SGOTM 10 - FuzzyWuzzy Psycho Bunnies

OK, played my set. Our Man-O-War fleet is looking good, we sunk 15 barb ships, picked up 6 slaves, and lost a couple. Barbs only landed twice, we killed 2 crusaders and 3 knights. 2 galleons were sunk on their way over with units.

Preturn: We have Mayan cities being starved down that have entertainers, not scientists. That's just pure waste. We also have multiple cities ready to riot. We have cities building 200 shield+ buildings, and they don't have courthouses. I switch York to Forbidden Palace, it needs to be finished ASAP.

Since the consensus seemed to be we no longer need our rep, I get Byz and Sumer up to the IA, and sign ROP with the entire world. I buy us Steam Power off sumer, and Medicine of the Byzantines. We have multiple coal sources, and Newcastle can build the Iron Works. Start the military RR.

Declare on Sumer, capture Bad-Tibira & Agade, and the sumerians are booted off the mainland.

760: York builds FP-->Heroic Epic

770: Newcastle starts Iron Works
Sumerian resistance ends, keep starving them
Barbs build JS Bachs & steal our plans
I spot a lone Incan galley in range, and so declare on them, sink the galley, and trigger our GA.

780: Kill a barb landing

790: Sink barb shipping

800: Peace with Sumer
Declare on Byzantines, capture Caesarea & Nicaea

810: Research Industrialisation-->Electricity
Capture Smyrna

820: Peace with Inca
Raze Constantinople

830: Build Heroic Epic in York, start Factory
Caesarea flips while empty, recapture and raze it
Raze Adrianople

840: Capture Heraclea & Varna, get Sardica for peace, and the Byz are down to 2 island cities.

850: zzz

Electricity has been MMed to the last scientist, it is due next turn.

Barbarians have Nationalism, their mainland cities have rifles, their eastern island still has pikes

We rolled over the Byzantines in 4 turns, we can ROP rape the Dutch and roll over them very quickly as well, starting in a turn or 2. They have muskets & swiss mercs rather than pikes though. (I thought the dutch didn't build muskets, but apparently they do.) We need to ROP rape them sometime on the next turnset, the ROP expires in 10 turns and they will not renew it.

Our outlying cities have plenty of scientists, we should be able to do 4-5 turn research for the rest of our GA. I think we should beeline for infantry/arty, then for tanks.

Once Newcastle builds Iron Works in 3 turns, it should build factory, plant, & Mil academy. Then it will be at about 100spt after our GA, and can pump out armies. If we get an MGL from the dutch (I got none from the Byz), we should use it on the Mil Academy in Newcastle.

There is a trade available with the Byzantines, we should take it. We can sell them Industrialisation for 66gpt, that will let us run 0% tax and still make a small profit.
 
I'll look over the save today and play tomorrow, unless classical_hero is feeling better, in which case, just let me know and you can play your scheduled turns.
 
Ok a question about starving citizens. When I starve down a city, I normally am building a worker (1spt) with all of the people set to entertainers to prevent rioting. Long ago I tried setting them to engineers to get the 2 extra shields to build a culture building. What would happen is a citizen would starve and the AI would reset all of my workers to engineers before counting their shields. Doesn't the same hold true for scientists & accountants?
 
denyd said:
Ok a question about starving citizens. When I starve down a city, I normally am building a worker (1spt) with all of the people set to entertainers to prevent rioting. Long ago I tried setting them to engineers to get the 2 extra shields to build a culture building. What would happen is a citizen would starve and the AI would reset all of my workers to engineers before counting their shields. Doesn't the same hold true for scientists & accountants?

No. For the same reason that a city that grows during a turn gets the extra shields, but not the extra commerce. Which is why the governor is always set to emphasise production. The total commerce of your empire is assessed at the start of the turn, which gives your total research & cash. Then the engine goes through each individual city, first adding/subtracting food to the box, then citizens if required. Then it adds shields to the box. So scientists/taxmen will work, as they are assessed before starvation is. Civil engineers will not, as they are done after starvation. It's also why changing citizens from high commerce to high shield squares after you get a tech, or switching production from wealth to something else, are exploits, as they let you count both commerce & shields when you should only get one.
 
How about a swap? I can play tonight and classical_hero can have it after me. I expect the war with the barbs will be in full swing then.
 
Just a quick update: I've played eight turns. We've learned electricity, replaceable parts, and the corporation. We breezed through the Dutch, taking all their continental cities but leaving them their island holdings. We got no leaders. Newcastle is almost done with the military academy.

Do we want to start an invasion of the barbs with infantry to cover us, or wait for an army to keep us from being attacked? I'm leaning toward waiting, as we are pretty close to having a source of armies, but we could go now.

I should be able to finish up this afternoon.
 
CKS are there any spots that are not settled? I know when I was playing my turns there were spots where we could draw their units towards us. I'd think that could be a diversionary area while the big stack heads to their capital.

Maybe a picture would help.
 
Whomp said:
CKS are there any spots that are not settled? I know when I was playing my turns there were spots where we could draw their units towards us. I'd think that could be a diversionary area while the big stack heads to their capital.

Maybe a picture would help.

Far south of the barb island isn't settled yet. By the end of my turnset, the dutch had dropped a town there. (Haarlem?) Could be an idea to pick it up as part of the Dutch peace treaty.
 
Getting that city (Haarlem) is probably a bad idea as it would be undefended and would quickly fall to the Barbarians causing WW to increase (unless we get some troops on the way there ASAP).
 
Here is the save.

http://gotm.civfanatics.net/saves/sgotm10/FuzzyWuzzy_SG010_AD0950_01.SAV

Turn 0: Electricity in 1. In my zeal to not mess with this, I forget to sell industrialization to the Byzantines.

IBT: Pirate Ship dies to our ManOWar and we get a new MOW. Learn electricity, start replaceable parts.

Turn 1: Sell industrialization to Byzantines for 138 g and 64 gpt. RP in 4. Upgrade trebuchet. Railroad and bombard.

IBT: 2 PS kill MOW. Barbs start Universal Sufferage.

Turn 2: Bombard ships and improvements, kill several PS. Railroad.

IBT: 3 PS kill MOW. Barbs land 2 knights by London. Finish Iron Works, start factory in Newcastle. Start some galleons in cities with no harbors to get regular galleons for safer troop transport. We’ll have to rush them to finish them anytime soon.

Turn 3: Bomb the knights, kill them with elite cavalry. Kill privateer and 3 PS, get 2 new MOW.

IBT: Bombardment. Barbarian Stronghold finishes Newton’s University.

Turn 4: Sell Medicine to Sumeria for 77 g + 30 gpt. Short rush factory in Newcastle. Sink galleon and PS. Move into position for assault on Dutch. Investigate Amsterdam, then declare on Dutch.
At Utrecht: Cannons go 6/12. Army kills 2 muskets, Elite cav dies attacking 1/3 musket, which promotes. Vet cav kills musket and takes city.
At Amsterdam: Cavs kill 4 muskets and 3 spears; two cavs retreat and three die in the assault. Take Amsterdam and get a pair of workers.
At Groningen: Cavs go 3/3 killing a musket and two spears to take the city.
At Rotterdam: 4 cavs die and one retreats before the 6th finally manages to kill a lucky musket. 2 more cavs kill a second musket and a spear to take the city.
At The Hague: First cav retreats, then three kill defenders, leaving a 3/3 spearman showing.

IBT: 3 PS and a privateer die to MOW, we get one new MOW. Learn RP, start corporation. Newcastle starts Coal Plant.

Turn 5: Cav dies, cav retreats, 3rd cav kills spearman to take The Hague. Dutch are off the continent. Railroad and bombard. Short rush coal plant in Newcastle.

IBT: Newcastle starts Military Academy, due in 4 turns.

Turn 6: Railroading and bombing.

IBT: Bombardment. Agree to peace with Maya.

Turn 7: Railroading and bombing.

IBT: Movement

Turn 8: Railroading and bombing. Kill 2 PS, get 1 MOW.

IBT: Movement and bombing. Learn Corporation, start Refining.

Turn 9: Kill PS, galleon, get MOW. Make peace with Dutch.

IBT: Movement. Finish Military Academy, start army.

Turn 10: Bombing and Railroading.

There are lots of unsettled places in the south to land some decoys. We should land them a few turns in advance of the main invasion as it will take a while for their military to get down there. For our main invasion, there are hills near the isthmus or a nice mountain up north if we don’t have an army for cover.

Even without rushing, we’ll have an army in 4 turns; I think we may as well wait until we have an army to cover our landing.

I continued to research toward tanks, but I’m not sure this is the best plan. If we turned our research down, we could rush armies. Cavalry armies sooner now may be a better bet than tanks in a while. I haven’t seen barb infantry yet; if we get over there quickly and pillage well we may not face many, and cav armies cut right through riflemen.

The Dutch had no Barb-continent cities when our war was over, so this wasn't an issue, but I don't think having one would have been a good idea. War weariness is becoming an issue even without a city that would be under constant attack.

Also, the barbs are using propaganda to cause unhappy citizens.

Here are some pictures of the barb continent.
 
I can try to get a set in tomorrow before Classical grabs it if you all want.
 
Hey - did Gozpel fall of the earth? It's been quite a while since he was heard from.

My current guess on the roster is:

Whomp - UP
Classical Hero - On Deck
Gozpel - MIA
DenyD - Keeping busy with GOTM 56 until his turn comes around
 
OK tried to play a little last night and today but there wasn't enough time. I can either play it tomorrow or let Classical Hero play and I'll follow.

I did look at the save. I think that cities that building courts and ducts are probably not going to see full benefit from these unless we plan to go commie. If we're not going commie then I think arty, war settlers and galleons would be the most useful builds in the corrupt cities.

There's also an island east of the main barb continent that has ivory. It could be a good staging area for the core and maybe the choke that's been bombarded could be the "bikini babe" area.

Thoughts?
Classical Hero feel free to grab it you'd like but I thought we should discuss this first.
 
I think we could use a bunch more artillery. What I'd like to do is drop a settler, 8 artillery pieces in S BarbLand and 4 Infantry for support and 8 cavalry units to snipe. Found a city on a hill and wait for the Barbarians to come visit. Use the artillery to weaken the inbound baddies and then pick them off the redlined with the cavalry.

While out southern units are busy reducing the Barbarian unit count and drawing defenders from their core, we can land a couple of Tank Armies in near the capital and start removing them from the game.

Just a curious question, can we possess the Technology Thieves wonder?
 
I'm back so I will grab it and play now.
 
I've played four turns and I'll finish tomorrow. We've razed two cities on the Barb continent and we've got a new city there as well.
 
Back
Top Bottom