SGOTM 10 - Geezers

I am fine with the trades. We will be first to biology and replacable parts, so we will have some better trading stuff soon.

Go HB !

If the there will be empty space remaining on the barb island I would settle there once we have rifles. With 4 - 5 rifles we should be able to fend off any barb attacks. For the time being I see no potential sites to settle on. All empty spots are too far away thus costing too much money.
 
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If the there will be empty space remaining on the barb island I would settle there once we have rifles. With 4 - 5 rifles we should be able to fend off any barb attacks. For the time being I see no potential sites to settle on. All empty spots are too far away thus costing too much money.
:agree: It might be a good idea for St. Pete and Novgorod to build a Barracks in preparation for producing some Riflemen with the City Garrison promotions.

If it is still available, the hill 1E of the Uranium on the Barb continent should be defensible with Rifles against the Barbs. It may also deny Uranium to Roosevelt.

A city or two there also gives us a good launch point(s) for Tactical Nukes against the Barb city of Parthian. It looks like it would be a good production city, and might make good practice for our assault against Gandhi.
 
http://gotm.civfanatics.net/saves/civ4sgotm10/Geezers_SG010_AD1847_01.CivBeyondSwordSave

Another uneventful turnset.

Highlights
- we are 3 turns away from Rifling
- we have got Biology, Replaceable Parts, and Economics
- we have 650 in the bank
- we have a couple more barracks and a courthouse
- Churchill is down to 1 city
- we are really low on power compared to everyone else

Spoiler :
Here is your Session Turn Log from 1830 AD to 1847 AD:

Turn 425, 1830 AD: Gottfried Leibniz (Great Scientist) has been born in Beijing (Mao Zedong)!

Turn 426, 1832 AD: You have discovered Biology!

Turn 429, 1838 AD: You have discovered Replaceable Parts!
Turn 429, 1838 AD: De Gaulle has declared war on Churchill!

Turn 431, 1841 AD: Mao Zedong has declared war on Roosevelt!

Turn 432, 1842 AD: Hastings (Churchill) has been captured by the French Empire!!!
Turn 432, 1842 AD: Mohammed Shah (Great Prophet) has been born in Orleans (De Gaulle)!

Turn 433, 1843 AD: The borders of Yekaterinburg have expanded!
Turn 433, 1843 AD: Churchill adopts Free Religion!

Turn 434, 1844 AD: You have discovered Economics!
Turn 434, 1844 AD: De Gaulle adopts Nationhood!

Turn 435, 1845 AD: Yakutsk can hurry Courthouse for 1? with 8? overflow and +1? for 17 turns.
Turn 435, 1845 AD: Yekaterinburg will grow to size 9 on the next turn.
Turn 435, 1845 AD: Boston (Roosevelt) has been captured by the Chinese Empire!!!

Turn 436, 1846 AD: Yekaterinburg has grown to size 9.

Turn 437, 1847 AD: Moscow will become unhealthy on the next turn.
Turn 437, 1847 AD: Moscow will grow to size 14 on the next turn.
 
Another uneventful turnset.

Highlights
- we are 3 turns away from Rifling
- we have got Biology, Replaceable Parts, and Economics
- we have 650 in the bank
- we have a couple more barracks and a courthouse
- Churchill is down to 1 city
- we are really low on power compared to everyone else
Almost to Rifles, very nice :D

Looks like there is ~ 1 in 3 chance our next GP (in 2 turns) could be a Great Engineer. A GE would give us points toward Steam Power, which we'll need to get to Assembly Line for Factories & Infantry. There are no World Wonders that we can currently build, only National Wonders. If we get a GE, should we light bulb Steam Power, or save him and deviate from the research plan to get Democracy and try to snag The Statue of Liberty? Hopefully we'll get the GS and bulb Electricity, and this won't be an issue, but thought I'd raise the question. IMO, if we get the GE, I'd bulb Steam Power and finish it off after Rifling, then resume the research plan.

Looks like we could run another 1 or 2 Scientist specials in Moscow.

St. Pete is unhappy; do we need to build a Temple there?

@ Rostov: moving citizen from grassland farm to Windmill would cut our Treasury deficit from -7/turn to -3/turn, and doesn't slow growth too much.

Whipping the Courthouse @ Yakutsk gets us +2.75 :gold: (which might eliminate our Treasury deficit in conjunction with the Rostov move) and get us another 2 Espionage Points.

Looks like the borders of the Barb City of Parthian have expanded :eek: Can we found a city in barbarian territory :confused: Technically, we're always at war with the Barbs, so I think it would be possible, if we want to go that route.
 
@ Rostov: moving citizen from grassland farm to Windmill would cut our Treasury deficit from -7/turn to -3/turn, and doesn't slow growth too much.

Whipping the Courthouse @ Yakutsk gets us +2.75 :gold: (which might eliminate our Treasury deficit in conjunction with the Rostov move) and get us another 2 Espionage Points.

In addition we can reduce science to 60% until Rifling is in as it doesn't slow it down. That makes us money for a few turns.
 
Had a short look. Looks good. :goodjob:

In 3 turns we should start building rifles and I think it is time to visit the barbs to get us some well promoted rifles and build Heroic Epic somewhere. Upgrades from rifles to infantry are affordable, too, so these units will be useful for the rest of the game.

I forgot on to check what to research next. Definitely we should get constitution in a trade soon, so we make the change to rep and caste. For the next techs we will need as many scientists as possible.
 
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I forgot on to check what to research next. Definitely we should get constitution in a trade soon, so we make the change to rep and caste. For the next techs we will need as many scientists as possible.
I've updated the Research Plan per the 1847 AD save.

Rifling will be completed in 3 turns, our next Great Person (Great Scientist 66%, Great Engineer 31%) will be born in 2 turns. GS will help us with Electricity, GE will help us with Steam Power (unless we save him to help rush build a Great Wonder later). Looks to me that our best options for the next tech to research are...
  • Steel (primary research goal per plan; on critical path toward Rocketry)
  • finish Electricity with GS help (primary research goal per plan; on critical path toward Fission)
  • finish Steam Power with GE help (secondary research goal per plan)

IMO, all three are viable options. Note that Steel allows us to build Drydocks for stronger Navel Units, and Cannons, which may be useful in defending any cities we build over on the Barbarian continent. Upgrading Cannons to Artillery is fairly inexpensive, iirc.

Looks like our bet bet to trade for Constitution at this point is with Roosevelt (see attached screen shot). It's a pretty lopsided deal, but we could counter-offer and see if he'll switch to Free Religion as part of the trade :dunno: I think both Roosevelt and Gandhi have Democracy. If we get a Great Engineer, it might be worth it to trade for that and use the GE to rush build The Statue of Liberty (in St. Pete?) for the free specialist in each continental city.

EDIT: Almost forgot, Steel would allow us to build The Ironworks in Moscow :)
 
In 3 turns we should start building rifles and I think it is time to visit the barbs to get us some well promoted rifles and build Heroic Epic somewhere. Upgrades from rifles to infantry are affordable, too, so these units will be useful for the rest of the game.

Interesting suggestion. :D At least it gives us something to occupy ourselves with whilst we're waiting for nukes. I like the thought of a couple of gangs of two rifles or so each roaming barb lands pillaging their resources. :evil:

I've updated the Research Plan per the 1847 AD save.

:thanx:

Looks to me that our best options for the next tech to research are...
  • Steel (primary research goal per plan; on critical path toward Rocketry)
  • finish Electricity with GS help (primary research goal per plan; on critical path toward Fission)
  • finish Steam Power with GE help (secondary research goal per plan)

Sounds reasonable to me.

Looks like our bet bet to trade for Constitution at this point is with Roosevelt (see attached screen shot). It's a pretty lopsided deal, but we could counter-offer and see if he'll switch to Free Religion as part of the trade :dunno:

:hmm: Pity we didn't trade with Roosevelt for Constitution earlier. Ah well, spilt milk as the sayng goes.
 
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In 3 turns we should start building rifles and I think it is time to visit the barbs to get us some well promoted rifles and build Heroic Epic somewhere. Upgrades from rifles to infantry are affordable, too, so these units will be useful for the rest of the game.

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I agree with HB that our power rating could use improvement!

Terrorizing the Barbs to get some unit promo sounds like a good idea :sniper: Of course, we'll need to get one unit to Level 4 in order to build HE. Pillaging the Barb Improvements and capturing some Barb Workers would be nice also :trouble:

Are we still considering building a city or two on the Barb continent? Could serve as a base or operations for our Barbarian raids. Could also attack with Tactical Nukes later, as opposed to the more expensive ICBMs.

IMO, the Heroic Epic should go in St. Pete, since it is our 2nd best production city (at the moment). This assumes we will build The Ironworks in Moscow as its 2nd National Wonder.

Here is an idea for team consideration on how to build up our military forces...

Moscow
Build best available land units, starting with Riflemen & run max Scientist specialists.
With Steel, build the Ironworks National Wonder
With Fission, switch to max Engineer specialists and build The Manhattan Project
Build ICBMs when available
Build Factory & Power Plant** when available.
Consider building Three Gorges Dam World** Wonder in Moscow when available (requires knowledge of Plastics).


**Power Plants not required on continental cities if we build Three Gorges Dam (including those cities we are going to capture from Gandhi :nuke: )

St. Pete & Novgorod
Both cities build best available land units, starting with Riflemen.
Build The Heroic Epic in St. Pete when able.
Build Lumbermills in both city's BFC, to increase Hammer output.
Novgorod builds Settlers, when required
Build Factories & Power Plants** when available.
St. Pete continues to run max Scientist specialists until we have the capability to build nukes, then switches to Engineer specialists.
Novgorod switches to Engineer specialist upon starting to build land units.

Build Tactical Nukes when available.

Rostov, Yakutsk & Yekaterinburg
Build Wealth, run max Merchant specialists after switch to Caste System to support Treasury.
After switch to Emancipation Civic is required, build Markets & Grocers in these cities to continue running Merchant specialists.
If needed to support Treasury, build Banks in these cities.


Yaroslavl'
Builds best available Naval Units (warship/transport/transport -> repeat?)
Build Drydock when available.
Build Factory & Power Plant when available.

Air Force Units
When able, Moscow, St. Pete & Novgorod (at a minimum) should build an Airport. This would give us the capability to Airlift 3 units/turn to other continents once we capture foreign cities. Having some veteran Air Units will be useful, I think.

Comments? Suggestions? Other ideas?
 
Thanks for the detailed analysis, Grifftavian. It all sounds logical to me. Taking on the barbarians now will help ensure we keep our power rating up.
 
Grifftavian said:
Are we still considering building a city or two on the Barb continent?

:undecide: I don't see the need for one whilst we're still pillaging their lands. I believe we should be able to deploy a tactical nuke against Parthian from Yakutsk? Presumably tactical nukes can be depployed from navaal vessels?

@Griff - Your military buildup plan looks quite promising although as always I'm sure we'll find one or two hiccups along the way. :lol: I've posted a link to it on the first page of the thread.
 
:undecide: I don't see the need for one whilst we're still pillaging their lands. I believe we should be able to deploy a tactical nuke against Parthian from Yakutsk? Presumably tactical nukes can be depployed from navaal vessels?
Good point. Tactical Nukes have a range of 4, so Parthian should be in range from Yakutsk :nuke:

Submarines (requires Radio) & Missile Cruisers (requires Robotics) can both carry Tactical Nukes (Guided Missiles as well). I've updated the Research Plan to specifically list both Radio & Robotics under Secondary Goals, since we may be wanting both units for this game.

@Griff - Your military buildup plan looks quite promising although as always I'm sure we'll find one or two hiccups along the way. :lol: I've posted a link to it on the first page of the thread.
As I've often said: "All we need is a plan we can deviate from" :mischief:
 
Oops, I didn't realize it is my turn again.

Once rifling comes in I would start building rifles in Moscow and St.Pete.

Research : Try to trade for constitution and democracy. Maybe we will have to put some turns researching these techs to get the price down. Then start on electricity or steel.
 
I just noticed: in Novgorod, if we move the citizen from the non-seafood water tile and assign him as an Artist or Spy specialist, we can cut the time for the next Great Person from 2 turns down to 1 turn. I wouldn't make him an Engineer, as that would increase the chances of getting a Great Engineer instead of a Great Scientist.

After the GP is born, we could...
  • move him back to the water tile for faster growth in Novgorod
  • move him to the desert hill mine for +4 :hammers: and build Riflemen
  • leave him as an Artist or Spy for the extra GP points
 
Oops, I didn't realize it is my turn again.

Good job I asked about a plan then. ;)

Research : Try to trade for constitution and democracy. Maybe we will have to put some turns researching these techs to get the price down. Then start on electricity or steel.

I don't have the game open but IIRC any techs we have to trade are worth way more than any of the techs the AI will trade us. I'm not quite sure how we benefit from part researching those techs. Surely it just makes the disparity between our respective techs even larger?
 
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