SGOTM 10 - Geezers

I've updated my turnset log for those that are interested.
:thanx:

@Griff - I don't like your proposed trade of Rifles to Roosevelt. Partly because the deal is too lopsided IMO and partly because he may well trade/barter it to other civs. If we really want/need it I suggest we self research it instead.
Yes, perhaps a little lopsided. The only person he could trade Rifling to is Gandhi, everyone else has it. I'll hold off the trade and see if De Gaulle gets it soon as markh suggested earlier.

I suggest switching to Fission before bulbing the GS. It's always nice to know, and report, how many turns the GS saved us. ;)
I can do that.

Re. first build for city 8 - IIRC you need the theatre before you can run culture.
Negative. I checked and we can build Culture in Moscow & St. Pete if we wanted, and we do not have a Theatre in those cities. I believe this is because Music is the tech that allows a city to build Culture, and you can research Music without having Drama, which enables Theatres.

I'm thinking it might be better to build Culture until the borders pop rather than build a building we might not need and incur additional maintenance costs.
 
Updated Turn Set Plan 1875 AD - 1895 AD Version 2.1

Play 20 turns & post update after 10 turns

Research
Switch from Artillery to Fission.
Great Scientist bulbs part of Fission; record turns saved & include in update post!
Resume Artillery if Fission completed during turn set!!!!

Reduce Science Slider % as required to maintain Treasury :(

Moscow
Complete Rifleman & start building Ironworks National Wonder

St. Pete
continue building Riflemen

Novgorod
switch from building Wealth to Riflemen to compensate for not building units in Moscow

Rostov, Yekaterinburg & Yakutsk
continue building Wealth

Yaroslavl'
Continue building Wealth unless/until more Naval Units needed.

Establish City 8 Beachhead on Barb Island
Next to Sheep Resource
Initial builds: Culture untill borders pop; Walls; Barracks.
Workers build Pasture for Sheep & Lumbermill for production.

Tech Trade(s)
Hold off trading for Constitution until De Gaulle has it. Try to trade for it when he does!

Resource Trades
Look for Health & Happiness resource trades with Mao & De Gaulle.

Military Actions
Continue replacing older units with newly trained Riflemen.
Pillage & Plunder barbarian lands with Riflemen to gain unit promotions.
Replace the Maceman in Yekaterinburg with two Longbowmen near Moscow.
Let the Maceman from Yekaterinburg join in the barbarian fun, give him the City Raider promotions when possible; upgrade to Rifleman after CR III promotion.

Can start turn set at any time with consensus on plan.
 
Grifftavian said:
Resume Artillery if Fission completed during turn set!!!!

:rotfl: I admire the wishful thinking. :lol:

Grifftavian said:
Initial builds: Culture untill borders pop; Walls; Barracks.

Assuming we don't expect the barbs to get gunpowder units anytime soon I suppose the wall is worth it. I'm not so sure it's worth building barracks. That city will take ages to build units.

Grifftavian said:
Let the Maceman from Yekaterinburg join in the barbarian fun, give him some City Raider promotions if possible, then upgrade him to Rifleman.

I believe the mace should be replaced by another unit (LB?) rather than just removed. :yup: Leaving the island with just one defender is tempting fate too much especially since De Gaulle is now at a loose end following Churchill's demise. I don't think we need to hurry upgrading that mace.

Other than the points above your plan looks reasonable.
 
:rotfl: I admire the wishful thinking. :lol:
This just in from the Micromanagement Ministry, Department of Over-Analysis: Tech tree shows Fission requires 8316 :science: The current Great Scientist in Moscow will give 2578 :science: toward Fission, striking the balance to 5728 :science: Our next Great Scientist will be born in St. Pete in 16 turns. With the science slider reduced to 60%, we generate 316 :science:/turn, or ~ 5056 :science: in 16 turns. If we researched Fission for those 16 turns, the balance would be ~ 682 :science: when the next GS is born, and he could finish it off with :science: to spare (unknown if those :science: would carry over into the next tech researched; doubtful) If we assume that the next GS will give us the same 2578 :science: toward Fission, we could research Fission until there were about 7 or 8 turns remaining and perhaps let the next GS finish it off.

A better plan might be to go ahead and finish Artillery first, then switch to Fission. Then we could start building some Artillery Units if we need them. With the current GS & the one to be born in 16 turns, I think it will be possible to finish both Artillery and Fission in this 20 turn set.

Assuming we don't expect the barbs to get gunpowder units anytime soon I suppose the wall is worth it. I'm not so sure it's worth building barracks. That city will take ages to build units.
Having the Barracks would give our pillagers a place to retreat to and heal faster. We don't have to build units in city #8, we can ship over units from the motherland.

I believe the mace should be replaced by another unit (LB?) rather than just removed. :yup: Leaving the island with just one defender is tempting fate too much especially since De Gaulle is now at a loose end following Churchill's demise. I don't think we need to hurry upgrading that mace.
I wasn't going to just pull the Maceman out, I was thinking of replacing him with a Rifleman, but maybe those two Longbowmen just outside Moscow would be better.
 
Grifftavian said:
This just in from the Micromanagement Ministry, Department of Over-Analysis

Thank you for the analysis. :thanx: The figures certainly look better than I thought although I should point that they don't take account of the financial impact of city 8.

EDIT: Unless we are anticipating imminent attack I think we should get Fission out of the way so that we can start on the Manhattan Project. How quickly we should finish Manhattan is another question altogether as we could really do with having Rocketry & Communism in place by then. Combustion would be good too.

Some of our cities are close to growing again but through a combination of unhealthiness & emancipation unhappiness this would not be desirable.
 
...The figures certainly look better than I thought although I should point that they don't take account of the financial impact of city 8.
Yes, hard to estimate without the city in place. City #8 will throw a handful of :science: into the mix, but maybe not enough to completely negate the financial impact of a new city.

EDIT: Unless we are anticipating imminent attack I think we should get Fission out of the way so that we can start on the Manhattan Project. How quickly we should finish Manhattan is another question altogether as we could really do with having Rocketry & Communism in place by then. Combustion would be good too.
The AI Civs still have a pretty good attitude toward us, so I will stick with finishing Fission first. That's in line with the research plan as well.

At this difficulty level, Manhattan Project project requires a whopping 2025 :hammers: to complete. That looks to be in the neighborhood of 30 to 40 turns to complete, and we'd need to finish Ironworks in Moscow first. We should have more than enough time to finish Rocketry and start on those Secondary Research Goals.

Some of our cities are close to growing again but through a combination of unhealthiness & emancipation unhappiness this would not be desirable.
I'll keep an eye :scan: on the growth in our cities. Trading for some health & happiness resources would help, which is why I listed in in my turn set plan.

Moscow is actually shrinking at present; -4 food/turn due to unhealthiness. Adding Ironworks there will make it worst :( I can move a citizen from the plains hill mine to the new riverside farm and get growth back to stagnant for the time being.
 
Moscow is actually shrinking at present; -4 food/turn due to unhealthiness. Adding Ironworks there will make it worst :( I can move a citizen from the plains hill mine to the new riverside farm and get growth back to stagnant for the time being.

Yes that's due to the poisoned water supply as mentioned in my turnset log so the unhealthiness should go away after a while (8 turns? Longer? :dunno:).

Since the rest of the team haven't raised any queries about your you might as well play later today.
 
Yes that's due to the poisoned water supply as mentioned in my turnset log so the unhealthiness should go away after a while (8 turns? Longer? :dunno:).
Probably that dirty rotten Gandhi next door :undecide: Maybe I work in a few more spies between Riflemen builds for our other continental cities.

Since the rest of the team haven't raised any queries about your you might as well play later today.
I've got a couple of errands to run this afternoon, but will play later this evening or tonight if no more questions regarding my turn set plan.
 
If I'm interpreting the espionage missions XML file correctly the effect of a poisoned water supply expires after 8 turns.
 
Updated Turn Set Plan 1875 AD - 1895 AD Version 2.1

Play 20 turns & post update after 10 turns 1885 AD UPDATE

Research
Switch from Artillery to Fission. Done; time to research = 22 turns
Great Scientist bulbs part of Fission; time to research reduced to 15 turns!
Resume Artillery if Fission completed during turn set!!!! Switched back to Artillery with 7 turns remaining, next GS born in 6 turns.

Reduce Science Slider % as required to maintain Treasury Science Slider now = 60%

Moscow
Complete Rifleman & start building Ironworks National Wonder In progress, 13 turns remaining

St. Pete
continue building Riflemen Built 1, started another when Privateer killed Caravel and Pillaged Fishing Net. Changed to Frigate & Fishing Boat. Relocated another Frigate near St. Pete for extra Privateer defense.

Novgorod
switch from building Wealth to Riflemen to compensate for not building units in Moscow 1 Rifleman build, building Spy

Rostov, Yekaterinburg & Yakutsk
continue building Wealth as planned, except whipped a Harbor in Yekaterinburg to improve city health

Yaroslavl'
Continue building Wealth unless/until more Naval Units needed. Still building Wealth

Establish City 8 Beachhead on Barb Island
Next to Sheep Resource Name = Vladivostok
Initial builds: Culture untill borders pop (took 3 turns); Walls; Barracks. Can no longer build walls since we know Rifling :blush: Barracks complete; building Wealth
Workers build Pasture for Sheep & Lumbermill for production. Pasture & 1 Lumbermill built; ready to build 2nd Lumbermill

Tech Trade(s)
Hold off trading for Constitution until De Gaulle has it. Try to trade for it when he does! Still waiting on De Gaulle; Mao has Constitution now, but trade conditions no better than with Gandhi or Roosevelt

Resource Trades
Look for Health & Happiness resource trades with Mao & De Gaulle.
Trades with De Gaulle
  • Fish for Pig
  • Crab for Cow
  • Silver for Wine
  • World Map + 5 Gold for World Map
Trades with Mao
  • Fish for Silk
  • Fur for Incense
  • World Map + 5 Gold for World Map

Military Actions
Continue replacing older units with newly trained Riflemen. ~ 3 Longbowmen deleted & replaced with riflemen
Pillage & Plunder barbarian lands with Riflemen to gain unit promotions. Rifleman & Musketman Pillaging, but haven't been attacked yet
Replace the Maceman in Yekaterinburg with two Longbowmen near Moscow. Done
Let the Maceman from Yekaterinburg join in the barbarian fun, give him the City Raider promotions when possible; upgrade to Rifleman after CR III promotion. Maceman captured a Barb Worker, but was later killed by a Barb Grenadier :eek: Gave the pilliaging Rifleman the Pinch promotion since Barbs have Grenadiers!

Screenshot of Vladivostok attached.


Logging by BUFFY 4.0 [Build 1695] (BtS 3.17)
------------------------------------------------
Spoiler :

Turn 189/473 (1875 AD) [11-Nov-2009 19:19:24]
Novgorod begins: Rifleman (10 turns)
Vladivostok founded
Research begun: Fission (22 Turns)
60% Research: 322 per turn
0% Culture: 68 per turn
0% Espionage: 22 per turn
40% Gold: -13 per turn, 568 in the bank

After End Turn:
Moscow finishes: Rifleman
St. Petersburg grows to size 11
St. Petersburg finishes: Rifleman
Yakutsk grows to size 6

Turn 190/473 (1876 AD) [11-Nov-2009 19:51:43]
Moscow begins: Ironworks (31 turns)
St. Petersburg begins: Rifleman (6 turns)
Rifleman 46 (Moscow) promoted: City Garrison I
Rifleman 49 (Moscow) promoted: City Garrison I
60% Research: 324 per turn
0% Culture: 68 per turn
0% Espionage: 22 per turn
40% Gold: -12 per turn, 555 in the bank

After End Turn:
Buddhism has spread: Yakutsk

Other Player Actions:
While defending in Russian territory near Delhi, Caravel 17 (St. Petersburg) loses to French Privateer (3.00/6) (Prob Victory: 8.3%)
A Fishing Boats was destroyed near St. Petersburg

Turn 191/473 (1877 AD) [11-Nov-2009 19:56:21]
St. Petersburg begins: Frigate (5 turns)
60% Research: 312 per turn
0% Culture: 69 per turn
0% Espionage: 22 per turn
40% Gold: -17 per turn, 551 in the bank

After End Turn:
Yaroslavl' grows to size 10
Vladivostok's borders expand

Turn 192/473 (1878 AD) [11-Nov-2009 20:02:24]
Vladivostok begins: Barracks (7 turns)
While attacking in Barbarian territory near Vladivostok, Maceman 26 (Moscow) (8.00/8) defeats Barbarian Worker (Prob Victory: 8.3%)
60% Research: 326 per turn
0% Culture: 63 per turn
0% Espionage: 22 per turn
40% Gold: -18 per turn, 534 in the bank

After End Turn:
Moscow grows to size 15
Yakutsk's borders expand

Other Player Actions:
Mao Zedong (China) and Roosevelt (America) have signed a peace treaty
Attitude Change: Roosevelt (America) towards Mao Zedong (China), from 'Furious' to 'Cautious'
Attitude Change: Mao Zedong (China) towards Roosevelt (America), from 'Furious' to 'Annoyed'

Turn 193/473 (1879 AD) [11-Nov-2009 20:05:21]
60% Research: 330 per turn
0% Culture: 63 per turn
0% Espionage: 22 per turn
40% Gold: -18 per turn, 516 in the bank

After End Turn:
The whip was applied in Vladivostok
Yekaterinburg grows to size 12
Vladivostok finishes: Barracks

Other Player Actions:
State Religion Change: Mao Zedong (China) from 'Judaism' to 'no State Religion'
Civics Change: Mao Zedong(China) from 'Theocracy' to 'Free Religion'

Turn 194/473 (1880 AD) [11-Nov-2009 20:08:05]
A Lumbermill was built near Vladivostok
Yekaterinburg begins: Harbor (22 turns)
60% Research: 327 per turn
0% Culture: 71 per turn
0% Espionage: 18 per turn
40% Gold: -12 per turn, 505 in the bank

After End Turn:
The whip was applied in St. Petersburg
The whip was applied in Yekaterinburg
St. Petersburg finishes: Frigate
Yekaterinburg finishes: Harbor

Other Player Actions:
While defending in Barbarian territory near Parthian, Maceman 26 (Moscow) loses to Barbarian Grenadier (7.68/12) (Prob Victory: 26.2%)

Turn 195/473 (1881 AD) [11-Nov-2009 20:15:55]
Rifleman 44 (Moscow) promoted: Pinch
St. Petersburg begins: Work Boat (2 turns)
60% Research: 305 per turn
0% Culture: 71 per turn
0% Espionage: 22 per turn
40% Gold: -4 per turn, 493 in the bank

After End Turn:
St. Petersburg finishes: Work Boat
Yaroslavl''s borders expand

Turn 196/473 (1882 AD) [11-Nov-2009 20:21:19]
A Fishing Boats was built near St. Petersburg
60% Research: 305 per turn
0% Culture: 71 per turn
0% Espionage: 22 per turn
40% Gold: -4 per turn, 495 in the bank

After End Turn:
Novgorod's borders expand

Turn 197/473 (1883 AD) [11-Nov-2009 20:23:30]
A Lumbermill was built near Moscow
A Pasture was built near Vladivostok
60% Research: 305 per turn
0% Culture: 71 per turn
0% Espionage: 22 per turn
40% Gold: -4 per turn, 491 in the bank

After End Turn:
St. Petersburg grows to size 11
Novgorod finishes: Rifleman

Turn 198/473 (1884 AD) [11-Nov-2009 20:24:59]
Diplomacy (Embargo Request): De Gaulle (France) asks Stalin (Russia) to stop trading with Roosevelt (America); Stalin REFUSES.
Novgorod begins: Spy (3 turns)
Rifleman 56 (Novgorod) promoted: City Garrison I
Research begun: Artillery (13 Turns)
60% Research: 305 per turn
0% Culture: 71 per turn
0% Espionage: 22 per turn
40% Gold: -8 per turn, 491 in the bank


How interesting: the Autolog says we were attacked by a French privateer! That's gotta be a bug :confused:

As everything is still going pretty much by this plan, I'll continue my turn set and upload the save file when I'm finished.
 
Turn set Completed; 1895 Ad Save uploaded.

http://gotm.civfanatics.net/saves/civ4sgotm10/Geezers_SG010_AD1895_01.CivBeyondSwordSave


Highlights...

1886 AD
  • Trade Economics & Replaceable Parts to De Gaulle for Constitution, World Map + 390 :gold:
  • Last & Final use of The Whip: Harbors in Yaroslavl' & Yakutsk :whipped:
  • Change Civics to Representation & Caste System :D
1887 AD - trade Biology to Gandhi for Democracy, World Map + 60 :gold:

1892 AD
  • GS born in St. Pete; light bulbs remainder of Fission :D
  • Change Civics to Emancipation :D
Captured 4 more Barbarian Workers
Upgraded ~4 Musketmen to Riflemen
Water Supply in Novgorod poisoned 1 turn before Spy was completed :mad:
De Gaulle captured 2 Barbarian cities, including 'The Holy City' :sad:

Status @ 1895 AD...

Moscow building Ironworks; 5 turns remaining
St. Pete building Spy; 5 turns remaining (was planning to send him to Rostov)
Novgorod building Rifleman; 2 turns remaining
Other 5 cities building Wealth
All cities Happy & Healthy

Researching Artillery; 1 turn remaining (missed it by that much)
Science Slider @ 50%; Treasury = 96 & +6/turn income

Civics = Representation/Bureaucracy/Emancipation/Mercantilism/Free Religion

All AI attitudes +3 or better

@Harbourboy: your up :salute:

Here is your Session Turn Log from 1875 AD to 1895 AD:
Spoiler :

Turn 465, 1875 AD: Vladivostok has been founded.
Turn 465, 1875 AD: Yekaterinburg celebrates "We Love the Monarch Day"!!!

Turn 466, 1876 AD: Yekaterinburg celebrates "We Love the Monarch Day"!!!
Turn 466, 1876 AD: Buddhism has spread in Yakutsk.
Turn 466, 1876 AD: De Gaulle's Privateer (5.28) vs Stalin's Caravel 17 (St. Petersburg) (3.30)
Turn 466, 1876 AD: Combat Odds: 91.7%
Turn 466, 1876 AD: (Extra Combat: -10%)
Turn 466, 1876 AD: (Plot Defense: +10%)
Turn 466, 1876 AD: Stalin's Caravel 17 (St. Petersburg) is hit for 26 (74/100HP)
Turn 466, 1876 AD: Stalin's Caravel 17 (St. Petersburg) is hit for 26 (48/100HP)
Turn 466, 1876 AD: Unknown's Privateer is hit for 15 (65/100HP)
Turn 466, 1876 AD: Unknown's Privateer is hit for 15 (50/100HP)
Turn 466, 1876 AD: Stalin's Caravel 17 (St. Petersburg) is hit for 26 (22/100HP)
Turn 466, 1876 AD: Stalin's Caravel 17 (St. Petersburg) is hit for 26 (0/100HP)
Turn 466, 1876 AD: Unknown's Privateer has defeated Stalin's Caravel 17 (St. Petersburg)!

Turn 467, 1877 AD: The borders of Vladivostok have expanded!

Turn 468, 1878 AD: The borders of Yakutsk have expanded!
Turn 468, 1878 AD: Mao Zedong has made peace with Roosevelt!

Turn 469, 1879 AD: The Holy City (Barbarian) has been captured by the French Empire!!!
Turn 469, 1879 AD: Mao Zedong adopts Free Religion!

Turn 470, 1880 AD: You have trained a Frigate in St. Petersburg. Work has now begun on a Rifleman.
Turn 470, 1880 AD: Barbarian's Grenadier (13.20) vs Stalin's Maceman 26 (Moscow) (10.80)
Turn 470, 1880 AD: Combat Odds: 73.8%
Turn 470, 1880 AD: (Extra Combat: -10%)
Turn 470, 1880 AD: (Extra Combat: +10%)
Turn 470, 1880 AD: (Plot Defense: +50%)
Turn 470, 1880 AD: (Combat: -25%)
Turn 470, 1880 AD: Stalin's Maceman 26 (Moscow) is hit for 22 (78/100HP)
Turn 470, 1880 AD: Barbarian's Grenadier is hit for 18 (82/100HP)
Turn 470, 1880 AD: Stalin's Maceman 26 (Moscow) is hit for 22 (56/100HP)
Turn 470, 1880 AD: Stalin's Maceman 26 (Moscow) is hit for 22 (34/100HP)
Turn 470, 1880 AD: Stalin's Maceman 26 (Moscow) is hit for 22 (12/100HP)
Turn 470, 1880 AD: Barbarian's Grenadier is hit for 18 (64/100HP)
Turn 470, 1880 AD: Stalin's Maceman 26 (Moscow) is hit for 22 (0/100HP)
Turn 470, 1880 AD: Barbarian's Grenadier has defeated Stalin's Maceman 26 (Moscow)!

Turn 471, 1881 AD: You have trained a Work Boat in St. Petersburg. Work has now begun on a Rifleman.
Turn 471, 1881 AD: The borders of Yaroslavl' have expanded!

Turn 472, 1882 AD: The borders of Novgorod have expanded!
Turn 472, 1882 AD: Navajo (Barbarian) has been captured by the French Empire!!!

Turn 475, 1885 AD: St. Petersburg celebrates "We Love the Monarch Day"!!!

Turn 476, 1886 AD: You have discovered Constitution!
Turn 476, 1886 AD: The revolution has begun!!!
Turn 476, 1886 AD: Stalin adopts Representation!
Turn 476, 1886 AD: Stalin adopts Caste System!
Turn 476, 1886 AD: St. Petersburg celebrates "We Love the Prime Minister Day"!!!
Turn 476, 1886 AD: Christianity has spread in Vladivostok.
Turn 476, 1886 AD: The anarchy is over! Your government is re-established.
Turn 476, 1886 AD: Barbarian's Grenadier (13.20) vs Stalin's Rifleman 44 (Moscow) (15.40)
Turn 476, 1886 AD: Combat Odds: 28.8%
Turn 476, 1886 AD: (Extra Combat: -10%)
Turn 476, 1886 AD: (Extra Combat: +10%)
Turn 476, 1886 AD: (Plot Defense: +25%)
Turn 476, 1886 AD: (Class Attack: -50%)
Turn 476, 1886 AD: (Combat: +25%)
Turn 476, 1886 AD: Barbarian's Grenadier is hit for 21 (79/100HP)
Turn 476, 1886 AD: Stalin's Rifleman 44 (Moscow) is hit for 18 (82/100HP)
Turn 476, 1886 AD: Barbarian's Grenadier is hit for 21 (58/100HP)
Turn 476, 1886 AD: Barbarian's Grenadier is hit for 21 (37/100HP)
Turn 476, 1886 AD: Stalin's Rifleman 44 (Moscow) is hit for 18 (64/100HP)
Turn 476, 1886 AD: Barbarian's Grenadier is hit for 21 (16/100HP)
Turn 476, 1886 AD: Barbarian's Grenadier is hit for 21 (0/100HP)
Turn 476, 1886 AD: Stalin's Rifleman 44 (Moscow) has defeated Barbarian's Grenadier!

Turn 477, 1887 AD: You have discovered Democracy!

Turn 480, 1890 AD: Gandhi adopts Free Speech!

Turn 481, 1891 AD: Niels Bohr (Great Scientist) has been born in St. Petersburg (Stalin)!
Turn 481, 1891 AD: Jeanne d'Arc (Great Prophet) has been born in Paris (De Gaulle)!

Turn 482, 1892 AD: You have discovered Fission!
Turn 482, 1892 AD: The revolution has begun!!!
Turn 482, 1892 AD: Stalin adopts Emancipation!
Turn 482, 1892 AD: The anarchy is over! Your government is re-established.
Turn 482, 1892 AD: De Gaulle's Golden Age has begun!!!

Turn 483, 1893 AD: De Gaulle has 210 gold available for trade.
Turn 483, 1893 AD: Gandhi has 110 gold available for trade.

Turn 484, 1894 AD: Your Rifleman 44 (Moscow) has destroyed a Worker!
Turn 484, 1894 AD: You have captured a Worker
Turn 484, 1894 AD: Roosevelt has founded Portland in a distant land.

Turn 485, 1895 AD: Roosevelt has 70 gold available for trade.
Turn 485, 1895 AD: Mao Zedong has 9 gold per turn available for trade.
Turn 485, 1895 AD: St. Petersburg will grow to size 12 on the next turn.
Turn 485, 1895 AD: Yakutsk will grow to size 5 on the next turn.

Autolog 1885 - 1895 AD
Spoiler :

Logging by BUFFY 4.0 [Build 1695] (BtS 3.17)
------------------------------------------------
Turn 199/473 (1885 AD) [11-Nov-2009 21:32:29]
60% Research: 305 per turn
0% Culture: 71 per turn
0% Espionage: 22 per turn
40% Gold: -9 per turn, 483 in the bank

Turn 200/473 (1886 AD) [11-Nov-2009 21:33:09]
Tech traded to De Gaulle (France): Replaceable Parts
Tech traded to De Gaulle (France): Economics
Tech acquired (trade, lightbulb, hut, espionage): Constitution
Yaroslavl' begins: Harbor (9 turns)
Yekaterinburg begins: Grocer (41 turns)
Yakutsk begins: Harbor (16 turns)
Rostov begins: Harbor (10 turns)
Rostov begins: Grocer (19 turns)
Rostov begins: Harbor (10 turns)
60% Research: 0 per turn
0% Culture: 0 per turn
0% Espionage: 0 per turn
40% Gold: 0 per turn, 868 in the bank

After End Turn:
The whip was applied in Yaroslavl'
The whip was applied in Yakutsk
Yakutsk grows to size 4
Christianity has spread: Vladivostok

Other Player Actions:
While defending in Barbarian territory near Parthian, Rifleman 44 (Moscow) (8.96/14) defeats Barbarian Grenadier (Prob Victory: 71.2%)
Civics Change: Stalin(Russia) from 'Hereditary Rule' to 'Representation'
Civics Change: Stalin(Russia) from 'Slavery' to 'Caste System'

Turn 201/473 (1887 AD) [11-Nov-2009 21:43:04]
Tech traded to Gandhi (India): Biology
Tech acquired (trade, lightbulb, hut, espionage): Democracy
60% Research: 416 per turn
0% Culture: 72 per turn
0% Espionage: 22 per turn
40% Gold: -33 per turn, 88 in the bank

After End Turn:
St. Petersburg finishes: Rifleman
Novgorod finishes: Spy
Yaroslavl' grows to size 8
Yaroslavl' finishes: Harbor
Yakutsk finishes: Harbor
Vladivostok grows to size 2

Turn 202/473 (1888 AD) [11-Nov-2009 21:53:54]
Diplomacy: Roosevelt (America) offers to trade World Map to Stalin (Russia) for World Map
St. Petersburg begins: Rifleman (6 turns)
Novgorod begins: Rifleman (8 turns)
50% Research: 393 per turn
0% Culture: 72 per turn
0% Espionage: 22 per turn
50% Gold: 11 per turn, 55 in the bank

Turn 203/473 (1889 AD) [11-Nov-2009 21:59:07]
A Lumbermill was built near Parthian
While attacking in Barbarian territory near Yakutsk, Rifleman 44 (Moscow) (8.96/14) defeats Barbarian Worker (Prob Victory: 71.2%)
50% Research: 393 per turn
0% Culture: 72 per turn
0% Espionage: 22 per turn
50% Gold: 2 per turn, 66 in the bank

Turn 204/473 (1890 AD) [11-Nov-2009 22:00:30]
50% Research: 393 per turn
0% Culture: 72 per turn
0% Espionage: 22 per turn
50% Gold: 5 per turn, 68 in the bank

After End Turn:

Other Player Actions:
Civics Change: Gandhi(India) from 'Bureaucracy' to 'Free Speech'

Turn 205/473 (1891 AD) [11-Nov-2009 22:02:30]
50% Research: 393 per turn
0% Culture: 72 per turn
0% Espionage: 22 per turn
50% Gold: 5 per turn, 73 in the bank

After End Turn:
Niels Bohr (Great Scientist) born in St. Petersburg
Rostov grows to size 13
Yekaterinburg grows to size 10
Vladivostok grows to size 3

Turn 206/473 (1892 AD) [11-Nov-2009 22:04:11]
A Farm was built near Vladivostok
Tech acquired (trade, lightbulb, hut, espionage): Fission
50% Research: 0 per turn
0% Culture: 0 per turn
0% Espionage: 0 per turn
50% Gold: 0 per turn, 78 in the bank

After End Turn:

Other Player Actions:
Civics Change: Stalin(Russia) from 'Caste System' to 'Emancipation'

Turn 207/473 (1893 AD) [11-Nov-2009 22:07:04]
Diplomacy: Mao Zedong (China) offers to trade World Map to Stalin (Russia) for World Map
Diplomacy: Stalin (Russia) accepts trade of World Map to Mao Zedong (China) for World Map
Rifleman 44 (Moscow) promoted: Combat II
A Lumbermill was built near Moscow
50% Research: 396 per turn
0% Culture: 72 per turn
0% Espionage: 22 per turn
50% Gold: 12 per turn, 78 in the bank

Turn 208/473 (1894 AD) [11-Nov-2009 22:10:39]
While attacking in Barbarian territory at Parthian, Rifleman 44 (Moscow) (14.00/14) defeats Barbarian Worker (Prob Victory: 71.2%)
50% Research: 396 per turn
0% Culture: 72 per turn
0% Espionage: 22 per turn
50% Gold: 6 per turn, 90 in the bank

After End Turn:
Whip anger has decreased in Vladivostok
St. Petersburg finishes: Rifleman

Turn 209/473 (1895 AD) [11-Nov-2009 22:11:44]
St. Petersburg begins: Spy (3 turns)
 
Oh, my turn already? I can't believe we're up against barbarian grenadiers. In the interests of speeding up progress, I aim to play on the weekend. Please send me your bullet point ideas. I don't want to stop for a week to wait for feedback on my plan and I won't be able to fully post a well thought out plan until the weekend, so better to get your ideas then I'll incorporate them into my plan.

I'm keen to keep this game moving.
 
@Griff - I'm impressed with your progress. :goodjob: Good decision on continuing your turnset. Although I do wonder about the 4 unprotected workers east of Vladivostok. :scared: I realise the barbs probably can't get to them in one move but even so.

@HB - My thoughts on next round:
  • Espionage - Change weightings to Ghandhi 2, De Gaulle & Mao 1.
  • Research - Finish Artillery followed by Rocketry and then Steam Power.
  • Builds - Start Manhattan in Moscow after Ironworks. Continue replacing older units by rifles and then build additional military.
  • I don't see any point in increasing our science rate from 50% as the turns saved researching techs is minimal.
 
Nice progress ! :goodjob:

Seems we are getting nearer to the fun part. :nuke:

Sam's suggestions seem obvious.

I think we should use the next great person for a golden age to get maximum hammer output in Moscow and speed up Manhattan.
 
Oh, my turn already? I can't believe we're up against barbarian grenadiers. In the interests of speeding up progress, I aim to play on the weekend. Please send me your bullet point ideas. I don't want to stop for a week to wait for feedback on my plan and I won't be able to fully post a well thought out plan until the weekend, so better to get your ideas then I'll incorporate them into my plan.
My ideas...
  • The spy being trained in St. Pete I was planning to send to Rostov; that would give us 1 in each continental city. It may be a good idea to train 1 more spy, and park her on our Uranium Mine.
  • Completion of the Ironworks in Moscow will add +2 :yuck: to the city, placing it at its :yuck: limit. You might consider building a Market (+1 :health: +6.50 :gold:) before starting Manhattan Project.
  • Ironworks in Moscow would allow us to run up to 4 Engineer specialists there. Since our Primary Research Goals are nearly finished, it may be time to consider moving some Scientists to Engineers in Moscow.
  • The Galleon with a Worker on board is en route to Novgorod, should get there the next turn unless you cancel the orders. I was planning to unload the Worker in Novgorod and move the Galleon back to the unprotected fishing net. Also, as Sam pointed out, you should pull the 4 workers in the barbarian forest back into Vladivostok. I only moved them there to build the road, and they've done that.
  • Agree with Sam on Research: finish Artillery, then Rocketry & Steam Power. After Steam, I think it would be either bee-line Assembly Line or bee-line Combustion.
  • Agree with markh about using the next Great Person for a Golden Age, but see that the next one won't be born for 24 turns. I guess we're playing 20 turn sets now????

I'm keen to keep this game moving.
Second the motion. All in favor say Aye!
 
Ironworks in Moscow would allow us to run up to 4 Engineer specialists there. Since our Primary Research Goals are nearly finished, it may be time to consider moving some Scientists to Engineers in Moscow.

It's worth noting that whilst the next GS will bulb Medicine a GE will bulb Steam Power. Whilst we may not be that far from learning our primary techs it's important to realise that there a still a number of techs that we either need or would be very useful (e.g. Railroad -> Combustion, Assembly -> Fascism as well as Flight, Communism & Military Science) so we shouldn't butcher our :science: too much.

Agree with markh about using the next Great Person for a Golden Age

It's certainly a sensible proposal although see my comment above about bulbing Steam Power. Delaying the golden age until we're ready to start pumping our nukes is another valid option.

All in favor say Aye!

Aye. :mischief: The deadline is getting ever closer.

Advance Warning
I will not have access to my Civ PC from PM Sunday until PM Friday next week. My internet access during that period will also be pretty patchy. :sad:
 
OK - I will play tomorrow morning. Artillery, Rocketry, Steam Power. I agree with the general themes being discussed. Not sure about the Great Person use. Both Golden Age and bulbing will be useful, so I'll see what happens when we hit that point.
 
I hate spies. Only 1 turn in and Moscow's library has been destroyed and its water supply poisoned by spies!!

But, we just discovered gold near Moscow! Bonus!

Aargh! Now all our Manhanttan Project progress has just been destroyed by a spy!

Hooray! At last a spy in Moscow has been thwarted. That's 4 spies that have invaded us during this turnset.

No, make that five spy invasions. Rostov has just had its water poisoned........

OK - that's my turnset done.

Rocketry is 2 turns away.
Manhattan Project is 23 turns away.
We could get Steam Power from trades if we wanted to:

SGOTM10TradesT2230000.JPG

We are going to have to think about upping our military some time soon and that might mean taking some cities off Wealth.

http://gotm.civfanatics.net/saves/civ4sgotm10/Geezers_SG010_AD1910_01.CivBeyondSwordSave

Spoiler :
Here is your Session Turn Log from 1895 AD to 1910 AD:

Turn 485, 1895 AD: You have discovered Artillery!
Turn 485, 1895 AD: Roosevelt adopts Free Religion!

Turn 486, 1896 AD: De Gaulle has declared war on Gandhi!
Turn 486, 1896 AD: Roosevelt has declared war on De Gaulle!

Turn 487, 1897 AD: Sakae (Barbarian) has been captured by the French Empire!!!
Turn 487, 1897 AD: William the Conqueror (Great General) has been born in Orleans (De Gaulle)!

Turn 490, 1900 AD: Belisarius (Great General) has been born in Pataliputra (Gandhi)!

Turn 491, 1901 AD: De Gaulle's Golden Age has ended...

Turn 493, 1903 AD: You have discovered a source of Gold near Moscow!
Turn 493, 1903 AD: St. Petersburg celebrates "We Love the Prime Minister Day"!!!

Turn 494, 1904 AD: St. Petersburg celebrates "We Love the Prime Minister Day"!!!
Turn 494, 1904 AD: De Gaulle adopts Representation!

Turn 495, 1905 AD: Mao Zedong adopts Emancipation!

Turn 498, 1908 AD: Mao Zedong has 230 gold available for trade.
Turn 498, 1908 AD: Mao Zedong has 13 gold per turn available for trade.
Turn 498, 1908 AD: Novgorod will grow to size 13 on the next turn.
Turn 498, 1908 AD: Rostov will grow to size 14 on the next turn.
Turn 498, 1908 AD: Moscow celebrates "We Love the Prime Minister Day"!!!
Turn 498, 1908 AD: A Spy operating near Moscow has been thwarted by Russian counterintelligence agents!

Turn 499, 1909 AD: Novgorod has grown to size 13.
Turn 499, 1909 AD: Rostov has grown to size 14.
Turn 499, 1909 AD: Roosevelt has 120 gold available for trade.
Turn 499, 1909 AD: Moscow celebrates "We Love the Prime Minister Day"!!!
Turn 499, 1909 AD: Rostov celebrates "We Love the Prime Minister Day"!!!
Turn 499, 1909 AD: The Water Supply of the city of Rostov was poisoned by enemy infiltrators!
Turn 499, 1909 AD: Henry Ford (Great Engineer) has been born in Vijayanagara (Gandhi)!

Turn 500, 1910 AD: Rostov has become unhealthy.
Turn 500, 1910 AD: Mao Zedong has 130 gold available for trade.
 
Good job despite the spies :goodjob:

Did you notice if any Caravels or Galleons were cruising by our cities? If not, it must be Gandhi sending the spies :mad: Maybe now that he's fighting De Gaulle, he'll leave us along for a while. He'll pay for his foolishness soon enough :nuke:

Research Plan updated per 1910 AD save.
 
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