SGOTM 14 - One Short Straw

If instead, we did the religion switch first, we could revolt religions (2T), civics (4T), wait 1 turn (should have enough capture gold to avoid strike), religion (2T), wait 2 turns, civics (4T).
I don't see why a 4t revolt is against rules. That exploit is obsolete, since they fixed it in game.

Just to clarify. Nothing wrong with a 4 turn revolt :)

This exploit has not been completely fixed in the game. As you can see from your tests, you can effectively combine revolts from both Civics and Religion to have a state of near perpetual anarchy. The cycle outlined at top has 12 turns of Anarchy out of 15, and can be repeated. That is near perpetual.

Pretty simply, you must have 4 turns in between periods of Anarchy. Regardless of how that Anarchy is produced.

Good luck :goodjob:
 
Okay, thanks for clarifying, neilmeister.

So, technically, after 4 turns of Anarchy, we could switch Religions, but then we'd only get 1, maybe 2 turns of Anarchy... so it's probably better to wait the full 5 turns and get another 3 or 4 turns out of revolting Civics.


As for Galleon Chaining, have you tried "Ctrl + 1" when a Galleon is selected and then pressing "1" later at any time to activate said Galleon? You can do so for up to 10 numbers (1 through 9 plus 0). This approach lets you quickly reactivate a boat after you have finished moving it. It can even be a time saver to:
a) select a Galleon
b) press Ctrl + 1
c) move the Galleon
d) press 1
and then repeat the same process for every Galleon... but it might not be... it depends upon whether or not the next Galleon in the chain becomes active after loading the units.

Also, when you move one unit from one Galleon to another, you can shift-click on all 3 units and then press the Load icon or press the "L" key, if I recall correctly. The units should all load as a group, which should save a ton of clicking time if you were otherwise loading the land units individually from Galleon to Galleon.

As long as you haven't Skipped the turn of the Galleon that you are moving units into, from what I recall, it SHOULD automatically become activated when you load it with units, which could negate the need to constantly renumber every boat, but perhaps just have the first boat in each chain numbered.
 
Just finishing T171. Emerald City is within sight.

I'll upload if anyone is there to look at the domination population factor. It needs some work. Gotta DoW Monty, methinks.
 
Maybe I'm the one who has to finish it, since I know where everything is, but I need help on the domination factor. My head is too fried to think that carefully.
 
We still have plenty of units in the armada and it's close to Monty and a pop15 city. We have units ready to attack his pop7 hub city. We have units ready to attack his first spoke city. We have units in galleons ready to take another city from Mansa. Will that be enough?

Plus, I have the GA waiting to pop open the borders of our city choice.
 
Ok. We need to capture the two barb cities + Tekedda + Tadmekka as a minimum. That gives borderline pop limit. Growth from Gandhi/Monte could potentially mess it up. If we can capture those AND Walata, it's done.

If you're thinking of attacking Monte, it's easier to make pop, but I wouldn't bother. The Emerald City stack could still get Gao for 12 pop, instead of either Walata or Tadmekka.

I haven't checked tiles yet, but it seems good at a glance. Will do now...

Zapotec looks awkward. We can't attack and lose. If Gandhi gets it, we're in trouble.
 
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