SGOTM 12 - Xteam

In Detroit it's only 1392 EPs (two turns ago it was 1116 EPs). :crazyeye:
And here I thought the Espionage Screen would be the oracle of info. Guess I shouldn't be so trusting. :rolleyes:
And how do you know that? :hmm: Do we have a Spy in Detroit? :scan:
 
And here I thought the Espionage Screen would be the oracle of info. Guess I shouldn't be so trusting. :rolleyes:
And how do you know that? :hmm: Do we have a Spy in Detroit? :scan:
In the espionage screen click on Roose and then click on Detroit and you will see the cost of every mission possible, and it is the actual cost atm, I tested that! :)
 
In the espionage screen click on Roose and then click on Detroit and you will see the cost of every mission possible, and it is the actual cost atm, I tested that! :)
:thanx: for teaching me how to better use the espionage screen.

I'm glad someone knows what they are doing... :p
 
Occurs to me that if China founds a new city on the Indian continent, that city would be cheapest target for civic change.

Also, forgot to mention in report that we captured at least 8 American workers during the first two turns of the attack.

Anticipate playing again in about 7 hours.
 
Report for turns 297 and 298: Continues to go well except that the day (and night) held many distractions and I didn't get to play much. (Will be able to play again in about 8 hours)

Turn 296 (cont.) Made changes suggested in the thread

IBT:

FR deploys airships to damage galleons near Seattle and tanks near Houston -- a galleon is sunk but no land units are lost

T297:

Sink ironclad and 2 frigates near Seattle and a frigate near Houston
Note WW now at 1 in larger cities
Note Chinese did not settle
Scrub and pillage

IBT:

Composites>Medicine (1 turn)
FR sends out all his airships again, but he is not able to take much advantage of the damage they cause -- we do lose one infantry but are better off nonetheless, as several American artillery are now out of action

T298:

Sink another galleon
Note Chinese have founded a city (good location for us), but cost to change civics there is greater than in the capital [How does this work, anyway?], so going back to sending a spy to Detroit
Note that FR has built 2 more ironclads and a SotL
Pillage and scrub
Move spy towards Seattle and another towards Detroit
Start building casings in the 5 cities specified, slowest production will be 8 turns
Micro-manage every city to maximize research -- result is we will spend 1,137 gold this turn of the 2,190 in the treasury (Can't keep that up, of course, but will make it easier to figure out how to maximize the gold available to complete research ASAP -- Genetics is probably still going to take three turns to research, so we're probably 4 turns away.)
Note that I need to start another GA next turn

Would appreciate thoughts on what (other than getting scrubbing done, making peace with FR, completing the spaceship, and staying solvent) I should concern myself with once research is complete. Alternatively, I can hand the game over at that point, which I certainly intend to get to tomorrow.
 
IBT:

FR deploys airships to damage galleons near Seattle and tanks near Houston -- a galleon is sunk but no land units are lost

Not any on the ground either?

Note that I need to start another GA next turn
You can do this now, game automatically adds the extra 12 turns to the GA we're running now. :)


Would appreciate thoughts on what (other than getting scrubbing done, making peace with FR, completing the spaceship, and staying solvent) I should concern myself with once research is complete. Alternatively, I can hand the game over at that point, which I certainly intend to get to tomorrow.
Work the espionage slider and hire some spy specialists! Maybe build some jails?
Look for fall out, and then look again, as you probably did a dozen times al'ready. :lol:
I can't think of anything else!

Would appreciate a save. :crazyeye:
 
Not any on the ground either? Could have missed it, but don't think so.

You can do this now, game automatically adds the extra 12 turns to the GA we're running now. :) Will do.

Work the espionage slider and hire some spy specialists! Maybe build some jails?
Can you be more specific, and exactly what will this accomplish (sorry, just don't understand espionage)?

Look for fall out, and then look again, That's a radical idea.

Would appreciate a save. :crazyeye:
See above.

Playing again soon, but will check in here regularly.
 
Micro-manage every city to maximize research -- result is we will spend 1,137 gold this turn of the 2,190 in the treasury (Can't keep that up, of course, but will make it easier to figure out how to maximize the gold available to complete research ASAP -- Genetics is probably still going to take three turns to research, so we're probably 4 turns away.)
You did a great job here :goodjob:
Actually I think we can do genetics in two turns. :) We'll get some overflow from Medicine, and if we put our part-building on hold and switch to research (or wealth) for 3 turns we should get enough beakers. This should only be done in cities with a part build time of 5 or less (5 being the number of turns Rheims needs for last part) , and wait one turn in Rheims. :) You should take a look at it, you got a much better feel for it having done all the mm. :goodjob:

Work the espionage slider and hire some spy specialists! Maybe build some jails?
Can you be more specific, and exactly what will this accomplish (sorry, just don't understand espionage)?
The idea is to make it harder for Roose (and the others) to sabotage our builds.
If we can produce more EPs it will be (slightly :() more expensive for Roose to conduct his espionage missions.

After research is done, we can increase the culture rate and eliminate ww, and maybe quickly take out Roose's cities on the main continent, making it harder for him to get his spies to us. :cool:
 
You did a great job here :goodjob:
Actually I think we can do genetics in two turns. :) We'll get some overflow from Medicine, and if we put our part-building on hold and switch to research (or wealth) for 3 turns we should get enough beakers. This should only be done in cities with a part build time of 5 or less (5 being the number of turns Rheims needs for last part) , and wait one turn in Rheims. :) You should take a look at it, you got a much better feel for it having done all the mm. :goodjob: Have played another turn and micro-managed to do just as you suggest, Z, and you are correct; we now have Medicine and will get Genetics in 2 more turns.

The idea is to make it harder for Roose (and the others) to sabotage our builds.
If we can produce more EPs it will be (slightly :() more expensive for Roose to conduct his espionage missions.

After research is done, we can increase the culture rate and eliminate ww, and maybe quickly take out Roose's cities on the main continent, making it harder for him to get his spies to us. :cool:
Now that I understand.

Planning to play two more turns through Genetics in the next hour or so, then pause and put save at central and on thread. At that point, will either wait for feedback and continue or leif can take over.
 
Report for turns 299, 300, and 301: Research is done; scrubbing going well; espionage remains a concern

Turn 298 (cont.): Initiate second GA

IBT:

Medicine>Genetics
Engine completes in Rheims>research
American airships fly again, and some artillery are active, but only lose another galleon, which was anticipated

T299:

Eliminate an infantry guarding uranium in Miami and begin scrubbing island
Find three galleons in hidden anchorage north of Chicago and sink 2 of them
Upgrade GG tanks to modern armor
Move one spy into Seattle, sail other toward Detroit
Note FR will now negotiate
Note another paratrooper built
Move, scrub, and pillage
Micro-manage cities to get Genetics in 2 turns

IBT:

Mao adopts State Property
Foreign spy foiled near Khabarovsk
Lose a frigate, but all land units survive

T300:

Eliminate an artillery
Sink another galleon
Scrubbing now complete on Indian continent
Move, pillage, and scrub
Micro-manage cities for Genetics next turn

IBT:

Livy reports we are only the third wealthiest civilization
Genetics>Refrigeration (adds mobility to ships)
Our Seattle spy is caught and, more troubling, his back-up (one tile out of city) is exposed as well, so we will be without counter-espionage for a while
FR inflicts considerable damage to both land and sea units, but we only lose one frigate

T301:

Lose a frigate (first bad RNG luck in a while) and sink one, plus 2 ironclads
Raze Atlanta, at least temporarily eliminating all airships on the American mainland (possibly should have done this sooner and dealt with the WW)
Note FR has built a workboat in Houston, where there are no sea resources?!
Retreat from Houston and its growing squadron of airships
Complete scrubbing of Old Russia
Start building 2 more spies near America
Rheims from research to stasis chamber (5 turns)

Notes:

Probably need to move culture slider up next turn, having razed Atlanta
Where to put spy slider?
Game is going to simplify greatly now, but espionage remains a concern

Save registered at central and copied here: http://gotm.civfanatics.net/saves/civ4sgotm12/Xteam_SG012_AD1862_01.CivBeyondSwordSave
 
Not exhausted, but concerned that my ignorance of espionage could hurt us. That is the only thing that I see as having a siginficant probability of hurting us. Indeed, I foresee the opportunity a few turns from now of putting most of our units to sleep.

Otherwise, it would just seem a matter of playing it out, which will be tedious, but I'm not unhappy to pay off my debt for so much absence this game.

If there are other problems lurking, then I haven't thought of them, and would welcome enlightenment. Perhaps there will be a logical time to pause the game again for consultation before finishing it?
 
Looking good :goodjob: Nice ideas from z3 :goodjob:

We should perform a counter espionage mission ASAP. And put all cities on wealth, hire merchants and spies where possible. Science to zero and espionage to whatever level we can maintain (between 80% and 100%).

We have 15 turns left to scrub so that seems to be under control. And Roosevelt is willing to talk so no problem getting peace.
 
What about building jails or other buildings to increase spy points?

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.

Will pause again before launch, if not sooner, and will monitor thread.
 
I think the effect from espionage buildings will be quite marginal. There are only 5 turns left! Might as well build wealth so that we can put the espionage slider to 100%

Would be great if you could play 5 more turns.
 
Agree with Fred, I don't think we need any additional espionage buildings. Right now, we're running 70% Science and generating 203 Espionage Points per turn. Putting Science slider at 0% and Espionage slider at 70% would give us 1426 Espionage Points/turn.

Attached is a screen shot of the F1 screen set to show Military & Espionage buildings, and sorted to show cities generating the most Espionage points. The Espionage buildings are listed in the columns on the right, and each city that has an existing building is designated with the little green x. All of these cities could run one or more Spy Specialists, giving us even more Espionage Points. The exception is Stalingrad, which has a Scotland Yard, but no buildings which allow a Spy Specialist.

OK by me if you play a few more turns tonight!
 
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