SGOTM 12 - One Short Straw

Well AlahH must have had pity on my remorseful message and has decided to let Mitchum continue with his save.
Well, that also makes sense, simply because you didn't really "play" so we're not really "re-playing."

In the final analysis, if it's not your turnset, and something happens that gives you some trivial knowledge about the game, you can also just excuse yourself from further discussion till we play beyond that point, although we're not talking about that kind of thing in this case anyway.
 
When I open the save again I will wake up a city defender so something like this doesn't happen again. And I will close the game rather than minimize it (but this is just because I want to be absolutely sure something like this doesn't happen again).

And perhaps when we upload in the future was can leave a MP unit active in one of the cities. This would probably prevent something like what I did from happening.
 
In Murky Waters we generally always finished our turnset at the beginning of the turn rather than the end. With the exception of moving explorer type units it they provided useful info, or other such moves.

Workers we generally had un-automated and didn't move them. Somehow it's alway s better that way. I think it's because you plan your turnset up to a point, which usually isn't before hitting <enter> but rather after hitting <enter>.
 
In Murky Waters we generally always finished our turnset at the beginning of the turn rather than the end. With the exception of moving explorer type units it they provided useful info, or other such moves.

Workers we generally had un-automated and didn't move them. Somehow it's alway s better that way. I think it's because you plan your turnset up to a point, which usually isn't before hitting <enter> but rather after hitting <enter>.

I would like to do this on OSS as well. If all units (with exceptions as noted by LC) and workers have not been moved when someone takes over, he/she has 100% flexibility to change things as we change our plans, which typically happens at a changeover anyway. I would even go so far as to request that all workers have their actions stopped BEFORE hitting enter, even if it seem obvious that said worker will finish the mine he's working on in the next turnset. Flexibility is good.

I should be able to play again tonight.
 
Excellent. :)

I agree with everything LC said. I tend to end sessions at awkward times, without canceling actions, etc. Will try to rectify that. This game will get exceedingly more complex as we near the end, so we should all really try to implement all the safety measures mentioned in the last couple of days.

Mitchum, whenever you're ready... :eekdance:
 
Does anyone know how to calculate the inflation rate? Is it purely a function of difficulty level and game turn? I wanna set up a quick spreadsheet for corporate maintenance and cost of spread, but both are dependent on inflation.

BTW, I stated somewhere that spreading a second corp is more expensive then the first. Not sure that's the case. I think it's only if there's resource-competition between the two corps (say, Sushi and Cereal).
 
BTW, I stated somewhere that spreading a second corp is more expensive then the first. Not sure that's the case. I think it's only if there's resource-competition between the two corps (say, Sushi and Cereal).

I didn't notice a significant difference in the test game. Forgot to mention that this seemed wrong. I think it is increased only if there is resource competition and/or a foreign civilization.

corporation maintenance is adjusted for inflation, so the displayed cost of corporations isn't right. I was reading up on this and there seems to be some inflation correction factor for corporation maintenance factored in somewhere.
 
OK, I played 2 turns. I stopped as soon as I had captured Nanjing. I have not signed a cease fire yet, nor have I moved any other units except the spy that stole Constitution on this turn. :goodjob:

Briefly:

T190
We get our GM
We get the circumnavigation bonus
We steal Guilds at 65% for 374 epp
We steal Banking at 84% for 343 epp (spy only had 40% stationary discount)
We fail to steal Econ at 65% - We get -1 with Roosevelt for this.
We steal Econ at 65% for 525 epp
We fail to steal Constitution at 65%
Our fifth spy only had 40% stationary discount, so we couldn't try again.

T191
We steal Constitution at 85% for 795
We catpure Nanjing. :cool:

I'll upload the save. Be aware that 90% of the units have NOT moved yet.

EDIT: I'm having trouble uploading the save. I'll keep trying.

EDIT 2: Also, I traded Divine Right to Churchill on T190 for 130ish gold. Both Roosevelt and Gandhi had 0, so I haven't sold our map or PP yet.
 
I just edited my above post. I'm having trouble uploading it for some reason. it has timed out 4 times now...
That's a bit unusual, because that the GOTM server rather than the CFC server, but I suppose it could be overloaded right now. Just have to keep tring every so often, I guess.

I take it CHurchill is still staying put?
 
I take it CHurchill is still staying put?

Yes, no DoW. I didn't really check the save on the last turn other than to steal Constitution and take Nanjing, so city builds, citizens, etc are as they were.

Rather than lose the day (I'll be away from my computer for most of the day), I'll temporarily put the save here. I'll keep trying when I get back. The save has now been uploaded, so I'm removing it from this post.

I'd like to get agreement on which civics we would like to run after the GA. This will help me plan the bank/WS situation. My next turnset will end with 1 turn remaining on the GA, so nothing is final.
 
I have carefully closed the real save :)

I noticed that Churchill is in Theocracy and has at least 3 longbow with 5 xp visible. one in Marseilles Drill III, CG I, One in London with CG III, DI and one in the city southwest of Tours with CG III, DI.

This is why I think we want Cannons (according to buffy)
CR II Cannon has 72% odds against a CG III DI fortified longbow with no cultural bonus
CR II Treb has 27% odds against a CG III DI fortified longbow with no cultural bonus

We lose ~3 times as many treb against those odds. If we hit those kind of longbow 12 times we lose 9 treb vs 3 cannons.

Edit:

If there are two CG III Drill I longbow even the next fight is not very good for the treb
CR II Cannon has 79% odds against a 5.2/6 CG III DI fortified longbow with no cultural bonus
CR II Treb has 49% odds against a 5.2/6 CG III DI fortified longbow with no cultural bonus

once we are down to CGII DI longbows having been hit by 2 cannons the odds are pretty good for both.

CR II Cannon has 98% odds against a 4.3/6 CG II DI fortified longbow with no cultural bonus
CR II Treb has 90% odds against a 4.3/6 CG II DI fortified longbow with no cultural bonus

Ideas to ponder
-send a spy down to london so we can cause a city revolt with close to 50% stationary bonus the turn we plan to land an assault force (saving a turn of knocking the cultural bonuses to zero and possibly facing one fewer 5 xp longbow. approximate cost with 50% discount ~260 ep

-----
Why is Kamchatka working ocean tiles instead of workshops (probably because city gift knocked them off last turn and you haven't adjusted yet)
 
:goodjob: stealing, Mitchum!

I don't think we can bribe Churchill into a civic switch right now. :confused:

The maces next to Nanjing could heal now, move next turn?

Don't forget to settle hammer city.

Keep going as per PPP, I'd say.
 
Churchill still has 130g. Should take that before we DOW. Seems all of the techs available have military applications, so I'm not too sure what.
 
You might be able to use a spy to switch his civics. Something else to consider. That could be done in a closer city. Did we ever spread confu to Marseilles?

Can we get 130g from Churchill for our maps?

edit: can get 105g for our maps.

Might as well get 50g from Stalin for aesthetics or something like that.
Maybe wait to sell maps to Rosey until both he and Gandhi have some gold
Don't forget to upgrade El Cid to a knight.

Maybe use conquest gold to upgrade several treb to cannons while you wait for some to heal after the battle over Lyons?
I didn't see too many cannons near churchill at all.
 
Looking good, Mitchum! Super well done on stealing techs and capturing Nanjing!!! And on getting the GM and GG!!!

Summary Recommendations:
1. Before any DoW with Churchill, sell him our maps this turn for 105g. He won't sell them to anyone. I'd do that this turn, maybe trade him another tech for more cash next turn.
2. Delay the Churchill DoW till T192.
3. Settle Hammer City immediately.

Discussion:
Before we could decide on DoWing Churchill this turn, we'd need to see if he has any more units on Tours-SW/W/NW/2NW/NNW. Our Tours spy can move, one tile at a time, NE to view Tours-SW, then NE, and then NW (to safety) to view the other tiles. If we DoW Churchill now, per the original plan, Tours will have 4 units, plus a lb that can enter next turn, plus a unit he could build, plus anything that's on Tours-SW/W/NW/2NW/NNW. If there are no CHurchill units, our 6 muskets could take Tours next turn. Of course, there would still be the issue of defending Tours after capturing it, because we'd only have 1 possibly damaged musket in there and any unused trebs that we could put in. Sine Churchill has axes, cats and other units moving past Tours constantly, our musket/trebs would be exposed.

Churchill is spamming units, so we want to get this over with, but I would delay DoW till T192 (next turn). Then we'd have ~5 healed maces from Nanjing plus trebs that could NOT arrive in time to attack Tours, but could all be in position to enter it after it gets captured the following turn, or even move to Tours-SW if that means Tours would be safe.

Some of those fogged tiles are also threats to Nanjing, btw.

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El Cid should immediately go to Orleans-SW to heal all those units this turn. After he gets there, he can also upgrade to knight. If you don't move the 1-mvmt maces at Nanjing-NE, they'll heal completely (1 almost). Note that our units heal the same in our culture (15% per turn plus 10% medic bonus) as they do in a city in resistance (15% + medic bonus).

I would settle Hammer City immediately and it borrows the rice farm, builds a granary.

MM Notes:
1. I understand you haven't done any MM yet this turn...
2. Shanghai has two villages close to being towns (5t and 8t). It could take the SW village from Beijing and grow it to a town. It also could take the dyes from Nanjing.
3. Shouldn't we pre-build and move wbs to our new city sites?
4. Settle GG in Moscow?
here's some food for thought on the Wall Street Plan. I'd like to get this integrated into my PPP after everyone's thoughts/comments, if possible.

We can’t whip our six banks until the last turn of the current GA when we switch to Slavery/OR. So the plan is to start WS on the first turn after our GA with maximum overflow hammers from the bank. The six bank cities will be:

Fish – Duh…
Moscow – Good production and commerce
Siberia – Good production, good commerce and max overflow into Iron Works
GP Farm – Will be working a lot of merchants, max overflow into National Park (although it may be done already…), and no unhappiness from whipping
Cuba – Good commerce
Bermuda – Good commerce​
Other cities that can produce banks pretty fast, without even poprushing:
Rheims
Bahamas

Not sure we really need a bank in Moscow, since it prefers scientists anyway.

My calcs show that OR will actually be a bit cheaper than Pacifism, so if we're going Slavery and we're gonig to build enough buildings, I could see OR also. I'd still like to see the next GP in Moscow before Pigs. The Pigs GP will just be a couple turns later in that case. We can work Moscow for 43hpt with 4 sci and stagnant growth. In slavery, we just run 2sci, an engineer, and merchants, or whatever, until we pop the GP.

Mitchum, if you're stopping again just before the GA ends, then maybe leave the Kremlin unfinished as well (I think that was yoru plan anyway), so we can determine just exactly when we really want to start poprushing after that, and maximize our failed gold.
 

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