SGOTM 05 - Gypsy Kings

Sounds good C63! :goodjob:

Turns do take a while ... not surprised that 10 was the limit for you.

Do you think we could really beat Cyrus to space? The barb alliance makes all the techs more expensive for us. I think this is like SGOTM 04 where we prevent them from going to space with war, win by dom or by time.

Now to have a look at the save.

dV
 
Good work C63!

The roster order is:

Lehm - Play Tuesday night 7pm Euro time
Conquistador 63 - just played
hellwitch - out of action
da_Vinci - in reserve
Thrallia - is there still internet access in Oklahoma???
g_storrow - Can you play??????Monday Night US time??? After S214?
Scout 214 - UP NOW
Ronnie1 - waiting

As far as a plan?? We will get Steam Power for free next turn or 2, so I think we research Electricity until Assembly Line is available. Then AL for Infantry and back to war. Maybe DoW and play defense until the free troops wear themselves out as we push towards Tanks. With enough Artillery, I would be confident in taking on whatever is left.
 
Here is a tech alternative ...

I see steam power taking 15 turns if we don't do it, one turn if we do.

Also, rail is 7 turns, combustion is 9. Rocketry is 15 which gives us SAM, even without infantry it appears.

I say do steam, do rail, then rockets. build rail lines (extra hammers for mines) while we wait for rockets, then combustion, flight gives us gunships, and airports (you know how I love airlift and hate sealift! :lol: ) Might get all that but flight in the same time that AL takes ... gunships with art and Sam might be a credible force to hit Toku, while we go for AL and eventually tanks.

I figure S214, R1 and I are the only ones awake still today ... so what do you think?

On second though, the other argument is that if we are getting free beakers for a tech, research something else and get the free beakers as long as possible ... so if steam power does not take 15 turns, let it come in by itself, but if more than 5 I'd say get it in one then research ALine. Maybe Aline comes in with railroad and combustion ... we should count the free beaker rate.

dV
 
Grabbing the save and proceeding now. I have dV on the phone, since I haven't been around to read the posts since this afternoon. He can fill me in on where we are.
 
Played to turn 508. Got Assembly Line. Researching Electricity, 5 turns away. Used new engineer to get closer to Elec while doing Assembly Line.

One Infantryman started in New Turfan. That city is unhappy. Suggest pop rush there next turn. Japanese put city on tip of land SE of there. Keep an eye on that. 3 Riflemen there.

Should finish Military Trad and Railroad soon w/o researching them. Got Biology so watch pop growth.

Stayed at peace. Japanese are the obvious target. Kept caravels off coast of China to keep eyes on them, in case of sneak invasion.

Who's up next?
 
Looks good S214! :goodjob:

We are also maybe 2-3 turns from Railroad for free, combustion is 3 if we research it, not sure how fast for free. We are are about halfway to rocketry for free.

We can change 3 civics for 3 turns of anarchy ... I suggest we stay at peace until we get railroad and build some rail connections for fast troop movement. Once at war or just before, revolt to emancipation (after we get dem), USuff, and Free Speech. Hopefully by then tanks are around the corner, and we will have combustion for destroyers. Might build a few drydocks in anticipation of destroyer production. Maybe even consider that amphibious assault approach we used in SGOTM 04 if we can make enough ships.

dV
 
ugh...I think I may need to skip the next SGOTM, as it appears internet service is no longer a definite thing here :(

I should be able to play Wednesday morning, US Central time if we haven't finished it off by then.
 
I played and uploaded the save:

Spoiler :

Here is your Session Turn Log from 1898 AD to 1918 AD:

Turn 508, 1898 AD: The borders of Aryan have expanded!

Turn 509, 1899 AD: You have constructed a University in Aryan. Work has now begun on a Factory.
Turn 509, 1899 AD: You have constructed a Forge in Bombay. Work has now begun on a Factory.
Turn 509, 1899 AD: Rene Descartes has been born in Pharsalos!

Turn 510, 1900 AD: You have trained a Artillery in Karakorum. Work has now begun on a Factory.
Turn 510, 1900 AD: The borders of Shimonoseki have expanded!
Turn 510, 1900 AD: You have discovered Military Tradition!
Turn 510, 1900 AD: You have discovered Railroad!

Turn 512, 1902 AD: You have discovered Electricity!
Turn 512, 1902 AD: You have trained a Artillery in West Isle. Work has now begun on a Factory.
Turn 512, 1902 AD: You have trained a Work Boat in Valencia. Work has now begun on a Factory.
Turn 512, 1902 AD: The borders of New Turfan have expanded!

Turn 513, 1903 AD: Mecca celebrates "We Love the Prime Minister Day"!!!
Turn 513, 1903 AD: Valencia celebrates "We Love the Prime Minister Day"!!!
Turn 513, 1903 AD: The borders of Valencia have expanded!
Turn 513, 1903 AD: A Mongolian revolt has taken place in Yangzhou!

Turn 514, 1904 AD: Mecca celebrates "We Love the Prime Minister Day"!!!
Turn 514, 1904 AD: Valencia celebrates "We Love the Prime Minister Day"!!!
Turn 514, 1904 AD: You have constructed a Forge in Salamanca. Work has now begun on a Factory.
Turn 514, 1904 AD: Ibn Muqlah has been born in Xian!

Turn 515, 1905 AD: You have constructed a Bank in West Bridge Ham. Work has now begun on a Factory.
Turn 515, 1905 AD: Valencia celebrates "We Love the Prime Minister Day"!!!

Turn 516, 1906 AD: Valencia celebrates "We Love the Prime Minister Day"!!!

Turn 518, 1908 AD: You have discovered Combustion!

Turn 520, 1910 AD: Mecca celebrates "We Love the Prime Minister Day"!!!
Turn 520, 1910 AD: You have constructed a Factory in New Turfan. Work has now begun on a Forge.
Turn 520, 1910 AD: Cyrus has completed The Pentagon!

Turn 521, 1911 AD: Mecca celebrates "We Love the Prime Minister Day"!!!
Turn 521, 1911 AD: You have constructed a Factory in Barcelona. Work has now begun on Wall Street.

Turn 522, 1912 AD: Yangzhou has revolted and joined the Mongolian Empire!

Turn 523, 1913 AD: You have discovered Democracy!

Turn 524, 1914 AD: You have trained a Artillery in Turfan Hammers. Work has now begun on a Artillery.
Turn 524, 1914 AD: Great Prophet has been born in Persepolis!

Turn 525, 1915 AD: You have trained a Work Boat in Mecca. Work has now begun on a Coal Plant.
Turn 525, 1915 AD: Bombay will grow to size 9 on the next turn
Turn 525, 1915 AD: Tokugawa has completed Apollo Program!

Turn 526, 1916 AD: Karakorum has grown to size 13
Turn 526, 1916 AD: You have trained a Artillery in Turfan Hammers. Work has now begun on a Artillery.
Turn 526, 1916 AD: West Bridge Ham has grown to size 5
Turn 526, 1916 AD: West Isle has grown to size 7
Turn 526, 1916 AD: You have constructed a Forge in New Turfan. Work has now begun on a Coal Plant.
Turn 526, 1916 AD: Bombay has grown to size 9
Turn 526, 1916 AD: Barcelona will grow to size 11 on the next turn
Turn 526, 1916 AD: Madrid will grow to size 12 on the next turn
Turn 526, 1916 AD: Cyrus has completed Apollo Program!
Turn 526, 1916 AD: Sparta's cultural boundary is about to expand.

Turn 527, 1917 AD: Beshbalik will grow to size 8 on the next turn
Turn 527, 1917 AD: The borders of Sparta have expanded!
Turn 527, 1917 AD: Aryan will grow to size 12 on the next turn
Turn 527, 1917 AD: Barcelona has grown to size 11
Turn 527, 1917 AD: Salamanca has grown to size 8
Turn 527, 1917 AD: Madrid has grown to size 12
Turn 527, 1917 AD: Lahore will grow to size 7 on the next turn
 
ugh...I think I may need to skip the next SGOTM, as it appears internet service is no longer a definite thing here :(
Not even dial up? That is all you need to reach the forums and get the save files.

How is cellular phone service? My broadband solution currently is a wireless broadband card through a cell provider (Sprint in my case), gives me about 8-10x dial up speeds, about the same as basic DSL.

So if cell works, and if $59 a month is managable, that might be a solution.

Now, about play schedules ...

I could play between 8 or 9 PM to 11 PM or midnight (US eastern) after Lehm and then R1 could perhaps pick it up at 8 or 9 US Pacific time.

Or if R1 can play a long stretch starting at 5 Pacific, then he should go ahead, as I have a meeting that will last til about 8 PM my time, but might stretch longer.

That would get us well past 1950 I would think, and perhaps get us the upper hand by then. :goodjob:

dV
 
This time I played totally peaceful and built factories in every city but 2 (the stupid ones - East Bridge and Shimonoseki)... I also built some coal plants and started them almost everywhere. Toku and Cyrus now have the Apollo Program and will start their spaceship building soon.

I made some wells running and in a few turns we will get industrialism and then almost every city will be able to produce tanks.

Furthermore I started the Oxford University in Karak as it is the city with the highest science output.

We still have that scientist in Athens. He wanted to give us some beakers for Fissions but I am not sure if there is something better he can do... maybe not

As we will be able to increase the number of units very quick I am becoming really curious about how we will kick Toku´s ass. Good luck for the next player...
 
I can't play until late tonight, so dV should go first. Give 'em hell.
 
We can change 3 civics for 3 turns of anarchy ... I suggest we stay at peace until we get railroad and build some rail connections for fast troop movement. Once at war or just before, revolt to emancipation (after we get dem), USuff, and Free Speech.
I know there isn't much time left for discussion, but are FS and US really better for us? Do we have enough cottages to justify them? Maybe we do, I was just wondering.
 
I know there isn't much time left for discussion, but are FS and US really better for us? Do we have enough cottages to justify them? Maybe we do, I was just wondering.
I may have to agree with C63 here. Once we get the military techs we need, (IMO just Art and Tanks), we need to build lots of units and attack as often and fast as possible.
 
Well, I've played 20 turns, building tanks and battleships, 9 turns to flight. At war with Toku a few turns, took one tiny city he planted south of Valencia, raze one on the west border of former Spain.

Toku has fighters and Gunships, so flight will be good to have.

R1, post when you are ready and I'll stop and upload.

dV
 
I can play now!
 
Great, as I am done ... upload coming in a minute.

dV

it is up.

We are at war with Toku. he has marines, SAM, art, gunships seen so far, but no tanks or infantry. I did not move into his lands much until we can get SAM ... just got flight, rockets next turn.

You have tons of tanks and art on the border ... could go 0 sci after rockets and upgrade grens to SAMs? Once you have some SAMs, go get him!

I did the revolt to US, FS and emancipation ... the -5 unhappy from demand emamcipation was killing our growth, and we were getting squeezed culturally by Cyrus and Toku. We have lots of cottages in the captured cities. I've built a few jails, used some culture slider to control WW. Maybe back to police state if needed ...

Been building battleships in the old empire, and some coastal in the new. Toku has mostly destroyers and subs, have not seen battleships (he has the tech, so ?) We have a task force east of Athens pillaging his seafood, almost have enought west to reopen sea lanes.

dV
 
I got it, I'll play for some time, hopefully someone in Europe can pick it up when I'm done.
 
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