SGOTM 13 - One Short Straw

Also, if the plan is to get the war underway as soon as possible--i.e. declaring when we have 2 Galleons' worth of troops to land (or maybe it should be 3 Galleons' worth if we're attacking a City with a TON of defenders first), then maybe there will be room to save a turn or two of Military Unit logistics by sending 2 Galleons back towards our lands for a couple of turns' worth of movement, in order to help with shuttling units to the warfront faster.

A lot depends upon the map layout and where you plan to assault, as well as to the relative timing of when the boats need to arrive.

Ideally, though, we'd land units next to two different Cities on the same turn as each other, to give Willem the least amount of time to prepare for our landings.

However, I'd put a priority on capturing large-sized and Copper/Iron Cities (if there is an Iron City) before I would put a priority on "simultaneous attacking." "Simultanous attacking" would just be a "nice to have" feature that we could do without.
 
One more thing: If Willem really does not have Iron, then perhaps it is even worth risking the landing of 2 Macemen + 1 Treb at two separate Cities, to get our Bombarding started earlier.

It's a risk, though, as doing so gives Willem more time to build additional units. I wouldn't take this risk with 1 Maceman + 2 Trebs, and it is a bit risky, but it's an option on the table, depending upon how the logistics will work out.

At least with this approach, you'd be able to send the first 2 Galleons back towards home for a turn, which could then allow the next round of Galleons to transfer troops to the front-lines faster by 1 turn by using two mini-Galleon chains.
 
At least with this approach, you'd be able to send the first 2 Galleons back towards home for a turn, which could then allow the next round of Galleons to transfer troops to the front-lines faster by 1 turn by using two mini-Galleon chains.
Wait, no, that wouldn't work. For a Galleon chain to be effective, the Galleon that is closer to the AI has to "intercept" the Galleon that is closer to us by 2 turns' worth of movement points. Otherwise, after transferring the units, they'd have used up their movement points and would be unable to embark until the following turn anyway.

So, yeah, our 3rd and 4th Galleons would have to be "intercepted" at least 2 turns' worth of movement away from where we'd land the troops in order for such an approach to even be worth considering.
 
How many more turns do we expect this game to take? We are currently on T176. The last uploaded saves of the "top" three teams are:

PD: T195
US: T221
FE: T240

My guess is that we can win before T221 quite easily (45 turns from now), which means that we're fighting for the gold with PD again.

Worst case, they uploaded a save the turn before their victory, which means they could have won on T196. More likely they won ~T200.

Do we have any shot at hitting a T200 victory? We would have to strike hard and fast to do it. Any AI that doesn't have Feudalism should fall very quickly with only 2-3 archers per city.

I don't have access to the save right now, but I seem to recall that almost all AI have Monarchy already, which means that Feudalism is a tech away. Anything we can do to keep Feudalism out of their hands (e.g. gifting them Aesthetics) should be considered. If all we face are archers, our wars will go much quicker and we'll lose fewer maces/trebs in the process.

BTW, I'm not convinced that revolting to Bureaucracy will offset the lost turn of production/growth empire wide. We should plan on finishing the game in 25 - 30 turns if at all possible... If we can't pull it off, then we can just assume that we're fighing for Silver with US...
 
Definitely, before revolting into Bureaucracy, we should pause play, in order to get a "feel" for the situation... i.e. what we will lose with 1 turn worth of Anarchy, so that it can be compared against any possible gains.

Having whipped a lot already in Paris by that time, it very well may not pay off to revolt, seeing as how future turns will require longer intervals between whipping events.
 
One more thing: If Willem really does not have Iron, then perhaps it is even worth risking the landing of 2 Macemen + 1 Treb at two separate Cities, to get our Bombarding started earlier.

Given the forces William had in Utrcht it would rule out an early assault on that city, so we would probably have to land by gems. It would take an extra turn or two to transport units to Utrecht than it would to the capital, so if we sent our first pair of galleons to Utrecht, and our second pair to Amsterdam things should work out.

Do we have any shot at hitting a T200 victory? We would have to strike hard and fast to do it. Any AI that doesn't have Feudalism should fall very quickly with only 2-3 archers per city.

Given that we will not have taken our first AI city until after T188 a T200 victory is effectively impossible.

Having whipped a lot already in Paris by that time, it very well may not pay off to revolt, seeing as how future turns will require longer intervals between whipping events.

If we researched drama early instead of waiting for it to become available to trade and/or revolted back to representation later we could whip out more units. Drama would also give us cheap theatres to whip in places like Utrecht to give us a border pop for access to the dyes there. Whipping settlers for settling furs/silk is another possible way to deal with our happiness isssues.
 
Definitely, before revolting into Bureaucracy, we should pause play, in order to get a "feel" for the situation...

Agreed. It seemed by the discussion in the thread that revolting to Bureaucracy was a foregone conclusion. Let's at least re-assess the decision when the time comes and we have a better feel for what the cost/benefit will be.

I expect our conquest to be slow at first as we build up our initial strike force. Once we capture our first couple of cities east and west, it will be a matter of logistics as cities fall more quickly. I agree that T200 is out of reach, but we should push to beat T210, which would secure Silver and give us a shot at Gold if PD happened to play a very long final turnset... We should pick an agressive finish date (T205? T210?) and use that in all of our decisions (e.g. revolt to Bureaucracy or not, keep cities or not, found new cities, etc.).
 
@shyuhe

When do you plan to play?

Also, what are our plans to prevent a surprise attack by Ragnar. Since he's still WHEOOHRN and hasn't declared on anyone, we should expect an attack, right? Or is it possible for him to change his war target not that we're no longer his worst enemy?
 
Also, what are our plans to prevent a surprise attack by Ragnar. Since he's still WHEOOHRN and hasn't declared on anyone, we should expect an attack, right? Or is it possible for him to change his war target not that we're no longer his worst enemy?

I think we can forget Ragnar. We could still block him with 2 triemes, and we will shortly have plenty of galleons in that area anyway.

I agree that T200 is out of reach, but we should push to beat T210, which would secure Silver and give us a shot at Gold if PD happened to play a very long final turnset... We should pick an agressive finish date (T205? T210?) and use that in all of our decisions (e.g. revolt to Bureaucracy or not, keep cities or not, found new cities, etc.).

T210 is probably also well out of reach-to do it we would need to take every city on the map in round 22T. Even with whipping as aggressively as we can I can see no way of pulling this off.
 
T210 is probably also well out of reach-to do it we would need to take every city on the map in round 22T. Even with whipping as aggressively as we can I can see no way of pulling this off.

OK. So what "aggressive" date do you propose we use for a target?
 
Given the forces William had in Utrcht it would rule out an early assault on that city, so we would probably have to land by gems. It would take an extra turn or two to transport units to Utrecht than it would to the capital, so if we sent our first pair of galleons to Utrecht, and our second pair to Amsterdam things should work out.
Given a choice between an early assault on a smaller, newer City like Gems and waiting a couple of turns to assault a more important City in Willem's empire, I would choose to wait a couple of turns and assault his more important City first.

We really want to handicap his production as soon as possible, which means attacking his largest Cities first. We also want to capture these large-sized Cities before he has a chance to switch into Slavery and whip away the population points--if he whips them away, it means that we can't whip them away.

So, forget the possibility of landing stacks of 3 units. Let's go for the kill with stacks of 6 units targeting his biggest Cities first.


If we researched drama early instead of waiting for it to become available to trade and/or revolted back to representation later we could whip out more units. Drama would also give us cheap theatres to whip in places like Utrecht to give us a border pop for access to the dyes there. Whipping settlers for settling furs/silk is another possible way to deal with our happiness isssues.
How close will we be to needing additional Happiness once our currently-planned whipping fest is complete?

I ask because if we can delay when we start Drama, then we can have some Gold floating around that could be used for upgrading maybe 1 or 2 units, prior to spending Gold on Drama. If there is no difference in terms of "in X number of turns, we can research Drama and spend Y amount of Gold on upgrades," then I'd rather spend Y Gold first, while still saving enough Gold to complete research on Drama later, within the X number of turns criteria.
 
Seeing as how the only suggestion for the PPP (buildwise) was the last galleon in iron --> mace, I'm probably going to start my set later tonight. I plan on playing up to the war declaration on Willem and will stop there for the night.

Slider to 0%.

We will continue exploring as discussed (Willem warrior north, Russia warrior north, Vicky warrior too). I'll upgrade the galley into a galleon when we get cash and explore to the SE for a few turns (4-5 turns out) before heading back.

I'll sell CoL to Willem for cash, and if possible, revolt him to caste before we revolt. The same for Cathy -- revolt her by selling her aesthetics. I will also sell aesthetics to Izzy for her cash.

@Dhoom
We are going to be capped around size 5-6 after the whipping spree in most of our cities. So yes, we will want drama soon-ish.
 
@shyuhe

When do you plan to play?

Also, what are our plans to prevent a surprise attack by Ragnar. Since he's still WHEOOHRN and hasn't declared on anyone, we should expect an attack, right? Or is it possible for him to change his war target not that we're no longer his worst enemy?

AI cannot change war targets once it decides to plan a war. One of the more moronic aspects of the CIV AI. I think we assumed that he's going after either Cathy, Izzy, or Willem since his boats sailed west.
 
@ shyuhe

Are you planning to stop before revolting to Bureaucracy? Or does that happen after the war declaration?

AI cannot change war targets once it decides to plan a war. One of the more moronic aspects of the CIV AI. I think we assumed that he's going after either Cathy, Izzy, or Willem since his boats sailed west.

If he were going after Cathy or Izzy, wouldn't he have declared by now?
 
Seeing as how the only suggestion for the PPP (buildwise) was the last galleon in iron --> mace, I'm probably going to start my set later tonight.
Since I'm giving up on the idea of dropping-off 3 units at a time at Willem, then yeah, the build order shouldn't have to change much: we just need to make sure that you're building the right composition of Macemen/Trebs to be able to fill that 5th Galleon with 2 Maces + 1 Treb, as seems to have been the consensus on that issue.


I'll sell CoL to Willem for cash, and if possible, revolt him to caste before we revolt. The same for Cathy -- revolt her by selling her aesthetics. I will also sell aesthetics to Izzy for her cash.
Okay, sounds good.

A couple of comments:
Sure, let's avoid giving this tech to Ragnar--let him remain the brainless brick on the block. He only has a measly 20 Gold anyway--which is not a large enough amount to get upset about missing-out on.

Cathy will switch both Civics for Aesthetics if you trade it to her first. We won't know if she'll ask for Gold if you sell it to her after selling it to anyone else. However, everyone else will require less value (i.e. small amounts of Gold or only 1 Civic switch in Willem's case--assuming that he hasn't switched in the last 5 turns), so you're probably best off selling it to Cathy first.

Also, remember to make these tech deals before switching our own Civics.



We will continue exploring as discussed (Willem warrior north, Russia warrior north, Vicky warrior too). I'll upgrade the galley into a galleon when we get cash and explore to the SE for a few turns (4-5 turns out) before heading back.
Okay, that's a good compromise--sending it out and back again. It would, of course, be ideal if it could be back in time to help with speeding-up the 5th Galleon, but I don't think that doing so will likely be possible if we have to explore for 5 turns out and back... oh well, we can't have everything.

A note here: you can move the Galley 2-movement-points within our Cultural Borders towards the intended direction and then upgrade him when it has 1-movement-point remaining. Doing so gives you a 2-movement-point head start.

Another Galleon should be prioritized for shipping around our Workers while we are busy whipping our forces. One Worker can land on one Forest, while another could either land on a different Forest or could land on the SW Grassland Horse Resource, which could be Roaded and Forted.


The odd Horse Archer can be invaluable as an anti-Catapult stack defender and as a "clean-up unit" for stacks of AI units with only 1 wounded unit remaining on flatland when we are in a position where we want to keep our stack grouped (i.e. the Horse Archer can attack and come back to the stack on the same turn). So, I'd push for putting 1 Worker on the Grassland Horse Resource.


Slider to 0%...

@Dhoom
We are going to be capped around size 5-6 after the whipping spree in most of our cities. So yes, we will want drama soon-ish.
Again, I'm not saying that we shouldn't self-tech Drama, but that if we can delay learning it until we need it, then we might have upgrade options and we *might* see an AI research it first, allowing us to save a few Flasks by piggybacking off of said AI's research.


shyuhe said:
AI cannot change war targets once it decides to plan a war. One of the more moronic aspects of the CIV AI. I think we assumed that he's going after either Cathy, Izzy, or Willem since his boats sailed west.
I do not think that it is wise to make such an assumption. Given Ragnar's dislike of us and our relative Power levels at the time of him entering "hands full" mode, we were the most likely war target. Isabella was also possible, but not really the others.

I still believe that we were the target, since Ragnar didn't go directly to the south towards Isabella and because the others were not really valid targets--similar Power levels, better relationships, etc. I.e. I do not buy into the idea that he is going after Willem.

If an AI can't change their target, then it is possible that he will "give up" on the war as our Power level increases. If not, then we should be prepared for him to come for us.

I looked again and the western Trireme IS in a good position to spot his stack--that Trireme should stay where it is, since it CAN spot Ragnar's stack without it being able to "sneak by" without us seeing it.

HOWEVER, I recommend that you continue to manually Skip that Trireme's Turn (Spacebar key) each turn, so that you'll be forced to visually look at that area.

It's also good that we have a second Trireme near there (somewhere by Gold City). Ideally, we will fight enemy Galleys with Triremes, not Galleons. That's why we built the Triremes and they have a specialized bonus against Galleys that makes them perfect for this purpose.

If a Trireme loses or if we don't have enough Triremes, fine, use a Galleon, but the Triremes (if they are within reach) should be our first line of attack/defense against AI Galleys.

Losing a Trireme would not be terrible, but losing a Galleon would suck.
 
By the way, Willem converted to Christianity 5 turns ago, but no AIs switched their Civics within the last 5 turns. So, Willem should be able to switch into Caste System.

Shortly before those past 5 turns, Isabella switched into Theocracy, while Willem and Joao switched into Hereditary Rule.

There will soon be a lot of AI-AI love from Shared Favourite Civics (Hereditary Rule and Theocracy).
 
What's your plan for the Galleons once they have dropped off their "payloads"?

If any of the first Galleons can move back for 2 turns then intercept a different Galleon on the 3rd turn, we could do so, in order to speed up the arrival of the additional troops by one turn.


After that, though... what? Are we going to abandon the forces at Willem and force them to march? Are we going to pick most of them up and drop them off at the next Cities?

If we abandon them, will we plan to ship any more units over to Willem's area (such as maybe an upgraded Warrior or something)?
 
Again, I'm not saying that we shouldn't self-tech Drama, but that if we can delay learning it until we need it, then we might have upgrade options and we *might* see an AI research it first, allowing us to save a few Flasks by piggybacking off of said AI's research.

Once we have done all the whips Shyue has planned are research capability will be fairly limited, if we want drama in a timely fashion we need to start it after CS.
 
The odd Horse Archer can be invaluable as an anti-Catapult stack defender and as a "clean-up unit" for stacks of AI units with only 1 wounded unit remaining on flatland when we are in a position where we want to keep our stack grouped (i.e. the Horse Archer can attack and come back to the stack on the same turn). So, I'd push for putting 1 Worker on the Grassland Horse Resource.

Horse archers are rubbish at stack defence. There 50% bonus against catapults only applies when you attack.

We will continue exploring as discussed (Willem warrior north, Russia warrior north, Vicky warrior too). I'll upgrade the galley into a galleon when we get cash and explore to the SE for a few turns (4-5 turns out) before heading back.

Any idea how we are going to locate Jao?
 
Back
Top Bottom