SGOTM 11 - X-Nuts

Magnetism is ~ 12 turns away on lone scientist research. I think we should keep at lone sci research and get ToG from Egypt. We should sign all RoP deals we may need for RoP rape later on if we want to make peace with Egypt on this turn and then attack on the next. We really need to see off Egypt asap as there have been a lot of flips.
 
Gator: You got it right - Another child of the sixties (fifties), I see. I'm going to be tied up today, so if you want to jump in with a set, please go ahead. I'll back later tonight (visiting the Mouse) and will check in then
 
Finally got a chance to pull up the save.

Egypt will give us Magnetism in a Peace deal for our World Map plus 351 Gold or for our World map plus 20 GPT, should we decide to take her out immediately. I think we should take the deal, make peace and then, well, send her to her ancestors. :bowdown:

We already have an ROP with Ragnar for the next 15 turns, so we should be good.

Good luck to whoever. :thumbsup:

EDIT - We should prolly get that leader turned into an Afmy, load a Cav and send him to Ragnar's House?
 
denyd said:
Gator: You got it right - Another child of the sixties (fifties), I see. I'm going to be tied up today, so if you want to jump in with a set, please go ahead. I'll back later tonight (visiting the Mouse) and will check in then


Born in the sixties so I grew up with most of that music. Go ahead and play denyd, I've got too much to do before the conference and I spent most of the afternoon at a Renaissance Faire here in Central Florida. Got to see some jousting, human chess game and falcons hunting. Pretty neat. It was a fundraiser for the local Educational Foundation.
 
Now I've got that tune running through my mind. :)

CB brings up a good point - we can get ToG now and Mag in 12 turns, at least gaining us knowledge of where the AI stand for first tier IA techs. OTOH, I don't know if we want to wait 12 turns for Magnetism, and if we can take out enough AI now then their level of knowledge is not that important. With all the flips we got recently I think we want Egypt out ASAP.
 
civ_steve said:
OTOH, I don't know if we want to wait 12 turns for Magnetism, and if we can take out enough AI now then their level of knowledge is not that important. With all the flips we got recently I think we want Egypt out ASAP.
The goal is fastest finish. If we can get our Armies to Scandinavia 12 turns earlier, their level of tech knowledge is unimportant, imho.

We know they have Rifles, so let's take 'em out before they get Infantry and Artillery! :hammer: :hammer: :hammer:
 
OK - I got it and will play tonight - I looks like the plan is sign peace getting Magnetism. Then take a couple of turns to heal up the units before wiping out the remaining AI on our island. Upgrade all of the caravels to galleons and load them for the other island. I'll probably raze most of the non-wonder AI cities. We can quickly replace them and the slaves will come in handy.

Any idea on how close we are to the needed 75% on population? I'll try to get all of our acquired lands irrigated to help close in on that number.

Did we determine our target on the other island yet? My thoughts were England & America. They may not have rifles yet and we'd probably be able to get the other alliance on our side by giving Germany a tech to join in.

Are we still using the SP disconnect to build horses then upgrade to cavalry?
 
Just pulled up the save.
denyd said:
Any idea on how close we are to the needed 75% on population? I'll try to get all of our acquired lands irrigated to help close in on that number.
CivAssist2 says we are at 56.3% on citizens, so we have a ways to go. But as we cut down on others pop, our % will increase. We still have at least 3 civs to go.
denyd said:
Did we determine our target on the other island yet? My thoughts were England & America. They may not have rifles yet and we'd probably be able to get the other alliance on our side by giving Germany a tech to join in.
Capt. has already placed 10 Cavs in Scandinavian territory near Copenhagen and Aarhus. The problem now will be finding a Harbor in which to upgrade our Caravels to Galleons. There is one at Yakutsk, the extreme north of our continent in former Russian lands. There is also one in Ibabango, near our Capital.

The Caravels however are close to Egyptian lands. Perhaps we will find one in Memphis? If not, it will cost 240 Gold to rush one in Pi-Ramessess. (EDIT - It will cost a lot less if we change Pi-R to Harbor for 2 or 3 turns and then rush it, or short rush a Worker first.) There are currently 12 Caravels available.

First Scandinavia, then England and America. :hammer:
Please remember that Leo's is in Copenhagen. :thumbsup: That will make our cash last even longer, twice as long, in fact. :D

denyd said:
Are we still using the SP disconnect to build horses then upgrade to cavalry?
There are currently 6 Knights in Armies, 55 Cavs and no Horsies. There is also a Leader available 3 tiles NE of Thebes under a Cav. We currently have 5 active Armies.

The Treasury contains 2409 Gold and we are making 381 GPT. Yes, we should continue SP disconnect as I think we'll need as many Cavs as possible to quickly over run the other continent. There are a lot of Cavs being built in our main core that, with that much Gold and Leo's available, could prolly be switched back to Horses. Once we have Leo's, of course. :mischief:

Good luck!! :rockon:
 
I used SP disconnect on every turn. Only reason we have that much gold is because I got all of Russia's gold on turn 8, 1850 gold in fact.

I switched a few core cities back to horses, but left some others where the shields overflow would hurt too much if we switched.
I also left any city producing 4 or more spt on the grounds that none of the remaining civs have stockpiled gold. Therefore, we need to either raise our own income by setting more cities to wealth (probably fase out one city after another as they complete horse builds?), or else spread the stockpiled gold over several turns.
I agree that we should raise the bar some, however. 6 spt or thereabout?

I'm not too certain we should ship all armies to the other continent. We may need to defend our own coastline and 4 moveable and (semi-)powerful armies will do that job better than 20 cavs, imhso. I'd leave the weakest armies at home, of course. We'll have time to heal between battles since the AI's invasions are so poorly coordinated.

Good luck :thumbsup:
 
So once the local AI's are gone, it's time for the Vikings, though I'd really prefer a weaker target (and one without Berserks). I'll check around and see where it makes the most sense to upgrade the Caravels. I'll have to pay close attention to the disconnect-reconnect strategy as it's not normally part of my tool kit. I'll be starting in about 7 hours, so any more hints, thoughts or ideas are welcome.
 
denyd said:
I'll have to pay close attention to the disconnect-reconnect strategy as it's not normally part of my tool kit.

First step is to pillage the resource connection. (Either on the resources directly or if connected by only 1 road then the single road. I usally look for whatever can be reconnected the fastest.)

Then cyle through the cities setting your builds to the lower unit.

Reconnect the resource and you are still building the older unit and can upgrade the ones that were just produced. (If it takes more than 1 turn to disconnect and reconnect, then upgrade your units before disconnecting the resource.)
 
I do it the other way round: first I build the road, then upgrade and finally pillage. Don't know why :confused:
 
Either way is fine (I think) just want to make sure that the builds aren't automatically changed to the newer unit after the resource is reconnected.

BTW, were you building horses or knights for upgrading? Or was it a mixture of both?
 
I, also, do it the other way. I think the game checks at the end of the turn to see if it should switch your horseman unit to Cavalry, so I believe you want the Saltpeter disconnected at the end of the turn. During my set I left 3 Workers and a MedInf sitting on the Saltpeter near Lahore - here's what I did:

1.) Three Workers build road (connecting Saltpeter)
2.) Let all automatic moves complete (so that any Horsemen on a long move to a forward Barracks get there)
3.) Review any Horsemen at Barracks and choose which ones to upgrade (not a problem here, since we are Gold rich)
4.) Pillage the road with the MedInf
Repeat each turn :)

For some reason connecting Saltpeter does not automatically switch the Horsemen builds to Cavalry builds; it takes a few turns to do that. I would prefer to keep SP disconnected unless I'm using it so I have less likelihood that the Builds get switched and I have to 'unswitch' them later.

If you set the ROP abuse up, the Vikings will have little chance to respond with Berzerks. :D One reason why I think they make a fine first victim! Afterwards, the English-Americans seem best to pick on. We'll be getting very close then; we'll need Settlers to fill in the gaps.

Good Luck, denyd!
 
civ_steve said:
1.) Three Workers build road (connecting Saltpeter)
2.) Let all automatic moves complete (so that any Horsemen on a long move to a forward Barracks get there)
3.) Review any Horsemen at Barracks and choose which ones to upgrade (not a problem here, since we are Gold rich)
4.) Pillage the road with the MedInf
Repeat each turn :)
Yup, me too! :blush:
If Salt is connected during the interturn, it will change the builds all to Cavs. :cry:
civ_steve said:
If you set the ROP abuse up, the Vikings will have little chance to respond with Berzerks. :D One reason why I think they make a fine first victim! Afterwards, the English-Americans seem best to pick on. We'll be getting very close then; we'll need Settlers to fill in the gaps.
And the final reason is that we don't have to defend against France and the Vikings on our flanks while we try to take out Germany. Once the Vikings are gone, let's hope for smooth sailing against America and England, free from harassment from France, the most powerful nation over there.

Good hunting Denyd! :trophy: :rockon:
 
I'm sure I done it way Gator said without automatic change to cavs.
I thought it happened from horses to knights and knights to cav, but for some reason not from horse to cav.
 
There seems to be some serious database issues with the forums atm.
A number of posters seem to have lost their accounts, Capt. seems to be one of the unlucky ones.
Hopefully will be sorted out soon.
 
Mathilda said:
There seems to be some serious database issues with the forums atm.
A number of posters seem to have lost their accounts, Capt. seems to be one of the unlucky ones.
Hopefully will be sorted out soon.


I was having trouble sending a pm earlier tonight.

Good luck all and I look forward to catching up on Sunday. I'll be back Friday night but have the UF vrs South Carolina football game Saturday.

For our overseas friends: Our former and record setting coach is now the coach at USC after a dismal time in the NFL, so it should be an interesting game.
 
A quick update before bed - 6 turns in the book - Egypt gone - Got Mag & ToG for peace - All (4) Cavalry Armies in Viking land - Will hit Ragnar in about 3 more - Should be able to capture 4-5 cities on first hit and with luck he'll be gone from the main island in 3-4 turns (I'm planning on playing about 15)
 
Now, that is good news. :goodjob:

If you can complete Ragnar's downfall in 5 turns or so, get peace with his former alliance, then it'll be on to England and America, and, hopefully, a fast 75%.
:trophy: :trophy2:

Keep up the good work! :hammer:
 
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