SGOTM 05 - Misfits

Well, since Mastiff hasn't posted a got it message since the new save was up over 48 hours ago, it seems to be my turn. I'll play out 15 turns as there seems to be little happening. I'll quit early if something odd happens, like Asoka DoW against us.
 
My bad. No excuses... Just complications.

I'll grab some turns next.
 
Played out 15 turns.

Asoka has one remaining spaceship part to build in Jaipur. I have been hitting it with spies and have destroyed all the production I can around the city. Hitting towns down to villages removes the +1 hammer plus any benefits from forges/factories. Hitting the oil well cuts several hammers as well. This is cost effective as it takes 200 to sabotage improvements and is usually very successful. I had to rebuild several spies who got caught. Prepare to do that yourself as needed. It will be about 24 turns before the first village regrows to a town. Right now, the Life Support is 41 turns out. It was about 13 when I started.

Piko (Up)
Marowaker (On Deck)
Mastiff_of_Ar (Skipped)
Chuck (Done)
 
We waiting on Maro still?
 
Mastiff, I just noticed that you had shown back up... I think our prior messages crossed. If you are ready to play, go ahead and get the save and play it.
 
It'll be tonight, but I'll grab it then.

Edit: Woo hoo! Got it... 1985. Hello sister disco. I have my white polyester suit and gold chains all ready. :eek:
 
Hmmm, I notice that I missed a town. Just to the left of Jaipur. It needs a spy mission to reduce it's hammer production to zero. :)

It also might be a good idea to see if the computer manages to think of changing the windmills to mines for more production. Otherwise, the only production there is cash, plains, hills, and oil. Each only one if we keep the towns, mines, and oil hit. We can't do anything about the cash spending except to keep it as expensive as possible for Asoka by keeping the accumulated production down in Jaipur. I'd suggest hitting it with one or more spies when it gets over 200.

Also, Toku had completed the casings and at least two of the thrusters. He is unlikely to be a problem, but watch for completed projects and if he gets two or three more, we need to find out where he stands and possibly hit him as well.

Another thought. Once we finish electricity (probably due to Barb bleed) we should get industrialism to find aluminum. It would be nice to see if & where aluminum is and possibly sabotage that as well. It likely is on one of the other islands, however, so a spy would need to be moved. This is a long termish project... though we might decide to turn research back up a bit as we seem to have enough funds to keep Jaipur down... for now.
 
Okay, Jaipur... check.

it's 1995, and I've been pummeling his cottages. If it has a bag, it gets hit. It might just be me, but I swear we're catching up. I really need to write it down and see. We've only been caught once, we have electricity, and industrialism isn't too far off. We make more per turn than the spies can use on little missions.

I'm going to keep whacking away at his commerce unless someone has a better idea.
 
If we are catching up, we need to know by how much. There are 65 turns left.

The only time the production needs to be hit is when he develops to a town. Lesser development doesn't add production. We also need to hit the oil well and if he manages to build mines instead of windmills.

I think Piko is next.... when the save is uploaded.

If we are catching up, it might be worthwhile to prepare a late sneak attack with just a few turns remaining in order to take out a few of his coastal cities. Perhaps those of Cyrus and Toku as well. I would definitely NOT do this until late as Asoka could squash us like a bug if given more than a few turns.
 
Wouldn't we want to thrash his commerce, too?

I mean, he has the fast workers redo mines and oil wells pretty quick. Doesn't depriving him of commerce hurt him?

And I think we have 55 turns...
 
Mastiff, you still need to upload the save.

At this point, Asoka's commerce is so huge, that it is not worth spy missions to hurt it. Stopping the production of hammers from towns to complete the last space part was necessary. Hitting his mines and oil well at that city is also critical to keep the part from being built. Otherwise, we are simply twiddling our thumbs until the end of the game.
 
Oh, I wasn't quite done, actually... I played to 2007, and it's up.

Score:
Asoka 5504
Us 3286
Barbs 1415

So... 5504 v. 4701 Can anyone check the '85 save and see if we're gaining?

I found his aluminum and blasted it.
 
Can anyone check the '85 save and see if we're gaining?

cnwjr has the 85 save unless he overwrited it.

Given that Asoka is undoubtably at the end of the tech tree, hurting commerce doesn't gain us an advantage much.

How do we get rid of his 803 point lead in however many turns we have(rarely play epic).
 
The results of the 1985 save score are: Asoka 5199, us 3097, barbs 1269. We were 833 points behind. 22 years/turns later, we are 803 behind. With 43 turns to go, we need to gain 21 points/turn. We needed to see the most recent comparison of turn by turn. Population is a big part of score. Turn everything in our lands into farms or other food producers (except happiness) and it will kick our population up some, but I doubt it will be anywhere near enough. We can also plant new cities to take advantage of areas we didn't get under production before.
 
I checked out the new save. I strongly suggest that a spy return to Jaipur and kill whatever production has accumulated there. It may take more than one spy as they get caught more often in cities because of the troops there. Also, kill the oil well. it provides about a 25% increase in production in the city due to the possible presence of forge/factory. We don't want a launch coming in behind our backs. It is the most important thing we should be doing right now unless we want to lose to a space launch.
 
I was just checking how score is calculated. There are four factors involved. Population, land, techs & wonders. The only things we can do effectively this late are a bit more population and techs. I'd turn the tech slider way up and research whatever we can finish the fastest.

Also, keep an eye on Jaipur so we don't get backstabbed. I checked Toku and he has only completed one additional type of component, so he is unlikely to be a serious threat in the last 43 turns.

If we have the funds, upgrade some units to get artillery, armor, infantry and transports to prepare a last minute invasion. (Last 5-10 turns) of the game. I think we had around 14000 in the treasury. Don't forget to keep enough to knock down Jaipur first.

Switch from wealth to research to increase our research rate as we build a few farms over our cottages.
 
Let's see... with 43 turns remaining, we should each be able to play one last turnset before Oct 31. No more 15-22 turn turnsets, please. :)

We have a minuscule chance of winning this game, so let's try to do so. We certainly can't do any worse than we already have. :)
 
I with you! Who's up?!
 
I believe Piko is up, though if he doesn't grab the save by late tomorrow Maro should take it.

Piko (Up)
Marowaker (On Deck)
Chuck
Mastiff_of_Ar (Done)
 
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