones and working inwards. We can do 3 cities a turn.

stuge is up now:

Swiss Pauli
Sweetacshon
Immaculate
stuge - UP
sooooo

Sweet, maybe you can go after stuge? Or if you're busy, you can wait until next time round.

Not sure if we should build so many nukes with Roos having his SDI up before we can declare on him. But we should build SDI.
 
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