SGOTM 12 - Xteam

Looking good. I suggest you plow on, you have the best handle on the tactical situation (i.e. which workers will be heading to the unscrubbed tiles).
 
Got a PM from leif letting me know he's pressed for time, so I plan to play a little more in about 5 hours, unless I read otherwise here.
:thanx: CP! Good Luck! :thumbsup:

Don't forget to give FR a good :deal:
:lol:
 
Find that the counter espionage option is on the list, but no price listed. Explanation?
I think it is because the last mission has not expired yet. The duration of the successful mission is 10 turns, iirc. You cannot do another mission until it expires.
You reported here that the counterespionage mission succeeded. That was turn 294. Next chance to run a mission should be turn 304.
As you are on turn 301, I'd get a Spy ready to go, although you have probably already done that. :thumbsup:

Good Luck. :D
 
Go get him CP.

Of course once the ship is launched we'll still have to play until it arrives...

Edit: I notice the Chinese and Indians are thinking about war. I can't believe they would really declare on us with such a power differential, but would it create problems for us if they did? Aren't we supposed to be at peace with everyone when the game ends?
 
Go get him CP.

Of course once the ship is launched we'll still have to play until it arrives...

Edit: I notice the Chinese and Indians are thinking about war. I can't believe they would really declare on us with such a power differential, but would it create problems for us if they did? Aren't we supposed to be at peace with everyone when the game ends?
Think so. Hadn't noticed this, MP. Indian ship traffic has been noticeable recently. I'll see what precautions I can take at this late date. Any ideas what can be done to discourage them or improve relations? Think I will try to make a resource trade or do something diplomatically. Can't hurt, can it?

Thanks for the explanation, leif. Through 303 now and have a spy one turn from Seattle and another two turns from Phily, so, if one's not caught, should be able to carry out the mission just about the time we no longer need it.

What about giving them a city back?
 
Progress Report for turns 302-306: Spaceship is ready to launch, scrubbing is nearly completed, and no untoward or even unexpected events have occurred.

T301 (cont.): Following advice from thread, set science slider at 0%, espionage at 100%, and utilized all science specialists possible

IBT:

2 thrusters and an engine completed
No losses, only damage, inflicted by FR

T302:

WW mounts, so move culture to 10%
Begin to distribute a few spy points to G and Mao, thinking they are unfriendly, and have ships wandering about, and may try to stop our launch
Note FR has built his first anti-tank [What took him so long?]
Sink 4 American ships interfering with our transport
Spy in Detroit convinces FR to adopt the Caste System


IBT:


Multiple parts completed: docking bay; 3 thrusters; casing; cockpit, and life support
Suffer some losses: one tank fell to a seal, and frigates coming out of the fog sunk a galleon and transport with a total of 4 units aboard

T303

Lose a destroyer to an ironclad (?!), then sunk it along with the two wandering frigates, plus eliminated the ambitious seal
Raze Boston eliminating some ships

IBT:

Complete last of the needed thrusters
Few attacks and no losses, as have pillaged most routes and nearly finished scrubbing American mainland

T304:

Make some gifts and per-turn trades with Mao and G, as they both have too much on their hands and perhaps will appreciate the friendly gestures
Move spies and scrub

IBT:

Complete some casings
Only three attacks by airships with no follow up

T305:

Counter-espionage succeeds in Seattle
Put many units to sleep

IBT:

Spaceship completes (but do not launch)
Catch spy near Guangzhou
Workshop destroyed by infiltrators (could have been a bit worse)
Little offensive action by FR

T306:

Move and scrub and save
Now that FR is no longer the major threat and has no (I think) ships out of port, redistribute spy points much more equitably


Planning to pause at least 24 hours for discussion, including . . .

Do SPY points still matter now?
I have spies either in or near all civs except China (and can get there too in a few turns). Is there anything useful to do with them?
Can anyone find any fallout that a worker is not already on or near?
What needs to be done or not done to maintain peace?
Aside from pressing 'Enter' 10 times, what else do I need to do?
How did a couple of the other teams get this done so much faster?

Save registered at central and copied here: http://gotm.civfanatics.net/saves/civ4sgotm12/Xteam_SG012_AD1872_01.CivBeyondSwordSave
 
What needs to be done or not done to maintain peace?
I don't think we need to worry:
Teams will not be penalized for events outside the team's control, such as:
  • one AI killing the other before the team has the opportunity to prevent it
  • one AI declares war on team after the launch
  • one AI launch a nuke after the launch ....etc.
  • any fallout that may appear on unreachable terrain does NOT need to be cleaned up.

When the last fallout is cleared (and I can't find any not already covered :goodjob:), make peace with Roose and hit enter, hit enter, hit enter ..... :)

- and do remember to launch this turn :p
 
:goodjob: Looks really good! :rockon:

Did a scan for fallout and you have workers where there is any I can see.
Perhaps everyone should have a look at the save and check for fallout to ensure we have it covered?

Grabbing peace with Roosie, it will be interesting to see where all our units transport to. :lol: He can't break a peace deal for 10 turns, so he won't bother us.

Don't see what DG or Churchill have to fight with. :rolleyes:

Once the Spaceship is gone, doesn't seem to be any worry about Spies.

Could change civics to reflect all the favored civics of the Ai civs. Let's see, Nationhood, Mercantilism, Universal Suffrage and State Property (which is currently giving us a +6 with Mao!). Of course, we can skip Mercantilism as it is Roosie's and he ain't declaring. :smug:
 
Appreciate the feedback. Didn't remember the bit about new war being OK after launch. Will launch this turn and negotiate peace as soon as fallout cleared. Otherwise, agree with Z that all I have to do is press 'Enter.'

No one responded to my last question. My working hypothesis is that we were not agressive enough early.
 
Do SPY points still matter now?
I have spies either in or near all civs except China (and can get there too in a few turns). Is there anything useful to do with them?
Can anyone find any fallout that a worker is not already on or near?
What needs to be done or not done to maintain peace?
Aside from pressing 'Enter' 10 times, what else do I need to do?
How did a couple of the other teams get this done so much faster?
I took a look at the save, and I didn't see any Fallout that you didn't have covered either! :goodjob:

Re: maintaining Peace. If we launch now, it doesn't matter if one of the other AI Civs is foolish enough to DOW on us, and if we make Peace with FDR before the Space Ship lands on Alpha Centauri, he won't be able to break the treaty for 10 turns.

The biggest problem I can think of: FDR decides to try and take out Gandhi or one of the other AI Civs after we make Peace with him. IIRC, all the other AI Civs need to be alive at the end of the game. If FDR attacks another Civ, we wouldn't be able to attack him, our only option might be to gift advances units to his target.

As for improving relations with the neighbors, if we can get Divine Right from FDR in the Peace Treaty, we could gift that to Churchill. If we can get Fascism from FDR in the peace Treaty, we could gift that to Gandhi. Try and get both. De Gaulle doesn't have Monotheism and some other early techs, we could gift some of those to him. As Leif pointed out earlier, we can get positive attitude points by adopting an AI Civs favorite Civic, if they are running that Civic as well. We are already getting the bonus with Mao from State Property. Switching to Universal Suffrage and Nationhood will get bonuses with Gandhi & De Gaulle, respectively. And since we're not as concerned about research and will be switching out of Representation, might as well switch to Emancipation also to help with our own happiness. Obviously, make the Civics changes before the current Golden Age ends.

Re: what to do with Spies. Churchill is not in his favorite Civic, Nationhood. Not sure why, he appears to have Nationalism already. If we switch to Nationhood in order to get the bonus with De Gaulle, we should use a Spy to change Churchill over to Nationhood, and get the attitude bonus with him as well.

IMO, Espionage Points don't matter as much now, but I wouldn't give up on them completely. I'd suggest setting the sliders at 50% Science, 30% Culture and 20% Espionage for the remainder of the game. This would help us pick up a few more techs before the spaceship lands (won't that help pad the score?), help combat any leftover war weariness, and still maintain some espionage points to help deter enemy missions.

Re: what else to do other than clicking end turns 10 times. Several of our cities are starving, might as well fix that. If we change from Caste to Emancipation, some specialists may get reassigned, and that may take care of the starving problem itself, but a quick check of each city after we make the switch (if we do) to make sure each city is growing would be in order.

Re: your last question. I'd just be guessing; it will be interesting to start reading the other team threads when we're able.
 
No one responded to my last question. My working hypothesis is that we were not agressive enough early.
I agree with your hypothesis, especially looking at the graphs at central.

Thinking we should consider how to correct that... :D
 
I assume the other teams REX'd faster. And I wonder if they built more early workers (than normal) given the extra time to scrub before improving tiles. Maybe they did not go after CS Sling and built settlers and workers instead :confused:.
 
Nothing happened during the last ten turns. Just launched, finished scrubbing, made peace, and pushed Enter until spaceship landed -- Game Over!

Appreciated all the help during this last turn set.

Let's do this again.
 
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