SGOTM 11 - ChokoMisfits

Very good turns so far, Mighty Dwaarf! :goodjob:

Things are looking very good. :) I don't have anything else to add, as the team has already covered all the important points.
 
If we take a Cease Fire immediately after capturing Ankara next turn then military units will no longer be able to sabotage the Samsun Silk. If we can place 2 or 3 of our spare Spies onto the Silk, this should stop sabotage from Espionage also, so would mean we don't need to settle a new city or continue with the war and raze other cities.

As for number of Diplo Victory votes, we already have over 60% (counting Ankara as ours), and we have a reasonable buffer also. Most of our mainland cities will grow over the coming turns having been whipped in the recent past, so our lead in the UN votes race is much more likely to grow than it is to reduce.

So, for me, I'd capture Ankara, take a Cease Fire, raze no cities and build no Settlers. This would give us 10 turns from now to the end of the game, to spread Hinduism to 6 cities, claim and protect Silk and transport the GPs (10 turns being 1 turn for the Sec Gen result, 8 turns between votes and 1 turn for the Diplo Victory result).
 
I agree, take Ankara and cease fire. We have enough votes.

We have enough to bribe toko into peace if he dows anyone, which would have to be just, meh, or isa. no worries there.

I think it is high time to move the GPs, should be a mop up turnset for 4 turns, and then Ill handle the 4 turns of the UN vote and presumably get a victory.
 
I think there are 10 turns to our (hopeful) date of victory, so 4 more turns by Mighty Dwaarf + 6 turns by JerichoHill should hopefully wrap things up quite well.

Remember to keep pumping out those Missionaries via Universal Suffrage buying, and try to line up chains of Galleons to ship them in 1 turn if possible.

Put 2 or 3 Spies on top of the Samsun Silk.

Then 1 or 2 turns before the Victory vote (during JerichoHill's turnset), we should convert to Mercantilism, for an additional +1 from Tokugawa.

Other than that, nothing much more to add... Just keep it simple, and best of luck!!
 
Put 2 or 3 Spies on top of the Samsun Silk.

I believe only 1 spy is necessary -- additional spies on a tile do not improve defense against espionage missions. There may be some benefit to having one non-spy unit on the tile as well, I am not certain.

Would it be worthwhile to get a spy from Zhou or Devil's Gate to station on the fur tile? Not likely that we have much risk there, but there is no way to know if an AI spy might be wandering around.

Other than that, nothing much more to add... Just keep it simple, and best of luck!!

I agree. :D We are very close now.
 
Would it be worthwhile to get a spy from Zhou or Devil's Gate to station on the fur tile? Not likely that we have much risk there, but there is no way to know if an AI spy might be wandering around.

Yes, that is a good idea, in case something happens to the Fur.
 
Sounds smart.

I will be ready to go this weekend so we should be done by my birthday on August 17
I won't have much to do on my turnset except the mercantilism revolt and managing relations
 
I haven't got access to the save atm, so could one of you check that all our cities have access to fur, dye, silk and ivory. Just to make sure we're not going to fail that requirement.
 
I haven't got access to the save atm, so could one of you check that all our cities have access to fur, dye, silk and ivory. Just to make sure we're not going to fail that requirement.

Fur & Ivory - yes

Dye we will get next turn when the Fast Workers rebuild the destroyed Plantation in Cordoba. We will get a 2nd source when the borders of Cordoba pop.

Silk - as noted above. We need to wait for the borders of Samsun to pop, in order to pick this up, which should happen in 4 turns, or at the very worst 5... as this may be our only Silk, we need to defend it with a Spy.
 
Yep only real worry for victory is AI going into Free Religion but hopefully we will be able to bribe them out of it and as it stands shouldn't be a problem.
 
Yep only real worry for victory is AI going into Free Religion but hopefully we will be able to bribe them out of it and as it stands shouldn't be a problem.

We should look at bribing all the AI we can to change their civics (doesn't really matter to what but as many changes as we can to our non-spiritual AI) with 5 turns until victory as they then can't change to Free Religion until after we have won.
 
A very good point, Ozbenno!

Maybe we should renegotiate our ivory deal(s) as well, so that the AI can not cancel them for 10 turns?
 
Dye:

Finish Cordoba's Border pop via building Culture to gain access to the Dye Plantation in Ring 2. Workers must finish the Dye Plantation in Ring 1. Defend both Dye Plantations
near Cordoba with one Military unit and Spy each.

Silk:

Samsun should be able to pop Borders in 2t via building Culture, once it is out of disorder. Bursa should be able to pop Borders in 1t, once it is out of disorder; Mehmed II's new City will not produce any Culture until its Monument is completed, so no real concern there. Defend both Silk Plantations, one near Samsun and the other near Bursa with one Military unit and Spy each.

Insurance: Build Settler in Saxon. Just building it doesn't mean we have to use it to build a City. On the turn before the DV Vote, if all our Cities are Hindu and we have a Hindu Missionary within 5 Tiles by Road of the 2nd closet Silk West of Samsun, we can build a City on that Silk Tile and immediately convert it with the Hindu Missionary at 100% probability. This source of Silk can't be sabotaged and can only be destroyed by capturing/razing the City.

Ivory:

We have two traded sources of Ivory, and one is from our Vassal Zara Yaqob, who is extremely Friendly would never cancel the deal and as a Vassal can't do so anyway. To avoid sabotage of Zara Yaqob's Ivory Camps, we should put a Military unit and Spy onto at least one Ivory Camp and maybe more (we will probably get Zara Yaqob's last remaining Ivory in case some Camps are sabotaged or destroyed, but I'm not sure).

Fur:

There is only a single Fur in the whole Game, so we must do our best to defend it. In Hindsight we should have razed Zhou and settled our own City right on the Fur Tile to ensure that the "Camp" on it could never be sabotaged or destroyed. Too late now, the best we can do now is defend it with Military units and Spies. The four Warriors will suffice for the Military units and one Spy should be enough.

Sun Tzu Wu
 
Maybe we should renegotiate our ivory deal(s) as well, so that the AI can not cancel them for 10 turns?

Yes, I agree.

However, in the case of Zara Yaqob, as a Vassal he can't cancel his Ivory deal with us, unless he has just lost his last remaining source of Ivory. Just to be safe though, I would renegotiate our deal with Zara Yaob for Ivory.

When one renegotiates a Resource deal, one must be absolutely sure the AI wants to extend that trade. The AI will often not bother to cancel a deal it no longer needs, but on renegotiation you may realize that he no longer wants your Resource that you were trading and were coounting on his wanting that Resource when renegotiating. This should only affect trades with Civs who are not our Vassals.

Sun Tzu Wu
 
In Summary for next four turns.

Capture Ankara - cease fire.

Spread Hindu as much as possible.

Move 1 spy and one Mil to each needed resource.

Build back up Settler in Saxon.

Finish plantations on needed resources.

Make sure vote for Gandhi in UN election.
 
Don't cancel ivory trade with Justinian first as we will not be able to re-negotiate whilst we still have Zaras ivory. I can't see any problem with the fur tile as the only people to sabotage would be Isabella/Mehmed and the don't have astro although I suppose a caravel/spy but can't see that happening. To much trouble at home.

Good Luck with the final turns Mighty Dwaarf and could you see if you can get Tok into theo for help with Justinian diplo to him?
 
Move 1 spy and one Mil to each needed resource.

For the Fur, you will need to build the Spy in DevilsGate or Zhou. Possibly use rush-buying to help with this.

Also, transport the 3 GPs across the ocean - ideally via Galleon chaining into the Fort near DevilsGate.
 
Guys

I dont know what to say apart from I am really, really sorry but I just didnt see it coming and.......






We lost our privateer. :cry:






Other than that everything is just grand

UN complete.....check
Ankara taken....check
cease fire.........check
All but Saxon converted.....check
Final missionary in Toledo ready to go to Saxon.....check
Backup Settler in Saxon.....check
Great People on fur site.....check
Military units and spies on all key resources....nearly check
Enough votes to win......check

Four turns to vote.

Only minor concerns, if Cordoba goes into revolt we will lose both our current dyes there is another near Konya but we need another border pop which we can get in time if we go 100% on culture slider. Or we can rush another settler and plonl it there to get it.

We should also look at talking civs changing civics now so we can lock them in for rest of game.
 
Good turns Mighty Dwaarf looks like JH is up to finish the game. Def think we should run the culture slider at 100% for the extra dye just in case we lose them. Also move more units to Cordoba to prevent revolt.
 
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