SGOTM 03 - The Real Ms. Beyond

Speaking of the Kremlin and its reduced rush costs, do we want to consider Universal Suffrage at all?
 
Cash flow isn't that strong. I see no advantage to US.
 
I agree with Lee. In permanent war-mode, the extra happiness from Representation is quite good, and on archipelago specialists are also useful. We don't have many towns for Universal Suffrage (not much land!) and I'm not even sure what we'd do with cash-rushing.
 
1640 (IT): Look around a while. Wake up a caravel that is keeping tabs on the Chinese tundra. It looks like we'll get a GS from St Pete before a GE in Moscow. That's good.

Lee's big issue is leaving our cities poorly defended. Mine is the building of anything but basic infrastructure (granary, lighthouse) and units (including barracks) in any undeveloped or poorly placed city. I think we're nearing the limit of what research can get us, and we're trying to win as quickly as possible. Why don't we support our empire from a few big, well-developed cities (including well-cottaged ones that we capture) and just pump troops from the rest?

To test this, I find our near-breakeven research level: 60%! That seems really high for war expansion mode. At this rate, we're still quite close to Mass Media: Biology (6T), Electricity (11T - Great Scientist), Radio (17T), Mass Media (10T). Rush the UN with a great engineer, and we're ready to end it.

But there's no way we have enough troops. Our military advisor says we only have 14 cossacks!

I understand the argument that we need culture for drafting, but I think it's a far better use of hammers to leave a few cossacks behind for zone defense than to build cultural buildings everywhere. We're in Free Religion, and lots of religious zealot buildings are out there; even our newly founded cities are going to get religion quickly. Then, we've got only 15T to wait for one border pop, and don't have to worry about grabbing more land for another 135T. I expect to be finished by then.

Another type of example: a forge 6T from competion in Cumae. This city has a base production of 7H in a golden age. Since it's at 142/180H, I think it should finish, but wouldn't this city be better with a barracks and some hammers into a troop. It almost doesn't matter what type of troop it is. Cheap ones can protect cities well behind the front lines. Lahore is working on a forge when it gets 4H max outside of a golden age. Even a barracks doesn't make sense here, so I set it up to build a frigate but after one of our super-cheap harbors.

I think Athens should be whipped down to size 3. At sizes 1 and 2, it actually grows faster at the next higher size.

[/rant] Note: I just bumped the buildings I disagreed with down in the build order. After we discuss this turnset, the next player can either go through and delete them, or let them build out if I'm wrong.

If I forget to mention a few more fishing village locations later in the report, let me know. Have we decided not to build any more settlers?

Diplomatically: Kublai (annoyed), Victoria (annoyed), Louis (pleased), Montezuma (annoyed), and Saladin (cautious) all "have enough on our hands righ now." So do Isabella vs. Toku and Hatty vs. Huayna and us who are involved in active wars. We should watch our backs.

Kublai is willing to give us Replaceable Parts and 360g for Scientific Method. Not bad for someone who is annoyed with us. (For comparison, Mansa wanted Sci Method + Steel and offered no gold.) I deal with Kubai.

Finally, I move a ship battle group inside our borders over near our starting continent and save 7gpt.

1643: IBT: Wealthiest civs ar Saladin, Isabella, RMB, Louis, Mao, Victoria, Toku and Monty.

Kublai demands steel. I tell him where he should put it when he researches it himself.

Now that we have Replaceable Parts, we can see that Huayna and Louis both know Rifling and are unwilling to trade it.



Notice that even without bombardment, our nine fully healed cossacks have 88.0% chance of winning at Elephantine, so I decide to use only them to take the city. They'll be able to grab it next turn. I feel like we have to push before Hatty gets Riflemen.

1646: Lead off the attack on Elephantine with the least experienced cossack. He loses :( at 71.9% odds. That was his only CG2 defender though. Next wins at 88.8%, next withdraws at 90.1% (grrr), next wins at 98.3%, then a win at 94.8% and then a couple 100% wins. Our treasury goes from 1391g to 1659g and Elephantine comes with a granary, an academy, a market, and a courthouse. I set up to whip a forge after the resistance ends. I also slay the grenadier guarding no one's Iron mine at 90.1% odds. With the roads clear, a musketman leaves Pi-Ramesses and heads north to garrison Elephantine.

I then scout ahead with a couple cossacks to find Thebes guarded by a musket, a mace, 2 longbows and 2 catapults.



I check in on Louis and all of a sudden, Paris is filled with Riflemen! The turn before, they were all longbows. Yikes. We've got to push to use our cossacks.

I don't know what to do with the worker I captured in Elephantine, so I send it to scout Mansa's lands.

1649: IBT: Mao demands we cancel Mali deals. I ask him how he likes the tundra.



The Kremlin completes in Novgorod! That's a wonder I don't see very often. Back to military production there.

Young Smolensk finishes its granary and starts a lighthouse. I also queue up a lighthouse and a harbor. After that, I suggest using it to pump troops.

We are one turn away from Biology, so I turn science down to 60% so we'll just make it.

The bombarding of Thebes begins with imported catapults. I hit myself for not bringing the catapults with the macemen from Pi-Ramesses. They'll be a turn behind.

1652: Biology is in. I set research for Electricity at 0%. I want to burn the next St. Pete scientist on this. Research rate to 0%.

Great Scientist for our rival in Kyoto.

Cumae finishes forge and starts lighthouse. Granary in Tianjin, start barracks.

Groan! Rifles in Thebes! I switch any unstarted cossack builds to grenadiers. I was hoping to get more use of of our UU. Well, I'll have to do some upgrades after grabbing Thebes.

1655: Harbor finishes in Beijing, start barracks. I decide to let everybody get in position to assault Thebes. Still groaning about the rifles.

In 22T at 100% research (-~400gpt), we can be finished with research. I plan to use some money for upgrades before then, though.

A caravel continues to explore Japanese lands. Still using longbows, I see.

1658: IBT Victoria demands that we cancel deals with the Incans. I, uh, disagree.

Cossack complete in Moscow. I start a grenadier. A frigate in Antium; I dial up another.

Cyrus Free Market and Representation. Huayna and Hatty make peace!

Great Scientist born in St Pete. He's worth 3388 toward Electricity right now. I suggest we hold on to him until we have some more Egyptian cities.

Assault on Thebes: I burn two extra-collateral cats and a CR cannon on the city. Probably a waste. Then, a CR2 cannon wins at 80%. An unpromoted grenadier wins at 98%. A few more quick victories and it's over. Our treasury goes from 2292 to 2479g. The whole area is still swarming with Egyptian culture. Heliopolis is certainly next.

Cannons (Edit: I meant catapults) and Macemen are largely useless against rifles, so I move all of those into Thebes for upgrading next turn.



A sneak peak up at Heliopolis reveals 2 rifles, a longbow (future rifle) and 2 cats waiting for us.

1661: Our golden age comes to a close and so does my turnset. I know the etiquette is to not leave any units unmoved, but I'm leaving things alone in Thebes to discuss upgrades.

YIKES!! I had two workers making the uranium mine on our western shores and they happened to finish revealing this:



That's 2 cavalry and 4 catapults coming on 2 galleons with 2 frigates escort. Looks like Kublai's gonna backstab us. I think I leave it as a team decision to decide how to whip and draft. I have cossacks going at both Rostov and Novgorod.

Also, I've been keeping tabs on Victoria and have 3 frigates near 3 frigates of hers. I've made a sign and left them unmoved so they're easy to find (NW of Antium).



I'd better stop here for both game reasons and real life. I don't think the AI attacks will be anything more than an annoyance, but it might disrupt our Egyptian attack a little bit.

I'm not convinced of some of the tile improvements we should be making. (This isn't because I know of anything better, it's just that I'm only really fexperienced with the early-game improvements.) I've started some workers on some of them (eg: paving a village near St Pete into a farm, converting the floodplain town for Moscow into a watermill, etc.). Also, I wasn't sure what we wanted to do with forests now that we can build lumbermills. So, I started building lumbermills. Feel free to stop these orders. (How do you globally stop workers?)

Bottom line: the next player will be further prosecuting the war against Egypt, upgrading some troops in Thebes, and defending against sneak attacks from Kublai (highly likely) and maybe Victoria (more than a little likely).
 
Oh, and the save is here

Autolog:
Spoiler :

Here is your Session Turn Log from 1640 AD to 1661 AD:

Turn 350, 1640 AD: You have made peace with Frederick!
Turn 350, 1640 AD: You have discovered Replaceable Parts!
Turn 350, 1640 AD: You have constructed a Harbor in Sparta. Work has now begun on a Cossack.

Turn 351, 1643 AD: You have constructed a Library in Nanjing. Work has now begun on a Cossack.
Turn 351, 1643 AD: You have trained a Work Boat in Beijing. Work has now begun on a Harbor.
Turn 351, 1643 AD: The borders of Chengdu have expanded!
Turn 351, 1643 AD: The borders of Tianjin have expanded!

Turn 352, 1646 AD: The Real Ms. Beyond's Cossack (19.80) vs Hatshepsut's Longbowman (15.30)
Turn 352, 1646 AD: Combat Odds: 71.9%
Turn 352, 1646 AD: (Extra Combat: -10%)
Turn 352, 1646 AD: (Plot Defense: +60%)
Turn 352, 1646 AD: (Fortify: +25%)
Turn 352, 1646 AD: (City Defense: +70%)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack is hit for 17 (83/100HP)
Turn 352, 1646 AD: Hatshepsut's Longbowman is hit for 22 (78/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack is hit for 17 (66/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack is hit for 17 (49/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack is hit for 17 (32/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack is hit for 17 (15/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack is hit for 17 (0/100HP)
Turn 352, 1646 AD: Hatshepsut's Longbowman has defeated The Real Ms. Beyond's Cossack!
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack (21.60) vs Hatshepsut's Longbowman (13.80)
Turn 352, 1646 AD: Combat Odds: 88.8%
Turn 352, 1646 AD: (Extra Combat: -20%)
Turn 352, 1646 AD: (Plot Defense: +60%)
Turn 352, 1646 AD: (Fortify: +25%)
Turn 352, 1646 AD: (City Defense: +45%)
Turn 352, 1646 AD: Hatshepsut's Longbowman is hit for 24 (76/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack is hit for 16 (84/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack is hit for 16 (68/100HP)
Turn 352, 1646 AD: Hatshepsut's Longbowman is hit for 24 (52/100HP)
Turn 352, 1646 AD: Hatshepsut's Longbowman is hit for 24 (28/100HP)
Turn 352, 1646 AD: Hatshepsut's Longbowman is hit for 24 (4/100HP)
Turn 352, 1646 AD: Hatshepsut's Longbowman is hit for 24 (0/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack has defeated Hatshepsut's Longbowman!
Turn 352, 1646 AD: The Real Ms. Beyond's Assault (Cossack) (23.40) vs Hatshepsut's Maceman (15.60)
Turn 352, 1646 AD: Combat Odds: 90.1%
Turn 352, 1646 AD: (Extra Combat: -30%)
Turn 352, 1646 AD: (Extra Combat: +10%)
Turn 352, 1646 AD: (Plot Defense: +60%)
Turn 352, 1646 AD: (Fortify: +25%)
Turn 352, 1646 AD: The Real Ms. Beyond's Assault (Cossack) is hit for 16 (84/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Assault (Cossack) is hit for 16 (68/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Assault (Cossack) is hit for 16 (52/100HP)
Turn 352, 1646 AD: Hatshepsut's Maceman is hit for 24 (76/100HP)
Turn 352, 1646 AD: Hatshepsut's Maceman is hit for 24 (52/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Assault (Cossack) is hit for 16 (36/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Assault (Cossack) is hit for 16 (20/100HP)
Turn 352, 1646 AD: Hatshepsut's Maceman is hit for 24 (28/100HP)
Turn 352, 1646 AD: Hatshepsut's Maceman is hit for 24 (4/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Assault (Cossack) is hit for 16 (4/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Assault (Cossack) (23.40) vs Hatshepsut's Longbowman (12.60)
Turn 352, 1646 AD: Combat Odds: 98.3%
Turn 352, 1646 AD: (Extra Combat: -30%)
Turn 352, 1646 AD: (Plot Defense: +60%)
Turn 352, 1646 AD: (Fortify: +25%)
Turn 352, 1646 AD: (City Defense: +25%)
Turn 352, 1646 AD: The Real Ms. Beyond's Assault (Cossack) is hit for 14 (86/100HP)
Turn 352, 1646 AD: Hatshepsut's Longbowman is hit for 27 (73/100HP)
Turn 352, 1646 AD: Hatshepsut's Longbowman is hit for 27 (46/100HP)
Turn 352, 1646 AD: Hatshepsut's Longbowman is hit for 27 (19/100HP)
Turn 352, 1646 AD: Hatshepsut's Longbowman is hit for 27 (0/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Assault (Cossack) has defeated Hatshepsut's Longbowman!
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack (19.80) vs Hatshepsut's Longbowman (11.93)
Turn 352, 1646 AD: Combat Odds: 94.8%
Turn 352, 1646 AD: (Extra Combat: -10%)
Turn 352, 1646 AD: (Plot Defense: +60%)
Turn 352, 1646 AD: (Fortify: +25%)
Turn 352, 1646 AD: (City Defense: +70%)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack is hit for 16 (84/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack is hit for 16 (68/100HP)
Turn 352, 1646 AD: Hatshepsut's Longbowman is hit for 24 (54/100HP)
Turn 352, 1646 AD: Hatshepsut's Longbowman is hit for 24 (30/100HP)
Turn 352, 1646 AD: Hatshepsut's Longbowman is hit for 24 (6/100HP)
Turn 352, 1646 AD: Hatshepsut's Longbowman is hit for 24 (0/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack has defeated Hatshepsut's Longbowman!
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack (18.00) vs Hatshepsut's Catapult (5.00)
Turn 352, 1646 AD: Combat Odds: 100.0%
Turn 352, 1646 AD: Hatshepsut's Catapult is hit for 35 (65/100HP)
Turn 352, 1646 AD: Hatshepsut's Catapult is hit for 35 (30/100HP)
Turn 352, 1646 AD: Hatshepsut's Catapult is hit for 35 (0/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack has defeated Hatshepsut's Catapult!
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack (18.00) vs Hatshepsut's Maceman (0.62)
Turn 352, 1646 AD: Combat Odds: 100.0%
Turn 352, 1646 AD: (Extra Combat: +10%)
Turn 352, 1646 AD: (Plot Defense: +60%)
Turn 352, 1646 AD: (Fortify: +25%)
Turn 352, 1646 AD: Hatshepsut's Maceman is hit for 29 (0/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack has defeated Hatshepsut's Maceman!
Turn 352, 1646 AD: You have captured Elephantine!!!
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack (19.80) vs Hatshepsut's Grenadier (13.20)
Turn 352, 1646 AD: Combat Odds: 90.1%
Turn 352, 1646 AD: (Extra Combat: -10%)
Turn 352, 1646 AD: (Extra Combat: +10%)
Turn 352, 1646 AD: (Fortify: +25%)
Turn 352, 1646 AD: (Combat: -25%)
Turn 352, 1646 AD: Hatshepsut's Grenadier is hit for 24 (76/100HP)
Turn 352, 1646 AD: Hatshepsut's Grenadier is hit for 24 (52/100HP)
Turn 352, 1646 AD: Hatshepsut's Grenadier is hit for 24 (28/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack is hit for 16 (84/100HP)
Turn 352, 1646 AD: Hatshepsut's Grenadier is hit for 24 (4/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack is hit for 16 (68/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack is hit for 16 (52/100HP)
Turn 352, 1646 AD: Hatshepsut's Grenadier is hit for 24 (0/100HP)
Turn 352, 1646 AD: The Real Ms. Beyond's Cossack has defeated Hatshepsut's Grenadier!
Turn 352, 1646 AD: St. Petersburg celebrates "We Love the Prime Minister Day"!!!
Turn 352, 1646 AD: The Real Ms. Beyond has completed The Kremlin!
Turn 352, 1646 AD: The borders of Vladivostok have expanded!
Turn 352, 1646 AD: Huayna Capac adopts Serfdom!

Turn 353, 1649 AD: You have discovered Biology!
Turn 353, 1649 AD: Athens has grown to size 4
Turn 353, 1649 AD: Chengdu will grow to size 2 on the next turn
Turn 353, 1649 AD: Great Scientist has been born in Kyoto!
Turn 353, 1649 AD: Kublai Khan's Golden Age has ended...

Turn 354, 1652 AD: Your Catapult has reduced the defenses of Thebes to 24%!
Turn 354, 1652 AD: Washington has 210 gold available for trade
Turn 354, 1652 AD: Hatshepsut has 8 gold per turn available for trade
Turn 354, 1652 AD: St. Petersburg celebrates "We Love the Prime Minister Day"!!!
Turn 354, 1652 AD: Antium will grow to size 10 on the next turn
Turn 354, 1652 AD: Sparta has grown to size 8
Turn 354, 1652 AD: You have constructed a Forge in Shanghai. Work has now begun on a Barracks.
Turn 354, 1652 AD: Yakutsk will grow to size 4 on the next turn
Turn 354, 1652 AD: Hangzhou will grow to size 4 on the next turn
Turn 354, 1652 AD: Vladivostok will grow to size 4 on the next turn
Turn 354, 1652 AD: You have constructed a Granary in Thermopylae. Work has now begun on a Barracks.

Turn 355, 1655 AD: Your Catapult has reduced the defenses of Thebes to 3%!
Turn 355, 1655 AD: Your Catapult has reduced the defenses of Thebes to 0%!
Turn 355, 1655 AD: Tokugawa has 580 gold available for trade
Turn 355, 1655 AD: Great Scientist has been born in St. Petersburg!
Turn 355, 1655 AD: Yaroslavl' will grow to size 14 on the next turn
Turn 355, 1655 AD: Antium has grown to size 10
Turn 355, 1655 AD: Yekaterinburg will grow to size 9 on the next turn
Turn 355, 1655 AD: Athens has grown to size 5
Turn 355, 1655 AD: Lahore will grow to size 9 on the next turn
Turn 355, 1655 AD: Shanghai has grown to size 7
Turn 355, 1655 AD: Beijing will grow to size 10 on the next turn
Turn 355, 1655 AD: Yakutsk has grown to size 4
Turn 355, 1655 AD: Hangzhou has grown to size 4
Turn 355, 1655 AD: Vladivostok has grown to size 4
Turn 355, 1655 AD: You have constructed a Library in Xian. Work has now begun on a Theatre.
Turn 355, 1655 AD: Cyrus adopts Representation!
Turn 355, 1655 AD: Cyrus adopts Free Market!
Turn 355, 1655 AD: Kublai Khan adopts Vassalage!
Turn 355, 1655 AD: Xian's cultural boundary is about to expand.
Turn 355, 1655 AD: Huayna Capac has made peace with Hatshepsut!

Turn 356, 1658 AD: The Real Ms. Beyond's Catapult (5.00) vs Hatshepsut's Rifleman (17.50)
Turn 356, 1658 AD: Combat Odds: 0.0%
Turn 356, 1658 AD: (Fortify: +5%)
Turn 356, 1658 AD: (City Defense: +20%)
Turn 356, 1658 AD: Your Catapult has caused collateral damage! (5 Units)
Turn 356, 1658 AD: Hatshepsut's Rifleman is hit for 11 (89/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Catapult is hit for 35 (65/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Catapult is hit for 35 (30/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Catapult is hit for 35 (0/100HP)
Turn 356, 1658 AD: Hatshepsut's Rifleman has defeated The Real Ms. Beyond's Catapult!
Turn 356, 1658 AD: Your Catapult has died trying to attack a Rifleman!
Turn 356, 1658 AD: The Real Ms. Beyond's Catapult (5.00) vs Hatshepsut's Rifleman (16.45)
Turn 356, 1658 AD: Combat Odds: 0.0%
Turn 356, 1658 AD: (Fortify: +5%)
Turn 356, 1658 AD: (City Defense: +20%)
Turn 356, 1658 AD: Your Catapult has caused collateral damage! (5 Units)
Turn 356, 1658 AD: The Real Ms. Beyond's Catapult is hit for 34 (66/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Catapult is hit for 34 (32/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Catapult is hit for 34 (0/100HP)
Turn 356, 1658 AD: Hatshepsut's Rifleman has defeated The Real Ms. Beyond's Catapult!
Turn 356, 1658 AD: Your Catapult has died trying to attack a Rifleman!
Turn 356, 1658 AD: The Real Ms. Beyond's Cannon (12.00) vs Hatshepsut's Rifleman (13.81)
Turn 356, 1658 AD: Combat Odds: 29.2%
Turn 356, 1658 AD: (Fortify: +5%)
Turn 356, 1658 AD: (City Defense: +20%)
Turn 356, 1658 AD: (City Attack: -20%)
Turn 356, 1658 AD: Your Cannon has caused collateral damage! (5 Units)
Turn 356, 1658 AD: The Real Ms. Beyond's Cannon is hit for 21 (79/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Cannon is hit for 21 (58/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Cannon is hit for 21 (37/100HP)
Turn 356, 1658 AD: Hatshepsut's Rifleman is hit for 18 (76/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Cannon is hit for 21 (16/100HP)
Turn 356, 1658 AD: Hatshepsut's Rifleman is hit for 18 (58/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Cannon is hit for 21 (0/100HP)
Turn 356, 1658 AD: Hatshepsut's Rifleman has defeated The Real Ms. Beyond's Cannon!
Turn 356, 1658 AD: Your Cannon has died trying to attack a Rifleman!
Turn 356, 1658 AD: The Real Ms. Beyond's Cannon (12.00) vs Hatshepsut's Rifleman (8.62)
Turn 356, 1658 AD: Combat Odds: 87.8%
Turn 356, 1658 AD: (Fortify: +5%)
Turn 356, 1658 AD: (City Defense: +20%)
Turn 356, 1658 AD: (City Attack: -45%)
Turn 356, 1658 AD: Your Cannon has caused collateral damage! (5 Units)
Turn 356, 1658 AD: Hatshepsut's Rifleman is hit for 21 (53/100HP)
Turn 356, 1658 AD: Hatshepsut's Rifleman is hit for 21 (32/100HP)
Turn 356, 1658 AD: Hatshepsut's Rifleman is hit for 21 (11/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Cannon is hit for 18 (82/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Cannon is hit for 18 (64/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Cannon is hit for 18 (46/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Cannon is hit for 18 (28/100HP)
Turn 356, 1658 AD: Hatshepsut's Rifleman is hit for 21 (0/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Cannon has defeated Hatshepsut's Rifleman!
Turn 356, 1658 AD: Your Cannon has destroyed a Rifleman!
Turn 356, 1658 AD: The Real Ms. Beyond's Grenadier (12.00) vs Hatshepsut's Maceman (6.48)
Turn 356, 1658 AD: Combat Odds: 98.9%
Turn 356, 1658 AD: (Extra Combat: +10%)
Turn 356, 1658 AD: (Fortify: +25%)
Turn 356, 1658 AD: Hatshepsut's Maceman is hit for 23 (37/100HP)
Turn 356, 1658 AD: Hatshepsut's Maceman is hit for 23 (14/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Grenadier is hit for 16 (84/100HP)
Turn 356, 1658 AD: Hatshepsut's Maceman is hit for 23 (0/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Grenadier has defeated Hatshepsut's Maceman!
Turn 356, 1658 AD: Your Grenadier has destroyed a Maceman!
Turn 356, 1658 AD: The Real Ms. Beyond's Assault (Maceman) (8.00) vs Hatshepsut's Rifleman (4.28)
Turn 356, 1658 AD: Combat Odds: 97.5%
Turn 356, 1658 AD: (Fortify: +5%)
Turn 356, 1658 AD: (City Defense: +20%)
Turn 356, 1658 AD: (City Attack: -75%)
Turn 356, 1658 AD: (Combat: -10%)
Turn 356, 1658 AD: Hatshepsut's Rifleman is hit for 22 (27/100HP)
Turn 356, 1658 AD: Hatshepsut's Rifleman is hit for 22 (5/100HP)
Turn 356, 1658 AD: Hatshepsut's Rifleman is hit for 22 (0/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Assault (Maceman) has defeated Hatshepsut's Rifleman!
Turn 356, 1658 AD: Your Assault has destroyed a Rifleman!
Turn 356, 1658 AD: The Real Ms. Beyond's Assault (Maceman) (8.80) vs Hatshepsut's Longbowman (4.52)
Turn 356, 1658 AD: Combat Odds: 96.9%
Turn 356, 1658 AD: (Extra Combat: -10%)
Turn 356, 1658 AD: (Fortify: +25%)
Turn 356, 1658 AD: (City Defense: +45%)
Turn 356, 1658 AD: (Combat: -25%)
Turn 356, 1658 AD: The Real Ms. Beyond's Assault (Maceman) is hit for 17 (83/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Assault (Maceman) is hit for 17 (66/100HP)
Turn 356, 1658 AD: Hatshepsut's Longbowman is hit for 23 (29/100HP)
Turn 356, 1658 AD: Hatshepsut's Longbowman is hit for 23 (6/100HP)
Turn 356, 1658 AD: Hatshepsut's Longbowman is hit for 23 (0/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Assault (Maceman) has defeated Hatshepsut's Longbowman!
Turn 356, 1658 AD: Your Assault has destroyed a Longbowman!
Turn 356, 1658 AD: The Real Ms. Beyond's Cossack (18.00) vs Hatshepsut's Catapult (2.50)
Turn 356, 1658 AD: Combat Odds: 100.0%
Turn 356, 1658 AD: Hatshepsut's Catapult is hit for 39 (11/100HP)
Turn 356, 1658 AD: Hatshepsut's Catapult is hit for 39 (0/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Cossack has defeated Hatshepsut's Catapult!
Turn 356, 1658 AD: Your Cossack has destroyed a Catapult!
Turn 356, 1658 AD: The Real Ms. Beyond's Assault (Maceman) (8.80) vs Hatshepsut's Catapult (1.72)
Turn 356, 1658 AD: Combat Odds: 100.0%
Turn 356, 1658 AD: (Extra Combat: -10%)
Turn 356, 1658 AD: (City Attack: -45%)
Turn 356, 1658 AD: Hatshepsut's Catapult is hit for 35 (15/100HP)
Turn 356, 1658 AD: Hatshepsut's Catapult is hit for 35 (0/100HP)
Turn 356, 1658 AD: The Real Ms. Beyond's Assault (Maceman) has defeated Hatshepsut's Catapult!
Turn 356, 1658 AD: Your Assault has destroyed a Catapult!
Turn 356, 1658 AD: You have captured a Worker
Turn 356, 1658 AD: You have captured Thebes!!!
Turn 356, 1658 AD: St. Petersburg will grow to size 14 on the next turn
Turn 356, 1658 AD: Rostov will grow to size 15 on the next turn
Turn 356, 1658 AD: Yaroslavl' has grown to size 14
Turn 356, 1658 AD: Cumae will grow to size 8 on the next turn
Turn 356, 1658 AD: Yekaterinburg has grown to size 9
Turn 356, 1658 AD: You have trained a Grenadier in Athens. Work has now begun on a Cossack.
Turn 356, 1658 AD: Athens will grow to size 5 on the next turn
Turn 356, 1658 AD: Lahore has grown to size 9
Turn 356, 1658 AD: Shanghai will grow to size 8 on the next turn
Turn 356, 1658 AD: Beijing has grown to size 10
Turn 356, 1658 AD: The borders of Xian have expanded!
Turn 356, 1658 AD: The Real Ms. Beyond's Golden Age has ended...
Turn 356, 1658 AD: Louis XIV adopts Serfdom!

 
How many units do we have defending the homeland? We probably need 7-8 units to repeal invaders so we should draft and promote accordingly. I would also cover any hills so that they have to land on grassland.
 
Did you spot a galleon from Vicky? If not, I doubt she's going to invade us. We should do some more scouting, though.

Kublai, however, is all but certainly headed for us. One of the more annoying aspects of archipelago maps is the need to move ships in patrol routes. (I really wish Civ4 had a combination of a patrol function and an alert if any ships came within a certain stretch of water, but c'est la vie.) A few cossacks should make short work of that landing force, though: once the cavalry are dead, it should pose no threat to our cities provided we upgrade or draft muskets.
 
How many units do we have defending the homeland? We probably need 7-8 units to repeal invaders so we should draft and promote accordingly. I would also cover any hills so that they have to land on grassland.
I think that would be excessive force, myself. Two cossacks will kill the cavalry unless we get very unlucky (27 base vs. 15), and then the catapults will be easy to mop up. Keep in mind that the AI will stop to bombard our defenses first, so even after the landing we have a turn or two grace period.

It doesn't really matter where they land: neither cavalry nor catapults get defensive bonuses.
 
How many units do we have defending the homeland? We probably need 7-8 units to repeal invaders so we should draft and promote accordingly. I would also cover any hills so that they have to land on grassland.

I...umm...bareboned us. Each city has some ancient troop. I have a cossack sitting in a galley off on the east coast north of Moscow. Another is in our mainland shuttle down south, but I'd already moved the shuttle before noticing Kublai's forces.

The two cities on the west side of our main continent should both be able to whip partially-built cossacks and draft grenadiers this turn still. With maybe one of the above-mentioned cossacks, that should be enough to repel the Mongol invasion.

Did you spot a galleon from Vicky? If not, I doubt she's going to invade us. We should do some more scouting, though.

I didn't see any galleons. We don't have OB with her, so I've been dancing around the edges of her empire. I've seen a lone and a group of 2 frigates roaming her waters. The fact that they've apparently joined up and started heading east is what makes me think she's on the prowl. I've just had Antium--with its drydocks--on permanent frigate production. We could even whip there if we wanted, but they come out pretty quickly anyway. (And I spared the whip as much as I could during our golden age.

Kublai, however, is all but certainly headed for us. One of the more annoying aspects of archipelago maps is the need to move ships in patrol routes. (I really wish Civ4 had a combination of a patrol function and an alert if any ships came within a certain stretch of water, but c'est la vie.) A few cossacks should make short work of that landing force, though: once the cavalry are dead, it should pose no threat to our cities provided we upgrade or draft muskets.

The patrol nature of watching the AI is my biggest gripe with Civ. If you are trying to be competitive--like we are here--you have to replace the safety factor of extra forces with a huge amount of micromanagement. For me, it makes standard-sized maps barely playable and I simply won't play larger ones.

I think there is a caravel up near Paris that could be used to scout Kublai's ports. It'll probably die after he declares on us, though.

Oh, and be sure to discuss about tile improvements. I'd really like input on whether or not lumbermills are a good choice or whether those forests should be chopped down and farmed/cottaged.
 
I'll look at the save and then give more thoughts on the military situation. For now, I'll respond to two other quick things.

First, my impression was that you couldn't draft grenadiers, that the path went muskets->rifles.

Second, I don't see any reason to keep forests for lumbermills. Even if we do make it to railroad, a lumbermill is no more productive than a State Property workshop, or a railroaded mine, and for now, workshops are just better. Also, as an Expansive civ on an archipelago map, we have extra health coming out our ears, so we don't need that benefit of forests either. I think we should chop the forests and turn them into infrastructure or units.
 
I...umm...bareboned us. Each city has some ancient troop. I have a cossack sitting in a galley off on the east coast north of Moscow. Another is in our mainland shuttle down south, but I'd already moved the shuttle before noticing Kublai's forces.

What was left for ancient troops? As it was the end of my turn still had some axes around IIRC. How could it gotten worse? I know I disbanded those annoying warriors...

If we have spare cash I would upgrade the nearby troops as high as they can go.

It looks like we hit the exact type of scenario why I have been complaining about just one unit per city.
 
There are two axes in Rostov and Novgorod.

Here's my feeling: there are about four frigates positioned in various areas around the main island. Send them over to sink Kublai's boats; let's not leave any survivors :). We have a cossack on a boat near Vladivostok: send that boat up to Lahore, then unload the cossack next turn. We have another cossack on the Mainland Shuttle, south of Moscow: send it over to Novgorod and unload there, unless Kublai lands somewhere else. I think we have to whip cossacks in Novgorod and Rostov. I would hold off on upgrading the axes until next turn, then upgrade whichever to a grenadier. If we're worried about holding a city, draft a musket there.

As long as we get the cossacks in position to kill or defend against the cavalry, two gunpowder units is more than adequate to stop an attack of just catapults, I think.

There are some other comments I probably ought to make at some point, but it's not essential right now.
 
Sorry to say, but I had to take my cat to the animal hospital last night cause he was acting funny. Come to find out he's having some heart trouble and has to stay through the weekend at least.

Obviously, my mind isn't on playing Civ right now, so I'd like to be put on permanent skip mode. I'm sure I'll drop in at some point and I'll catch up on the thread when I feel like it.
 
Compromise (just played)
LKendter (swapped with Compromise)
grangerm (perma skip)
Kodii (UP)
Sir Bugsy (on deck)
Iainuki
 
...It looks like we hit the exact type of scenario why I have been complaining about just one unit per city.

I think you're exactly right. I will, however, be shocked if our ability to whip and draft causes us any substantial damage.

I agree with Iainuki's defense plan. The only thing I might note is that I believe the cossack up on our northeast shore can still be unloaded onto shore this turn. If the boat can get to a city, it can even unload there and be ready to go. It'll probably have to be daisy-chained for that, though. Still, it should be onshore and able to move next turn.

@grangerm: I'm sorry to hear about your cat. We've lost 2 good old dogs over the last year and a half, and I feel for you. All my best.
 
All the best to you and your cat grangerm :)

Sorry, I was taking a course today, and I just got home. I'm also busy all day tomorrow, so if Sir Bugsy wants to switch with me this turnset, that'll be fine.

Something that I don't think came up was:

After Hatty, do we want to go for Kublai first? Especially since we'll already be at war.
 
Alright then. I have it. Is there any tricky stuff about drafting?
 
Not really. You just click draft, the city takes a 3-unhappiness hit, it loses a pop (1 at this point), and you get a unit (a musket). You can only draft three cities per turn, but that limit is rarely relevant, and certainly not here.
 
I assume you can whip and draft in the same city on the same turn. Just to be safe, I'd probably whip cossacks before I drafted the muskets.

Thanks for the comments on (against) lumbermills, Iainuki. That means there are some workers in the Beijing region who are wasting their time.

Also, I have a few workers preparing for another city south of Athens. It doesn't have a seafood resource, but it has access to several farms which might not be used by surrounding cities. Athens in particular is not going to be requiring much above its seafood. (Putting Globe and Heroic Epic there was brilliant in my opinion.)

The settling of new cities by us is probably something worth debating. If we can squeeze them in where we already culturally control the land, then it can only increase our pop/land ratio (which is dangerously close to even right now!). A settler and its related worker turns are probably worth a couple of contemporary troops. My gut feeling is that it is worth it to found these cities, but I'm open to discussion.

As for who to attack after Hatty, I guess I lean against Kublai simply for logistical reasons. I think we'd spend too many turns moving our troops over to get his relatively few cities. And being at war with a civ whom you're not actively conquering is just annoying, so I'd say we should just make peace with him asap. His time may come eventually.

If Victoria declares on us, that may be something we'll need to discuss. We'll be facing redcoats, which is irritating, but her land is close to ours. Also, we have no scouts posted who would observe a landing force coming from the north of her island. I therefore don't mind having some extra troops drafted/whipped on our home continent.

With luck, though, she's going after somebody else. If so, we should consider joining in the attack.

Which reminds me: watch out for Egyptian reinforcements being redeployed from her front with Huayna now that they've made peace.

Good luck, Bugsy.
 
Bugsy’s Turnset, Part One

I am one of those guys who love to have the ball when things suck or could suck real soon. When I was flying, I wanted to be in the air on the hardest missions, so this turnset is right up my alley.

Pre-flight – 1661 - First I find the offshore Cossack and arrange to have him dropped off next to Lahore. Second, I upgrade an axe in Rostov to a grenadier. Next I whip the Cossack production in our west coast cities. Finally, I draft two muskets in those cities. When you draft, you get those units right away. These two were commissioned with 2 experience points. I’ll promote them when I get to combat. I move the southern musket northward so that he will be in position to assist in repelling boarders. That will give us six attackers next turn.

I also whip the production in Athens. Good thing that city has the Globe. Otherwise it will be miserable for the remainder of the game (162 turns and growing.) I evaluate the situation around Thebes and I concur that Sun City (Heliopolis) should be the next objective. I also like the way this island is laid out. It will allow us to maintain a very narrow front throughout the Egyptian campaign.

IBT – I know this comes as no surprise:
sgotm3warap8.jpg


Here is the tactical situation as the turn opens:
sgotm31664arw8.jpg


1664 – Here is the tactical situation after the first six moves of the turn:
sgotm31664bmd2.jpg


Real Ms Beyond – 6, Kublai – 0 I hope the Super Bowl is more interesting. All probabilities were in the high nineties.

Now back to the real war. I march on Heliopolis. The assault begins next turn.

We have a GS. What was I supposed to do with him? Go back a check the thread. Hold the GS. We didn’t discuss it, but I am going to upgrade some maces to grenadiers. They are much more effective against rifles. Our assault against Heliopolis will be almost exclusively executed by Cossacks.


1667 - @ Heliopolis – Our cannon and cats knock the defenses down to zero. On the riskiest attack (the first) we lead off with a grenadier who calmly dispatches his opponent. The remainder fall quickly to our Cossacks and…
sgotm3heliopolisdl9.jpg


If only writing music was this easy.

To be continued after the football game…
 
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