SGOTM 10 - Maple Sporks

I can probably play sometime Friday (tomorrow), so if you can't get it tonight, I'll swap.
 
If we've done 2 sets by the time the weekend is over, we'll be fine! :) Also for me feel free to play slightly longer sets, unless you got the feeling you need input at some point.
 
I will be able to play tomorrow morning. For sure this time.
Whosit, if you can and want to play tonight then by all means do so.

Just wanted to post a semi got it for tomorrow.

Quite the big stink our barb city flip has caused in the maintenance thread huh?
 
Atomic Fire Birds

Inherited Turn 278, July 1952 AD

First I check out peace between France and England. De Gaulle wants about 2500 gold, 1/4 of our bank. Hmmm. He can probably take York, but I think that if we jump in soon on the Churchill bandwagon, we can take Canterbury and Coventry.

I have a nearby Destroyer take a peek. Coventry has three units guarding it: 2 Redcoats and a Grenadier. A transport of tanks can take it.

And I accidentally attack Nottingham with the Tank next to it. It wins, but is badly wounded. I send in an Infantry to cover them and another tank kills a Chinese Infantry. Oh, we didn't nuke Nottingham, did we? I won't take it, then, but I'll kill all but one defender. I rebase TacNuke "Happy Days" to Nanjing.

Nottingham now has only a wounded Knight and two wounded Fighters for defense. It will fall easily next turn, after I nuke it (and move our troops back, of course).

Time to lookit the cities.

Moscow: War Weariness, what a pain. Let's see what the switch does for us. Stalin has decided that, if the people won't appreciate their Representation, he'll just have to start running a Police State. No more War Weariness! Still +10 Emancipation anger. That should fade when we wipe out Churchill soon.

I can drop the cultural slider to 10%, but not 0% just yet. There are two Spies in Moscow. We probably don't want them, do we? Merchants!

Novgorod: 'Nother spy to merchant.

Rostov: We're building a Tank. Do we have a transport down here, or should I build an Airport? No, that would take too long.

Smolensk: We'll want a Jail after the ICBM to cut off all War Weariness.

St. Pete: I'm going to slip a Grocer in after the Tank, and before planes. A bit more health can let it work a few more tiles.

Everything else looks pretty good. Fixed a few specialists here and there. Our income is now more respectable at 0%.

Oh, right, can't rush-buy things now. I suppose I WILL broker peace between England and France, then upgrade anything I can.
SGOTM-10EnglishPeace.jpg


OK, our bank account is nearly empty! I took the liberty of including a few SAM Infantry in my upgrades, since our opponents will probably have some air support from now on.

I use our fighter to fly over northern China. Mao still has some troops left, and plenty of workers, but he looks more or less spent to me.

And that's all for this turn.

-End Turn-

Turn 279, January 1953, AD

Mao sends some troops to Nanjing. Fallout appears near Yekaterniburg.

Oh, gotta declare on Churchill to bomb Nottingham . . . . OK! The lone Knight gets vaporized and I just walk in. Nottingham has a Military Academy. Huh. Probably won't make any use out of it, though.
SGOTM-10NukeNottingham.jpg


Novgorod: Tank < Battleship
St. Pete: Tank < Supermarket

Destroyer vs. Caravel? Not entirely fair, but very funny.
SGOTM-10SinkEnglishship.jpg


Moving some units around, blah blah blah. Not much else.

-End Turn-

Turn 280, July 1953 AD

Rostov: Tank < Fighter (no Airport, though)
Yekaterinburg: Tank < TacNuke

What happens to Workers caught in a nuke's blast?

SGOTM-10Seetheworkers.jpg

SGOTM-10NukeYork.jpg

SGOTM-10Seenoworkers.jpg


Bad things, it seems. York is taken easily. It has some interesting things. Courthouse, Harbor, Forge, Security Bureau, as well as a Military Instructory, Great Scientist, and Great Artist.

Coventry is ours, as well.

SGOTM-10NukeCoventry.jpg

SGOTM-10TakeCoventry.jpg


Things are looking pretty good. Just shuffling some units around now. I think that I will wait until Nanjing's borders pop before sending Workers to China's mainland, to prevent any Chinese troops from sneaking through the roads in neutral territory. We'll have a LOT of fallout to clean up.

In more interesting news, our Knight is scouting out France. It seems that Fallout has spread there, as well. I guess some of the AIs must be suffering from all our nuking, too.

Turn 281, January 1954 AD

>=( Someone stole Biology from us! That someone is Mao. I guess, at least, he hardly has any farms so it won't do him much good. More radiation spreads. I think this will continue to be a problem.

St. Petersburg: Supermarkt < Bomber
Yakutsk: Tank < Submarine
Smolensk: ICBM < Jail
Delhi: Tank < Tank
Vijayanagara: Tank < Tank
Bombay: Tank < Airport (it should help St. Pete with Air units and Air Lifting)

Lots of unit moving. I think I've pulled just about everything I can from our back ranks. I'm gearing up for an assault on Phili, Canterbury, and Hittie, too. Since I'll have to declare on Roosevelt, I'll keep an eye out for American vessels.

Took some SAM Infantry along with the Phili stack since Mao's whole airforce is nearby.

-End Turn-

Turn 282, July 1954 AD

One of Mao's Destroyers in the northern sea bombards Canterbury. How nice of him. He's got another ship dancing between Hurrian and Phili. Unfortunately, it ended up outside of nuke range. Well, time to get to work.

Moscow: Tank < Tank
Novgorod: Battleship < Battleship
Yaroslavl': Battleship < Destroyer
Smolensk: Jail < ICBM
St. Petersburg: Bomber < Bomber*(infinite)

Canterbury's garrison is decimated (well, there were only 3 units there, anyway):

SGOTM-10NukeCanterbury.jpg


It'll be a cake walk next turn.

Time to hit Phili. I declare on America with little fanfare.

SGOTM-10NukePhili.jpg


I wipe out most of China's airforce, and the garrison is reduced to a badly wounded Infantry and an anti-tank infantry. Unfortunately, all the new fallout means I can't attack this turn. =(

Roosevelt has a wooden navy, which I quickly dispatch. Two Frigates and Two Caravels sleep with the fishes.

SGOTM-10KillAmericanFrigate.jpg

SGOTM-10SubvsCaravel.jpg


Ferry some more troops over to Chinaland, and that's it for this turn. We are 19 times stronger than Churchill. =)

-End Turn-

Turn 283, January 1955 AD

Yekaterinburg: TacNuke < TakNuke
Yakutsk: Submarine < Attack Submarine

We get hit by some Airships inbetween turns. Probably American, since Mao has Fighters. Neither our destroyer nor our SAMs intercept any. Grr. Fortunately, it won't make a difference!

Philidelphia shall fall:

SGOTM-10Philiconquered.jpg


Even badly wounded, those Protective Infantry on a hill are tough. Oh, right, I was gonna use bombers to take out some of the cultral defense. Well, we don't lose any units, anyway.

Canterbury? No problem.

SGOTM-10Canterburyconquered.jpg


And with that, the English are eliminated. Hopefully we shall see a reduction in Emancipation anger next turn.

Roosevelt has a moderately threatening force in Washington. Well, it's all outdated, but there's a lot of it. Plus those annoying airships. I'm going to nuke them. A lot. Executive privilige.

Errr . . . next turn. Don't have the nukes I need in range.

Marshalling our forces in Guangzhou so sturick can attack New York and Washington. I use a couple Bombers to start bombarding Hittie. 60% defense is ugly to overcome, even with nukes to back our troops up.

-End Turn-

Turn 284, July, 1955 AD

This is why a modern air force is good!:

SGOTM-10Airsuperiority.jpg


Our one little plane shot down 4 American Airships. Alright! Once Bombay finishes its Airport, it should spam Fighters, and let St. Pete spam the Bombers.

Orenburg: Workboat < Workboat
Delhi: Tank < Tank

Roosevelt sends a trio of Knights into our territory, but, uh, I'm not terribly afraid. I'll still kill 'em dead, though.
SGOTM-10Notageofknights.jpg


Let's bomb Hittite! Whoops, I've been spelling it wrong this whole time. Oh well. Olly olly!

SGOTM-10NukeHittite.jpg


Yeah, they don't stand a chance! Let's get rid of the rest of that defense, first.

SGOTM-10BombHittite.jpg


SGOTM-10CaptureHittite.jpg


And done! We get a nice haul, including the Statue of Liberty. Unfortunately, the Airport did not survive capture. But it does retain the Levee, Forge, and Factory! Very, very nice! And a Granary, Aqueduct, and Courthouse. Y'know, with a little fixin' up, this place could probably be a very nice production center for the rest of our war efforts.

Mao will offer up New York, but not Democracy, too. Oh well. I'm going to bomb New York once, maybe twice, then move a bunch of tanks into attack position. Should be able to capture the city next turn. Hmm, yeah, they're badly hurt, but I want to ERASE them.

SGOTM-10NukeNewYork.jpg

SGOTM-10Damage.jpg


SGOTM-10NukeNYagain.jpg

SGOTM-10EmptyNY.jpg


Yeah, that's more like it! :lol: New York is completely isolated, so all you should have to do is walk in. I guess 9 tanks is overkill, but better safe than sorry! Anyway, that should put an end to the Chinese Air Force.

Also, we're going to need more nukes.

I've got some Workers in China to start cleaning things up. Keep them in the relatively safe zones until we get peace. Two teams of 3, one team of 2.

I also shipped over our Maceman medic.

Roosevelt will talk. Funny, didn't think we had done enough damage to him already. But we want Washington! Mao? I thnik we should take Chengdu, Tianjin, and Hangzhou to take the pressure off of Hittite. Heck, then we might as well take Hurrian and Polynesian while we're at it and just throw him off the continent before suing for peace. We could easily finish him afterwards.

I'm cutting our EP spending on Mao. We have enough. He only needs Fission for nukes, but, well, he has no Uranium and he's working on Industrialism. The other two both need Fission, Artillery, and Rocketry. We should make a plan for securing the other Uranium sources on the map.

After we rollover the continent, and I think we can in a set, maybe two, we should take a period of peace and stockpile nukes. We probably have enough troops for the time being, though one or two cities should still be pumping out tanks, maybe some Infantry? Or is drafting from Yaro every few turns enough?

Anyway, I spent more time on this than I planned, but I think everything went rather well! (Wow, it was only 6 turns, but it took me 4 hours.)

http://gotm.civfanatics.net/saves/civ4sgotm10/Maple_Sporks_SG010_AD1955_7_01.CivBeyondSwordSave
 
I'm away from home till tomorrow night so can't look at the save, but looks like we're doing pretty well! :D:goodjob:
 
Oh, How The Mao-hty Have Fallen!

Right on the heels of Whosits destructive performance shall be mine. (and I'm not talking about the horrific excuse for a pun in the title :))
I'm excited to finally drop my first bomb!

General thoughts...

Our land based portion of the war appears to be mostly over.
Our focus from here on out should be to attack our enemies amphibiously.
Its just sooooo much quicker.
I will set up our army to accomplish that task.

The only major change I make to the build queues is that I add a coal plant to the mix in Delhi...the multipliers here will pay off very quickly.

I change spy specs to merchants or engineers.

And were off...

(1) Jan 1956 AD

Just an FYI...I did take pictures but they didn't really turn out.
The game is starting to get bogged down with all the units and what not.
I apologize for the lack of pictures. Some of them got lost.

Novo battleship>tacnuke (we need lots more)
Smolensk ICBM>tacnuke
Patali tank>tank

Our tanks parade through the empty streets of New York.

Yes Whosit...stealth boats attacking wooden ships is comical. :lol:

maple9woodenboat.jpg


I take out some crazy Chinese who step into our territory.

(2) July 1956 AD

Moscow tank>tank
Novo destroyer>sub
Yek tacnuke>tacnuke
Yak workboat for Oren>tacnuke
Delhi coalplant>1 turn harbor to grow into the silk plantation...we are shrinking here thanks to the coal plant.

Chengdu easily falls to our might thanks to the lack of fallout blocking us.

maple9chengdu.jpg


Washington will fall next turn...and he has a fairly large stack that will fall as well.

(3) Jan 1957 AD

Rostov fighter>sub
Smolensk tacnuke>1 turn tacnuke....gotta love overflow!
Delhi harbor>tank
Pete switches from perma bomber to tanks...our air force is fine now.

Washington get nukified!

maple9wash.jpg


Washington has FOUR settled Great Engineers and an artist!
Not to mention a surviving forge, courthouse and Scotland Yard.

Boston is next on the hit list and will probably fall next turn...amphibious assaults are much more time efficient.

I am going to try an experiment here...since we are no longer running Rep I want to see the effects of switching to Free Market...I get the feeling that reducing our corp costs will be much greater than the losses of the free specs. If it doesn't work we just switch back thanks to the CR.

Before:

lost the pic...like +60 gpt

After:

around +300 gpt

So that seems to be a better way to go...I'll keep it for now.
Perhaps later on a one turn switch to US (once we get Demo) will be in order to speed up unit production.

(4) July 1957 AD

Boston is ours...Shangdong is next.

Smolensk gets radioactive dust...basically fallout on a farm tile...our workers are dispatched.

(5) Jan 1958 AD

Novo tacnuke>workboat
Yak tacnuke>transport
Smolensk tacnuke>grocer as we are losing 5 food per turn and will shrink in four turns.
Pete tank>tank

Shangdong is no more...Seattle and perhaps Hurrian are next.

(6) July 1958 AD

Moscow tank>tank
Novo workboat>nuke
Novo sub>carrier
Delhi tank>tank
Vijay tank>tank

Thanks to our numerous beatdowns of Mao and Rosy, we have earned another GG.
I settle him in Delhi. By that I mean I make an academy.

I alter plans slightly...Hurrian is the next Chinese casualty.

My writeup seems to be getting sloppy...only four more turns left though.
Gameplay is still sharp so no worries team.

(7) Jan 1959

Yek nuke>nuke
Yak transport>nuke
Smolensk grocer>nuke
Pete tank>tank
Delhi tank>tank
Bombay fighter>fighter

A great merchant is born in Moscow.
Let us complete one final trade mission shall we?

Macau is the next victim of violence.

maple9macau.jpg


I have decided to use some of our spare monies to research Demo ourselves.
We are getting to the point where taking a 10 turn peace treaty will cost us time.
But I would like to be able to run US for a little bit and rushbuy some stuff.

(8) July 1959

Smolensk nuke>nuke
Pete tank>nuke
Patali tank>tank

Another Mao city bites the dust!
This time its Polynesian.

(9) Jan 1960 AD

Moscow tank>sub
Novo nuke>nuke
Smolensk nuke>nuke
Delhi tank>tank
Bombay fighter>fighter

Another Chinese city falls...

(10) July 1960 AD

We learn the long overdue ways of Democracy.

maple9demo.jpg


Rostov sub>wealth
Novo carrier>nuke
Yek nuke>nuke

Mao sees its final mushroom cloud...:nuke:

maple9finalcity.jpg


Tianjin was the last remnant of the Chinese Empire.

Mao Zedong is no more!!!

Wrapup

Our merchant completed his trade mission and we now have a large surplus of cash again.

Here is my proposal for the next set for Sengir.

I have begun builds of nukes in pretty much all of our main cities.
Next turn we will switch to US for one turn.
We will use our money to rushbuy as many of the nukes as we can...I think we will get alot of them bought.

In my opinion, the only thing holding us back is our supply of nukes.
This one turn move should provide us with enough nukes to declare on DG and to also clean up the remnants of Rosy.

I think if we can put some thought into our attack strategy, it will pay huge dividends on our early completion date.

http://gotm.civfanatics.net/saves/civ4sgotm10/Maple_Sporks_SG010_AD1960_7_01.CivBeyondSwordSave
 
Awesome, awesome. China is gone, gone! Hopefully that has dropped the Emancipation penalty a bit? Anyway, hoped you enjoyed dropping the bombs! I approve taking down Mao and teching Democracy ourselves. And it sounds like America is all but finished. Once that is in hand, France should be easy, as we can strike from the coasts and over land, as well. I think amphibious assaults are the way to go, as you say.

Quick comment: I like dipping into US to rush-buy things, though keep in mind that there's a 5-turn cooldown between civic switches. So I imagine we revolt, rush stuff, run 0% slider for 4 turns, rush-buy again before we return to Police State.

We definitely want enough tac-nukes for all of our subs to be at full capacity (3 missiles), plus some ICBMs for inland cities or emergency stack-destruction. I also propose that we thoroughly scout France and double nuke his largest stacks at the outset of war. No need to let things drag on longer than necessary.

I've experienced the "radioactive dust" several times myself, and it will probably get worse. If we can afford to build any more workers for the mainland, it would be a good idea. A team of 4 can clear fallout in 2 turns, and rebuild whatever we need about as quickly. I think we only have 2 Workers at home.
 
A couple of notes...

Emancipation anger doesn't seem to be dropping any...Moscow is holding steady at +10 unhappy faces.
But with the acquistion of dyes and incense (and in a turn or two gems) happiness is not an issue anymore. Culture slider at 0% now. Swapping out of police state might require us to go back to 10% but thats very manageable.

I believe the Cristo shortens the cooldown period that you experience when switching civics.
I don't know what it changes it to but I know it isn't 5 turns anymore.
I say we switch once, spend all of our money, and then go back to Police State again.
If the window is short we might be able to switch a second time.

I would advise against producing any ICBM's.
I have saved Oxen Free for use against DG and that should be enough.
My scouting of his territory hasn't spotted an SOD...mostly 3-6 unit garrisons.
Nothing that the cheaper tacnukes can't handle.

I would also advise against double nuking...unless it is absolutely necessary.
We still have to take 25 more cities...
I believe the saying is: "Why build 30 when 25 will do."

We may not need to load all of our nukes on to subs also.
I found it much pretty efficient to rebase the nukes in newly captured cities (safe from recapture of course) and fire them the next turn.

Once DGs power is blunted then the cleanup is a breeze!
 
Great going guys.

I'll post a plan tomorrow and play my set monday/tuesday. I agree with rushbuying a lot of nukes, but have to check the save for specifix plans.
 
Hmm. I recall spotting a pretty large stack in France during my set. I think that we should keep our eyes open just in case.

Re double nuking: You must be referring to New York. :lol: What can I say? Something about it pissed me off. I think I wanted to take out the air force there without giving them a chance to retreat to another city.

I guess you're right that we probably won't need any ICBMs. We probably won't find any SoDs in unexpected places if we maintain battlefield intelligence.
 
In the spirit of the game, your double nuking of NY is acceptable. :D
This game is about nuclear vengeance after all!

Whosit said:
I guess you're right that we probably won't need any ICBMs. We probably won't find any SoDs in unexpected places if we maintain battlefield intelligence.

Couldn't have said it better myself!

I have relocated the large majority of our airforce to the two western cities, formerly England.
They should provide protection and intel.

My scouting for an SOD was sparce at best so DG might have a surprise waiting for us.
I just took the knight back and forth looking at his cities every so often...but not as often as I should have, I suppose.

I did notice he sported a tank amongst his units.
His army might have some teeth after all.
Although, I do like our chances going tank vs. nuke...:mischief:

Another tidbit...

I just assigned all new captured cities to produce wealth.
With the exception of Hittite, which has enough hammers to crank out 4 turn SAMs.
But with all other cities, building courthouses just isn't cost effective anymore.
 
Excellent showing guys! :goodjob: Just wish I could see the save with my own eyes... Rushbuying sounds like a good plan. ICBMs or not, don't know, I'd think having a couple in reserve just in case won't hurt. At least they don't need to be shipped over if you fall just one short.
 
We have 5 TacNukes and 1 ICBM. 16 TacNukes will be bought next turn if possible. With 25 cities to go and some high production cities, we shouldn't be short of nukes. I will build a couple of ICBM's though, simply because we have production to spare and they come in quite handy in case of an emergency. We won't need many more troops, but I'm going to build some anyway, as I won't have anything better to do with our production anyway. DG is likely to have a SoD running around somewhere as well (I'm used to SoD's though :D).

Battle plan is something like this:
Naval stack goes London > Lyons > Cuman > Tours
Troops from Nottingham and York will aim for Hastings > Rheims, though they will stop in Hastings untill Lyons has fallen to make sure no SoD will come through our lines.
After that a lot will depend on how much resistance we have met and how many casualties we have suffered.

At the other side of the globe our naval stack will go: Portland > St. Louis > LA
Depending on naval presence I might split the stack to make conquest a bit quicker. Same goes for the french stack.
 
Plan sounds good.

I agree especially with the part about splitting both stacks when we are in cleanup mode.
Being able to capture multiple cities per turn will do wonders for our finish time.

Getting down to the wire for the top prizes...we will certainly avoid our namesake prize which is nice.
I worry that we can't beat Fifth Element for first place at this point, but I think a top three position is well within our reach.

Good luck Sengir!
 
Fifth Element took our Sid's Sushi strategy! That's how they're winning! :rolleyes:

I am fairly confident in a top-3 finish. A Laurel would be nice to stick in my signature. :lol: We should hope for First or Third, because psychological studies show that 2nd place winners are the most displeased with their prize. Or perhaps we'd be pleased enough. But enough of that.

I like your plan, Sengir. Thoroughly scout France with Fighters/Bombers (Bombers can do recon, apparently :confused:) and the Knight and Explorer (I have the explorer fortified in one of France's cities). I know I saw a large concentration of troops on my turn. Perhaps Du Gaulle did split it up, but make a good check, anyway. Double nuking a SoD off the face of the world would do us wonders.
 
Plan sounds good! Depending on the progress it sounds like I may have the honour of finishing off this game... :D

I'm fairly confident we won't end up in the top three, provided all teams manage to finish it on time... I mean, just from the graphs, Xteam and Murky Waters have an impressive early surge in score which must mean they should be able to finish before. 5th element is looking to be slightly ahead. Unusual suspects, Who Dat and Misfits are teams to be reckoned with and then you have those two 3-letter russian teams that barely played at all, but who won the previous SGOTM. Anyhow, I think we can be pretty satisfied with our performance and if we end up in the Olympic Diploma range (4th to 8th), or, which is the same, in the upper half of the final ranking table, I think we did pretty well for a first time SGOTM!
 
Played my set, we're nearly done :D

Turn 0/294
Take a trip through our cities: assign some more engineers, cancel all non-military builds in favor of wealth (it won't pay to build anything else. The game will be done very soon).

Scout France, spot a half decent stack in Tours, so I might change the order of attack
Nothing more to do really, hit enter

Turn 1/295
Yakutsk: TacNuke > TacNuke
Smolensk: TacNuke > ICBM
St-Pete: TacNuke > ICBM

Switch to US and rushbuy some (9) TacNukes. Need to raise the culture slider to 10%. Need to wait 1 turn before revolting back to PS. Going to stay in it for one more turn so I can buy some more nukes in 2 turns before switching back (each nuke costs about 550g, and I don't think it's worth it to buy nukes 2t from finishing. Better to save the money for the slow cities.

It's going to take two more turns before the troops are ready to attack either London or Tours. Going to wait untill then with declaring on DG. I'd like to hit his stack in a city if at all possible. I also find another formerly english city in the North. Ah well, one more nuke doesn't matter I suppose.

I sink some ships as well.

End turn

Turn 2/296
Most cities: TacNuke > TacNuke :D
Nuke Portland and take it


Turn 3/297
Buy some more (6) nukes and switch back to PS
Nuke St Louis and take it
Nuke LA and take it

Do some last minute scouting of France:
SoD still in Tours, 1 tank each in London and Hastings, otherwise only garrison troops. He's going to have a severe headache really soon now :D

Nuke Hastings, accidentally hitting the explorer who got booted there. Fallout on the dessert means I can't take it this turn.
Double nuke Tours and walk right in
Nuke London and take it
Nuke Cuman and take it
Nuke Lyons and drop troops next to it


Turn 4/298
Apparently I forgot to unload my troops when taking Cuman. So the city was lost including half the stack as it was defended by a lone Infantry :( Luckily I split the stack so I have enough left to go on. Not good for my mood. Think about handing it over, but decide that nuking the French back into the stone-age works just as well.
Take Hastings
Take Lyons
Nuke and retake Cuman
Nuke Seattle and take it
Nuke Dijon and take it

Turn 5/299
Nuke and take Houston.
Rest of the turn is mostly repositioning

Turn 6/300
Nuke and take San Francisco
Nuke and move towards Warwick
Nuke and take Rouen
Nuke and take Marseilles

Turn 7/301
Take Warwick
Nuke and take Miami
Nuke and take Paris

Turn 8/302
Nuke and take Buffalo
Nuke and move towards Rheims
Double nuke and walk into Orleans

Turn 9/303
Take Rheims
Nuke and take Avignon
Nuke and take Chartres


Sorry for the lack of pictures, but there's not a lot to take pictures of. It's too late to write a decent story as well, though I might write something down tomorrow. The set was nice to play :D

For next player: I didn't leave very much. I was planning to make my 10 full, but if I had done that, the game would be over. There are only 3 cities left. For each city there are 2 TacNukes in position, and troops to take the city. There's also an ICBM in reserve (check the signs, they should make everything clear).
Only thing that might cause trouble could be the destroyers De Gaulle has hanging around. Lost a couple of ships to them, killed a couple as well. To be completely certain, we could revolt to US again this turn, buy the 2 ICBM's in production. That will leave us with 3 spare nukes, which should be enough.

That was pretty much it.

The save
http://gotm.civfanatics.net/saves/civ4sgotm10/Maple_Sporks_SG010_AD1965_1_01.CivBeyondSwordSave
 
Played my set, we're nearly done :D
...
There are only 3 cities left
What can I say, but: Excellent stuff!! :goodjob:

Will look at it this evening, might close it out then, or tomorrow.

To reach the turn after game completion you must start one more turn after the victory ceremony, then select Save Game.
This is point 2 in the submit form on the GOTM site. I guess it's clear enough, but the final save is from the turn subsequent to the turn where we capture our last city, right?
 
Yeah, you take the last cities, end the turn, and when given the option you select 'Play one more turn'. Then you save the game and upload it.
 
As a side challenge I'll try to maximize our score... I know the end date is the only thing that really counts, but maybe score is used as a tiebreaker if another team finishes exactly on the same date. And it will make our graphs look even prettier! :D

Any tips on that? I thought of:
- Running the culture slider as high as possible to achieve some extra land through some last minute border pops.
- Hire artists if that helps the former, otherwise, unassign specialists in favour of food so as to grow population.
- I don't know if we're close to finishing a tech, if I'm not mistaken tech also counts towards score, although this aim and the two former ones seem to bite eachother. Land and pop probably give more points towards our score than an extra tech anyway.
- Does power count towards general score? I could rushbuy more units if it does. Although money itself maybe counts as well?

I know it's all really besides the main point but well, while we're at it, maximizing the score could make the final set slightly more challenging than just dropping those 3 remaining bombs.
 
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