SGFN-08: Random AWM Succession Game

My 2 cents:

  • Do we really want to continue research? I thought setting research to 0% and using the cash for rushing settlers in Persia, as I described in post #897, is best.
  • Every town in Persia that is 3 or bigger, should rush a settler immediately (mind you: they still need a couple of turns before they can reach the best spots). Perhaps we can end the game in the next 10 turns. (20 at most.)
  • Can someone finally take those three islands, please?! At the end of the previous turnset, the units were still in place in the Murmansk area, only the ships were missing. Now neither units nor ships are in place... :confused:
    After the conquest of Persia (sometime in the middle of Sparthage's turnset) the Persian units should have hopped into boats right away and taken these islands, as I wrote in my handover notes:
    • Once our troops have liberated our continent and reached Murmansk, two caravels can ship some longbows, cavs and trebs over to the Sippar/Ixtapaluca island. One caravel is already on its way towards that area, another one is being built in Dakyanus and can be rushed, when the time has come.
    • Some more units can be shiped from Ergili to the two islands Nippur and Novosibirsk.
    That would have been the fastest way to re-deploy these southern units. Much faster than marching them back across the entire continent. Good logistics is key for a fast domination game.
  • I agree that we should land in northern Beta. First, we still have the Scandinavian force over there, second it's the shortest way from our core and third it's not heavily defended up there, so taking 3-4 towns there quickly should be possible, and then the game is over. Just land everything on the mountain north of Aarhus, you will have no losses and can then fill the Armies next turn.
 
Just thought I'd post an updated roster...

1: Overseer=> On Deck
2: GamezRule=> On Disabled List
3: Lanzelot=> Itching to kill
4: Splunge=> Just Played
5: Sparthage=> Resting up
6: DWetzel=> UP
 
DWetzel last posted he could play over labor day weekend. No one's posted for a week.
I was afraid my turnset drove everyone away!
 
Sorry, I've got it, have had some family stuff crop up (nothing serious, but time consuming) -- will attempt to play today/tonight. May not be a full 10 turns, but I'll post what I can.
 
I was afraid my turnset drove everyone away!

Come on, your turn set was very good :goodjob: (Sorry, if you got another impression from my comments! The team never really discussed, whether we want to continue research, so your decision to keep investing into research instead of settlers can't be blamed.)

Let me add some praise here, as no one has mentioned it yet: you very clearly realized that we have too few workers, and did a good job to correct that shortcoming. Thanks to that we'll have the core railed soon!

Lanzelot
 
Thanks. It's tough. In good hands we could probably have pushed to a quick and decisive victory. My logisitcs and planning intercontinental wars is one of my weak points and pushing on to steam and some of the other more useful IA techs was tempting. That did leave us cash strapped and lost the chance at rushing.

I'm also kicking myself for losing the Continent B army. I'm guessing losing the 1 health to ZOC made it attractive as a target. Live and learn.
Any thoughts on nationalism, drafting and decomissioning the rushed units for rushing in the corrupt cities? Too far down the road?
 
Any thoughts on nationalism, drafting and decomissioning the rushed units for rushing in the corrupt cities? Too far down the road?

I expect that the game will be over, before we get any "return on investment" from that. Putting the money into settlers directly (instead of putting it into Nationalism, then drafting in size 7 cities and then disbanding the conscripts for settlers in the corrupt towns), will get us there faster.
Don't have the .sav open right now, but I think we only need 20-30 more settlers, so that should be around 2400-3600 gold. (Chopping a forest here and there and disbanding the trebuchets will cut that sum down a bit.) Nationalism is 3200 gold.
 
Here's the save. I've played 7 turns. Sorry to have taken so long, and to have accomplished relatively little--though this was definitely a "get things reorganized a bit" set and not a "take out a bunch of enemies" set. We do have invasion forces which have just landed in the far north lands, and on the small island. It took a little while to get things organized, and we're still not 100% there, but this is a start and gives the troops something to do for a bit. :)

Pregame:

Switch science to 0%. I leave our scientists as they are though: this gives Electricity in 9 at +277 gpt. My thinking here is that we MAY yet want Repalceable Parts (for Artillery) for the end game. Other than that, I don't change anything except swap Rock Am Ring from a library to a frigate, and I swap our one citizen in Wealth-producing towns to a tax man.

Our armies seem really disjointed, so I'll try to work to fix that. I doubt I'll do much in the way of heavy bashing.

Spoiler :
IBT: A few frigates bomb semi-ineffectually. The Aztecs drop off some cav and ancient cav right next to our cavalry army -- how clever!

1305 (1): Dispatch the four invaders with help of lots and lots of rocks. Move a bunch of stuff.

IBT: The Russians land four units (MIs, muskets) at the usual place.

1310 (2): The Russian have lots of rocks fall on them and then they die.

IBT: Some Russians land. Their longbows and medieval infantry shall be no match for lots of rocks, I bet.

1315 (3): They weren't. They died.

IBT: Nobody landed.

1320 (4): I have rushed a couple of frigates to help escort across water.

IBT: Ah, here they are. The Russians land two units, the Aztecs six. This could be semi-tricky... butnahhhh.

1325 (5): They're dead. I have also gathered a decent sized force up north which will be invading in a couple turns-ish.

IBT: A Russian frigate dies horribly to our frigate.

1330 (6): Not much.

1335 (7): Not much, but see below.


Landings of our forces near the Babylonian town of Zariqum (in the far north, on a mountain) and on the small island (under cover of a 3-cav army) have the Next Better Player set up to do some serious beatings of local populaces. There are also a couple of settlers with the northern contingent, and one on the small island, which can be used if needed. We also have a frigate/privateer combo off the Aztec coast looking for new recruits, though this should come back to heal up at this point (if the privateer lives through the turn). We have a stray cannon that is on the ships up north that can load into town once we capture it.

Note, there are also two armies with the island group -- they were on a boat, heading that way; in retrospect I really ought to have turned them around. My advice there would be to secure the island, send the ships north to the Dutch area of our continent, get some cavalry reinforcements, and then take those armies and the existing army and a few cavs over to wreak havoc on Russia or Aztecs.

Rail wise, we have Old Greece connected to our core by rail. We have one group working down our west coast, and another working through Greece toward Persia. New workers are joining, so things are a little disjointed at the moment. It's 6 workers to build a section of rail; some groups are set up this way, others are not yet. It will be easier to reorganize as needed once we have a basic rail system. I have been continuing to make workers (probably 20ish in my 7 turns); more are always welcome.

For maximum speed to finish, I think we should concentrate more on MILITARY -- the settlers seem to be taking decent care of themselves, and these can be rushed near the very end to fill in blanks. That's also better done (e.g. getting to that southwestern tundra) once we have rails in place.

On research, I elected to turn research to 0% but leave scientists in place. If desired, we can finish electricity in 2 turns at 50% (or 5 turns at 0% with existing scientists); it's probably doable to get electricity in 1 turn if we turn the various tax people I have around into scientists. I didn't have the energy. I really think Replaceable Parts would be a helpful thing to finish things off, and it's worth doing at least that research -- but I leave it to others to decide. Either way, specialists ought to be changed.

The Aztecs and Russians are landing, very predictably, down south near Perseopolis (their likely target). We have about 20 trebuchets there, a cav army, and a few random elite units leader fishing. Aztecs have a few nuisance frigates bombing out of the way places, but nothing serious.

I've probably got a few cannon (headed for our core to reinforce up north) and possibly a couple settlers on automove for a couple of turns. Military units shouldn't be any much of that AFAIK.

We could probably use some useful MMing in a bunch of places. Sorry.

Settlers are marching south; we picked up about 90 domination tiles in my turns, and can probably keep up that pace for a bit as we expand farther southwest. It is, however, infinitely more fun to get the last tiles by crushing our enemies before us and hearing the lamentations of their women.
 

Attachments

Oh, and I've accumulated about 1100 gold (we're getting 325 gpt right now as things currently sit), so the next player can have fun with that.
 
Roster:
1: Overseer=>Up, beginning play this weekend
2: GamezRule
3: Lanzelot
4: Splunge
5: Sparthage
6: DWetzel=>Just played
 
IBT: The Russians land four units (MIs, muskets) at the usual place.

1310 (2): The Russian have lots of rocks fall on them and then they die.

IBT: Some Russians land. Their longbows and medieval infantry shall be no match for lots of rocks, I bet.

1315 (3): They weren't. They died.
:lol: I find this amusing.
 
Slow. Real life is just a nightmare right now and playing it right is adding stress. I have a free weekend finally, hopefully I can finish by Sunday.
 
I've done 8 turns. If anyone wants the save and probably the victory, it is yours. I could do 5 more, but no guarantee handing it off anytime really soon.
 
I'd like the save, but if anyone else does, they can take it. I won't be able to play until next weekend anyways.
 
I will need the next few evenings for finishing GOTM106, so the weekend would be the earliest for me as well.

Nevertheless, if you have time, just post your turnlog and the save, and then we can analyze it a bit until we agreed on the final player.

Lanzelot
 
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