SGOTM 09 - Fifth Element

Won't an academy in Pindus be worth more than lightbulbing ?

I agree. An academy to go with all of our free scientists is a good use of a GS.
 
We need to get bio ASAP!!!

No more detours. We used Liberalism to pop Rifling...okay, I can see that. Theocracy was a waste, but the faster workers will get our cities developed faster...okay.

Bio must come next. We are not in danger of losing Democracy to the AI. We can tech in that direction after we get to bio.

Tech path for the next TS should be Chemistry > Biology.

Once we get Biology and have 8-10 free scientists in our NP city, then we will have the research necessary to take down some late game techs.

After Biology we need Astronomy. Astronomy will allow us to build both Observatories and Labroatories.

This game is all about research to get the SS off early. We must prioritize techs that contribute to that goal.
Astronomy first is out of question. Trading resources is too much impotant. Better income from Trade Routes is noticeable.
If we wanna win the Economics race, Bio must go after it. I can agree on Democracy after Bio. Anyway, i'll try a test with Bio first, no Astro, to see if we can still win the Economics Race.
 
Unless we are gifting the AI paper and education, there is no way for any of them to come close to winning the economics race.
 
I will post a plan for everyone to review Friday night, revise Saturday night, and hopefully play and post Sunday night.

Off I go to consolidate the flurry of ideas and activity of the last day.
 
In reviewing the posts it seems there are only a couple areas of contention

Research:

Chem then Biology
OR
Nationalism then Astro

Builds:
We still need Universities. Let's decide where and when we're going to build them and get Oxford built for the science boost.

Pindus seems to be the only city there is any disagreement on. I favor emphasizing infrastructure over military.

My initial assessment on this is that Biology has so much more to offer in the way of one extra food per farm and we don't need to daisy chain farms to spread irrigation. Our slow growth is delaying increased production and science.

The below section lifted from a previous post that I think is OK.
1) Paras for kassite:
Spoiler :
jump immediately, then move in the forest right N of the city. This way you can capture the worker next turn.
Next turn you capture the worker with the first para, and do the same (jump>move forest N city) with the second.
Don't promote them, just attack with both.
Next turn you'll take the city and airlift the Xbow you'll have built in LP. Kassite will revolt for 4 turns, see the size. Start granary and build roads until it goes out of revolt.
LP will build the Whaling Boat after the para is completed (and after the Xbow).
Then the paras can jump to LP, then to Athens. Keep 4 there, they'll go for Opis.
Do not promote them, they're plenty of time to heal.


More to follow later....
 
A detailed report i took while testing will follow.
Anyway, Mesix, in the Chem>Bio after Nationalism variant, when i was researching Economics, HC has Edu. He has also Constitution. Probably i won for 1 turn.
I'll post the report later.
 
In light of your suggestion (and the time we wasted getting Theocracy and Nationalism ahead of Biology), may I recommend this tech path:

Economics > Corporation > Chemistry > Biology

We already have Medicine, so if we go for Economics > Corporation we can use the free GM from Economics to found Sid Sushi. This will provide a lot of free food and then Biology will provide more. The extra specialists from Biology will be a big boom to our economy/research. This will also give us more time to build the necessary infrastructure (Universities, Oxford, Forest Preserve Improvements, etc.) to get the maximum use out of the National Park.

The down side is that putting off Biology for so long has already cost us some GS that could have popped out of the NP/NE combination. The longer we put off creation of the city, the less useful this combination will be.

After we found Sid Sushi, we need to think about taking Atlantis. With paratroopers and galloens/frigates we should be able to take out the Barbarian longbowmen and galleys. To get maximum benefit from Sid Sushi we need to stop the barbarians from razing our fishing resources.
 
First, Theo and nationalism are not a waste.
Just compare the rate of improvements with and without HS. Second, a GAge is not a thing to diminish.

Anyway, this is the detailed report of my attempt. To you the conclusions.
Spoiler :
Test for Bio after Nationalism.
Immediately switched to a caravel in Sparta, to avoid our net pillaged. It works.
Turn 127 now
Great MM, traded some minor techs for money.
HC popped a GE and built Angkor. He's definitely not interested on the Taj.
DoW on Hammu with 8 Paras ready on turn 126
The LB in Nippur needs to be soften with an airship. The RNG is crazy sometime.
I'm at 8 turn to Bio now, with 50% at -49gpt. We can afford this by conquering cities.
HC has Astro, of course not on the table. He still hasn't Guilds.
So, i traded for wine for sugar.

Turn 133 now
Hammu is down to 2 cities
I used the first GG for a MedicII+Morale Xbow. The 3 XP needed were gained by killing a mace in the field, previously softened by the airship. Then promoted him to Rifleman. I think this not to try in the actual game, a bit too risky.
I also think that a Para with Morale can do a nice job.
Better discuss thi option.
We'll probabkly arrive to pop 3 GG by the ane of the war.
I think that thir best use is:
- first for M3+Morale Para
- second in Sparta, the HE city. I usually build the HE in a coastal city. Naval units are expensive.
- third in LP, for the 3 :science:*3

Well, Bio will arrive next turn, HC doesn't have Edu yet and i managed to trade for Guilds. Geuss what? Gunpowder to Wang.

Turn 137 now
Hammu was wiped t.136, the NP is under construction. The delayed Taj will arrive in 3 t. probably i can start with Portugal by then.
HC has Guilds, but not Edu yet. Astro is in 6 @ 50% -75 gpt. But no problem we goy almost 600 in bank and the GAge will help.

BTW, i popped 2 more GEs.

Turn 139 now
I further delay the Taj. Traded Chem to Wang, who else? for Bank, Drama, Music and some gold
Portugal will start on turn 141. Astro in 3.

Turn 142.
Rersearching Econ. HC has Edu and Banking. Danger.
War started.

Turn 150 now.
Only 5 portuguese cities captured, 'cause a huge stack i has to take in the field. Captured the stone city, OU will be in next turn, as the NE in Pindus. I delayed it a bit to not pollute much with GA points.
Wang can research Economics. Stupid Joao has MT. Without Gunpowder. Withuot Horses.

I'm in turn 158 and i close my report here.
I'm researching DR in 1 turn after Elec (parrtially LBed and Steam)

In the attempt with Astro first and Bio long after this one (NP built in turn 161 opposed to this attempt in turn 143) i was behind by 4 turns. But in this attempt i risked to not win the Economics race and i also managed to trade for both Guilds and banking. Great luck, better than huge benefits from the NP.

So, we must decide if take those risks in the actual game. Of course, if consider important win the Economic race.

One more thing: in both attempts Joao DoWed Hammu and his troops disturbed a lot: first they gave promos to Hammu's units, second i needed to keep a couple Paras to take the few units left around former Babylon.
Third, probably dur to the fact he was at war, i faced huge stacks of units, delaying his end.
Closing borders when i see his first small stack (followed by more) in our territory was a disaster for the economy. Astro will avoid this problem.
Maybe the way to go can be: research chem, so the AI can't see Astro, then break for Astro, then Bio.
Last, do not even think to found Sushi. The beakers from the specialists can not compensate the huge costs for planting and maintaining a Corporation under Environmentalism.
Another thing is Mining inc, necessary to speed the SS parts.

Anyway, those compared attempts are proving what i'm sustaining by weeks: the NP is a good thing, but not game breaking.
 
Greatbeyond, let me offer some suggestion for your TS.

We'll discuss the research path last, after you all will read and evaluate my report.
I must add that i'm more in favor of this than of my previous proposal.
More risk, more reward, right?
In case we can go (just to confuse the AI) Chem - Astro - Bio (trade for Guids + Bank) - Econ - Const - Corp - PP - Demo - Elec.
Let me try this variant, too. With borbers closed with Joao :eek:

For now, only some MM suggestion.
I also think we all agree on the trade for Optics.

First, you'll stop all the workers, but the ones clearing jungle S of Panama. One of them will finish the job in this same turn, you'll send the freed one to the Forest Panama shares with Sparta. Road. Then you'll send the other one in the forest N of Sparta. Road. This one will join the other building a FP, raising the happy cap of both cities. Then a FP in the other forest. edit: NO, workshop where you cleared the jungle, then windmill on the forested hill, watermill in the flood plain. Water mill on the Flood Plain, Windmills on the hills. No cottages this game. Strange indeed.
Southern cities: fire all the specialists, but a merchant in Panama. Put Sparta in max hammers, stagnating, switch the build to a caravel. Put Panama in max hammers (?) it will grow after the FP is built. Stole the GLFor tile from Sparta, Switch to forge.

Back to the other workers: you'll send them in forest tiles but the one already free, on the hill near Pindus. Next turn they will road those tiles. Then they will complete the winery, the FP along the river near NYC and a windmill near Pindus.
Later, you'll send one to build a farm NW of Blubz (road first) so we can bring water to the wheat. And later to the rice.

Remember the roads are of great strategic importance. We have a war to fight and we need them to move troops at the best. Later we'll need to fully road the south to be connected to Joao.

Pindus and Athens are fine as is.
NYC must work more hammers, stole the winery from Pindus, work only the unimproved fish as sea tile.
Sparta is not growing: fire the Eng, work some forest
LP: Fire 2 sci, work max hammers and grow in 2. Then (s.15) you'll run 4 sci + 1 eng., growing 1 food/turn. After this, Athens can temporarily steal the FPs.
After the HS, an Xbow for Kassite, then a para, then a Whaling boat: it will arrive right when Kassite will expand 2nd borders.

Kassite: thanks for your appreciation on my small war plan. I just add this: when the 2nd Para will arrive, send the worker to him. He can road, then go to road the furs the turn you'll take the city.
 
I'm testing the variant, and i manage to trade for guilds. Not much more for now, i'm still in the early phase.

Mesix, we'll *never* take that stupid city.
First, it gives no benefits in any term, second it needs some 17-18 turns to go out of revolt. Then we'll have the "motherland" thing until the end game. Yes, barbs with motherland. I carefully reproduced the situation in my tests, as you know.
Play more tests instead of spam the thread with absurdities.

To stop the galleys, a frigate is more than enough. Maybe even a caravel. I'm trying this in the present test. BTW, with a switch to caravel in Sparta, i managed to sunk the barb galley, and the caravel is now C1. It's on his way to cover the future nets.

No Sushi, never.​
 
I supose boats on guard duty will work.
 
Report on the test variant Chem - Astro - closing borders with Joao.
In this variant, HC went straight to Economics, successfully.
We must decide:
- if we want win the race or
- if we want try to save turns of research trading for Guilds and banking with Wang

I'm in favor of the second, a GM is not that much.
Closing borders with Joao brought 2 things:
1) loss of income from the TRs, suffering research and cash
2) Joao DoWed us.
The 2nd can be a good thing, but surely not the first. And can be good if we manage to keep Panama with the few troops we can send there.

One thing is sure for Pindus: once completed the forge it will start a library, then barracks to build Xbows (1 every 2 turns) to send to Blubz to be airlifted in newly conquered cities.
 
Pindus should build Library, University, National Epic, National Park, Observatory, and Laboratory as our technology allows. If any of these buildings are available, they should take precedence. Other cities can build Barracks and troops.

New York looks like a good candidate for garrison troop production. It will finish the forge in 8 turns. Pindus will finish the Forge and Library in six.
 
Just a problem: NY has to build the Taj. Pindus can have Uni in time before the NP and still build some badly needed Xbows. BTW, the research is now (or in few turns) better in NY than in Pindus. NY can build the forge in 6, the library in 2, then the Taj, possibly with switch to Uni.

Don't worry by the right time we'll have 6 Unis, maybe more and Pindus will be ready for his NP. During a war is a good habit training troops for the front ;) or do you think to conquer half the world with the units produced by 3 cities?

Sparta will help too with troops, after his HE. But we need time for that.
What we lack is time to build decent troops to garrison our new cities.

Edit:
I performed 4 attempts until now.
Only in the first i managed to win the Economics race, and with great luck.
Otherwise, HC goes straight there.
Also, in 3 attempts out of 4 2 more GEs popped in a row, in 4th, 2 GS. I swear i changed nothing in LP.

In all the 4 attempts, Joao declared on Hammu. Well, to be accurate, not in the one i close borders, but that was his intention.

A good idea, to be verified: Braga is barbarian. Once we have enough troops to finish Hammu (and a GG Para medic3+morale is a great boost), we can send 2 paras, followed by a third to take Braga from Barbs. This will save us a lot of turns later, swince Joao has now the forces to take it back.

Last thing: it's pointless to have all the paras in position: we don't need 20 of them to take a city.
Better, we can start the war with a dozen or so (in position, i mean). Joao will still have troops inside our borders, but they will be teleported right inside his. With a stack ready on the border, we can massacre them, then siege the first city.
 
I ran a test game.

In my test I was able to take Hammy by starting a war with 6 paratroopers (eventually 12 or so). They cut through medieval troops like butter.

I was not able to get Economics. HC beelined and nobody would trade Guilds or Banking to me. We should tech Guilds > Banking > Economics to ensure that we win the race. Guilds and Banking will help us to recover our economy.

I popped a GA from Athens in my test. I built the Taj in LP in 8 turns, then used a GS and a GS+GA to get three consecutive GA. This helped to speed up troop production, research, and recover the economy.

I never DOW Joao, but I am convinced that we should. He never DOW me, but he did not become a strong ally either. We should take both American continents. To make this work we need to build Varsailles in South America and the Forbidden Palace in Babylon.
 
As much as I have harped on this not being a war monger game, I think we should take some troops overseas and make one of the AI players our vassal. In my test, Shaka vassalized Stalin and then DOW me. He was not able to make much headway into the Americas, but he did destroy my guard boats, and generally harrass my coastal cities enough to distract me from the goal.

My idea is to take the barbarian city in Europe and use it as a staging ground. Wang and Stalin are worst enemies and it should not be difficult to get Wang to DOW Stalin. We can then get a shared war with Wang and work towards capitulating Stalin.

Once we get a foothold in Europe, we should form a Colony. Then we will have a vassal in Europe and eliminate the maintenance costs of having overseas cities. When we force Stalin to capitulate, we will have two vassals. That should be enough to keep Shaka busy if he gets any crazy ideas.
 
A thought on corporations. It is true that they have high maintenance under Environmentalism. I found that they became useful in a limited capacity in the late game. By limited, I mean that I only spread them to a few select cities...the cities that were my production powerhouses for building SS components. By the time I got to this point (about turn 180), the additionl maintenance didn't hurt me much since I had about 2,000 :gold: stockpiled.
 
Here is a screenshot of how I set up New York to have more :hammers:. I also found that building 2-3 lubbermills near New York helped out a lot.
Spoiler :
NewYorkProduction0000.jpg
 
I ran another test.

In this game I researched Guilds > Banking > Economics and got the free GM. THis also helped me to get a strong economy.

I don't know if this is the fastest way to victory, but it sure is the most fun. I took the barbarian city in Greenland and then built the fort on the eastmost tile. I then jumped paratroopers into Europe and took the two barbarian cities there. Once they were mine I spung off a colong and each city of his had two riflemen defending. Once I had about eight Paratroopers in Europe, I DOW Stalin and bribed Wang to join in the war. Every time I took a Russian city, I was given the option to liberate it to my colony/vassal. This is what I did to build a big empire for my vassal. I think the European vassal is a good move, because it gives us a super happy civ to trade with later in the game.

I was also fingting a second war against Hammy. I waited a few more turns in this game and had 10+ paratroopers ready to roll. Hammy went down a lot fastrer with the extra guns. As a bonus, waiting longer allowed Hammy to build the shrine in the Jewish holy city.

After Hammy was gone, I redeployed my paratroopers to the south and made a blitz for Lisbon taking four cities on the way. Once Joao's capital fell, it was a mop up action.

After getting Economics, my tech path was Chemistry > Biology > Devine Right > Astronomy.

Devine Right should be researched to make Versailles available when Babylon comes out of revolt. Babylon has plenty of :hammers: and is a great location for Versailles. Later on the Forbidden Palace can be built in one of Joao's cities.
 
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