SGOTM 9 - Bede

I will paly most likely on Sunday. ATM my schedule is quite full and it will be unlikely that I will be able to play before then. In the mean time, we need a strategy as this game is getting out of hand quickly.
 
classical_hero said:
I will paly most likely on Sunday. ATM my schedule is quite full and it will be unlikely that I will be able to play before then. In the mean time, we need a strategy as this game is getting out of hand quickly.

Since Crakie seems to be ready I think you both should swap. Since you also see the need for an agreed and established overall strategy, can you tell what is your feeling for the situation? How would you get Gandhi off Fantasy Island? If so, where would you move the new core? How to attack? How to speed up Gandhis science rate now?
 
Adjusted roster:

Crakie - swapped with classical
madviking - if you can play before Sunday you're on deck
classical hero - needs a RL break
crazybeard - made some progress
Bahzel - so much for Isabella
Bede - played Monday and parlayed us into the IA
Marc Aurel - got us where we needed to be vis a vis the rest of the world

Stumped I am. Wishing I could provide better guidance I am.

The issue with the Spanish Isle scenario is that the island seems to lack critical resources. We didn't know that when we formulated it.
 
@Bede:
Now I am that confused that I don’t understand anything about our current strategy at all. Resources are the reason? But we knew all the resource locations we currently know when we moved from the Celtic to the Spanish plan. (all luxes and saltpeter, iron and horses)
OK, I seem anyhow be the only idiot of fearing something that unimaginable than a Celtic victory, yeah I am a coward and lack experience so you are right – but for my turns I want to understand what we intend to do.
I understood from your post, that you agree on keeping the war with the Celts for long to hinder them being in demo, rep by War weariness. Ok, so far I did nothing wrong.
Then I understood, that Crakie says : Mason, keep cool, I know a way to invade a continent with a defender having any weapon he wants with infantry and artillery and a few cavs. :spear:
I imagine at the moment something like: he lands on a single mountain with his stack, let all the Celtic tanks, modern armors and so attack, getting one hp removed by the artillery each, cause AI throws everything at the invasion bridgehead the next turn. Cutting the survivors down to redline by arty in his next move and finish them off with his cavs, infs (6 ap against 10 dp in case of tanks). Then moves the stack close to the first city and fires what arty can at the defenders ... Meanwhile Celtic bombers and battleships reduce the army. But since he is a fox and demigod he has second wave ready for landing on a different and now exposed area wreaking havoc in the Celtic homeland.
OK, than our strategy should be to give him a huge stack of doom of these at a position close to a defined landing point as you did ask me to do for the first planned Celtic invasion. What will happen? We will beeline to Replacable parts and save a lot of money for upgrading. However we can upgrade not before we are close to the Celtic lands on our military bases in Spain cause soon the sea will be swarming with Celtic battleships, subs and cruisers. The AI sucks at oversea invasions but terribly not at intercepting transports as long as their navy is superior. So we see, what we can get through the lines – roughly 60 – 80% of all transports should be possible and upgrade in Spain. More important for not wasting resources however is building the new infs and arties directly in Spain. So far we do not know where the critical resource rubber for this scenario is found and as long as we do not retreat further than the two choke points on our home continent, we have all critical resources available. So having palace or at least FP in Spain would help a lot. IMHO there is no better landing beach for Crakie than the Eboracum strait between Celtic continent and Spanish isle, cause we can land the land units in the far NE corner of Spain, what will probably be much less frequented by Celtic sea patrols. We move the transports through the Nordic sea and bring them to the invasion area through that canal town in western Spain without giving the Celts a chance for direct interception. Then the invasion is done in one move, loading in port and moving/unloading next turn. Then I close my eyes :cringe: and wait until Crakie or you, Bede get the invasion done and everything is fine afterwards. As we say in Germany : Peace, joy and eggcake!:D
Then we go to GOTM-AI :scan: and tell him: feeble AI! domination is our purpose!
 
It's obvious that a tenacious defense can be mounted against a technologocally superior foe if the players' skills are up to the task. As suggested, I'm reading through the posts on Bede02 (a fascinating variant where one's government choices and diplomatic reactions are very limited (ex., all AI demands must be refused), which practically puts the team in an AW situation.
At the moment I'm up to AD 1650, and the team is fighting with Samurai, Cavalry, Cannon, and Caravels against Infantry, Guerillas, destroyers/cruisers, and air power! It actually looked as though the team would go on the offensive until Chinese planes started bombing them into next week (Or is that last week?). They expect to see armor any turn now.

As to our situation, I think we have to let the Celts be until we are both in the Modern Age. We cen remove the Mongol "menace", and possibly the Ottomans (although when I suggested that some time back, I got spanked pretty good) from our continent, but the major problem is India. Hindsight will not help our situation, we must look forward in our planning.

The Spanish island may seem resource-poor now, but we still don't know the location of several key resources (Coal, Oil, Aluminum, Uranium) and that island may be teeming with them, while the Celtic homeland has none.

@Mason: Yes, the Indians may indeed have gone into "turtle mode" due to only having one city and surrounded by a technologically superior neighbor, but we must coax the turtle out of its shell. Like the rest of the team, I am at a loss as to how to do this other than:

1. "Hit and Run" as suggested earlier.

2. Complete withdrawal from the territory around the inland sea - and by that I don't just mean evacuating the cities, I mean abandoning them and leaving blank terrain for Gandhi to expand into. This has to wait until we can build our navy to the point that we can repel any Celtic attempt at landing.
 
I forgot few things :
1. @ Crakie : Hovd is up to riot next turn, I forgot the counter. So you shoulds address this before you press enter, sorry!
2. that one settler we have was meant for the position at the former city of Darhan.
3. Now the worse. Making me definetly the Cassandra of the team, called "Mason the unbowable pessimist" I have to add a result of my considerations on the probability and the danger of a Celtic victory. How will they win, if so? At least they will win by culture 20K, cause they have 10 wonders in Entremont! Their rate is 84 per tun. they are 10849 from victory, so 130 turns until that are left. When some of their early wonders become tourist attractions and they would build hoover dam additionally, their rate can also increase to 90-100 per turn average with labs and maybe one further Modern wonder in the end. So around 120 turns we have left without capture of Entremont no matter what war weariness might do to Brennus! Hourglass for invasion is running IMHO, but that are no news for you IIRC. With the clock running still 259 turns, you won't persuade me that this clock is the bigger problem, sorry Bede.
Additionally the invasion may last long, even for Crakie, since Entremont can build the iron works and will have done so when our exped forces arrive. With the hoover dam, which we cannot deny them, this single city will produce one unit of every type possible per turn.
@Bahz: Even if you might win this, it will be a hard job for you. OK, the honour will be bigger in that case, but to tell that it is far from truth, that this cause might be lost is a great sentence IMHO.
 
Please read an important addition to the rules HERE
 
Thankyouthankyouthankyouthankyouthankyou ... :goodjob:

But, um ... why was it posted in the SGOTM8 Maintenance Thread? :confused:
 
AlanH said:
It appears that the Indians decided to follow our recent American example in several games, and they have become Hydrophobic!

We have decided to give you an optional way to encourage them to break out of their lake prison at some point, so here is a modification to the rules for this game:

If you reach the Modern Era and India has not made any attempts to leave their island you may then make peace with India once only, give them one city and declare war on them again in the same turn. The city you give must not contain any Great Wonders, and should be near to the Indian lake. Between making peace and redeclaring war you must not carry out any other diplomatic actions, including trades with any civ, building embassies or investigating cities.

Here is the text of the rule modification. Looks like we are not the only ones struggling with the backward Indian. So full speed ahead to the Modern Era.

Let's finish off the job at home by wrecking the Mongols, build the Americans up with whatever means we have at hand, set up the invasion as Marc described it above, which will mean some turns of peace with Brennus. Then launch onto the Celtic island with the help of Abe.
 
I agree with Bede :eek: [Gilbert Gottfried voice] There's a surprise! I think I'll have a heart attack and die from that surprise! [/Gilbert Gottfried voice] :eek:

And, I hate to sound like a broken record, but Rusicade is the perfect city to give Gandhi when the time comes.
How do the Ottomans fit in?

[NB: I finished reading through all 33 pages of Bede02. What a game! It's a pity after all that scratching and clawing to keep going that the game ended in a Space Race Victory. What an anticlimax!]
 
Done a few test games on the Indian problem. You also will have discovered by your efforts, that abandoning (destroying) cities won’t work! What might be the cause for that “turtle mode” behaviour as crazybeard has called it?
The problem is that Gandhi AI might be in a dead loop. He has no money but is at war since 280 turns. AI gives priority to building units only in that situation. That is no problem cause galleys would fall under this rule. But what happens, if he has reached maximum number of units? Lets count! He has 13 commerce maximum working the whale tiles around. Depending on his science rate he spends some 3 – 7 for research, leaving him 6-10 of that for support. As a game mod Gandhi has Deity level unit support. So 16 free units per town IIRC and he has one of them. His number of units will be 22 – 26. What happens, if he builds another one? He will run into deficit and sell something next turn. First the buildings, but by now it is probable that he has sold already all of them. Than he starts disbanding the units – meaning the one he has build directly after the completion. IIRC that means, that he is building always the same unit type cause for not completing the task it is repeated. If we destroy a couple of his units, AI makes a new list of units to be build and galleys will be amongst them.

So, let’s try crazybeards attack on Delhi with cutting some 5-10 units or so down. Alan’s intervention might give us an advantage, if too many other teams decide to wait for the modern age to trade one city to Gandhi, and we might get him off Fantasy island by crazybeards idea much earlier.
 
Marc Aurel said:
Since Crakie seems to be ready I think you both should swap. Since you also see the need for an agreed and established overall strategy, can you tell what is your feeling for the situation? How would you get Gandhi off Fantasy Island? If so, where would you move the new core? How to attack? How to speed up Gandhis science rate now?
Why does that need to happen? We are way in front of everyone in terms of the game, so we cn wait a bit, can't we? Plus it will give us time to get a plan out there for me to follow.
 
I didn't want to push you away. That was only with respect to the holiday season ahead of us. I Tthink, I am not the only one offline for the time between 21. Dec. and 3. Jan. And after coming back I tend to have forgotten most of the things I had in mind about the game. But in any case, you should play Sunday if you can. Only thing was that Crakie might fit in, since he was online when I made this remark. I didn't have any advantage or disadvantage of the current position or the position 10 turns ahead in mind. But if you have a reason for playing exactly this position and not the one 10 turns later, tell us and from my point you may play.
OTOH I was remembering, that in SGOTM 8 team Bede has lost a couple of players and was very late due to this. Therefore I think Capt. Bede recommended us to keep a strict 24h "Got it post" frame and another 24h playing frame with skipping and swapping encouraged. OTOH I also enjoyed the team waiting for me over one weekend, so that is not a complain - only the try to manage getting play done in a smart and logic way. Concerning the time for a plan I absolutely concur to your statement. But since you will be the next player then, much is depending on you. So let's here about your contribution to this plan.
 
Generally, I'm with Mason on this one. CH posted on Thursday that he couldn't play until Sunday, and it seems not only reasonable but logical that another turnset be done in the interim. OTOH, we've all "pushed the envelope" on the 24/24 rule, and we are way ahead on turns played, so it's no big deal either way.
My son will not be in school Dec. 23 - Jan 3, and I was also considering asking for an auto-skip for that period, but I'll hold off and see exactly when my turnset(s) fall during that period.

Now, as to what we should be doing; Mason has made another of his careful analyses of the situation, and we can now assume that Gandhi has a mile-high stack of units in his one city, but has been unable to build any Galleys to get off Fantasy Island. Gifting him a second city (especially one with a Harbor) will almost immediately solve that problem. Once we reach the Modern Era, we will do just that - but so will all the other teams.
So, we might be able to "help" Gandhi by killing several of his units in Delhi, thus allowing him to build Galleys and spread to such area as we wish him to go to (barring almost certain interference from the Celts). It's a risky situation - if Mason's analysis is flawed, we may unintentionally eliminate Gandhi, losing the game immeidiately. But I'm for risking it.

Meanwhile, take out (or at least cripple) the Mongols, shore up the Americans, and research should probably be geared toward a strong Navy and Air Force. We're going to have to shepherd Gandhi into whatever position we want to put him in, and keep Brennus from grabbing the area first. A stack of Bombers are very nice for "slapping the hand" of someone who is "getting grabby".
 
Wow, despite all the lengthy, sensible contributions, I feel I have little to contribute to the discussion at the moment. I will have to stare at the screen with the save loaded for a while. I will do so, unless directed otherwise by the team (-captain), tomorrow afternoon.
 
@classical - please don't feel slighted. It has just been my experience that if the game keeps moving than the ideas keep coming. When the flow interrupts because of lengthy delays in playing than the communication dries up as well.

And Mason had it right, the loss of players in SGOTM8 and some lengthy (up to 72 hrs) gaps in the movement of the game meant that momentum was lost and so was the attention piad by the players.

So, I try to slot in skips and swaps as they fit and try to keep the flow of events moving nicely.
 
I think we can make an attempt at cb's notion by knocking down no more than two or so of India's spears. It is certainly the most creative idea I've heard, and fits well with the analysis of AI behavior presented by Mason. Most of my atttempts at AI manipulation have been based on ow to get them to move their troops where I want them, or how to get them to attack a common enemy. Convincing an AI to move into hostile territory when I can't offer any inducement is proving to be a little more difficult, especially then I am the hostile and the territory I want him to have is mine :confused: :crazyeye:
 
1450-1500 AD:

Diplomatic

The Americans seemed awfully weak... I decide to gift them into the IA so they may reach at least riflemen. They might even research something of value for us.

The Ottomans loose two cities in the north and make peace with the Celts. I do not do anything to get the Ottomans back in as they would surely perish. I do sign a RoP, to be able to reach the Celtic cities.

Infrastructure + Production

There is a railroad crossing our land on the continent, enabling us to rally up reinforcements everywhere in 1 or 2 turns, so I move all workers to the core and railroad mined squares (irrigated ones have less priority as most cities are big enough already).

I need to keep building cavs, holding off on city improvents for the moment.

Research

We discover Industrialization, then move on to Electricity (aiming for Replaceable Parts).

Mongol War

With the aid of cannons and the cav army, I have little trouble in taking the 4 remaining cities. The Mongols are gone in 1480.

Celtic War

The first bombers appear in 1470, but as usual the AI does not use them sensibly. The Celts land twice on Spanish lands and I have a hard time dealing with them. I do not loose cities but I had to seriously deplete our forces there; reinforcements really need to be shipped over there.

The landing (a stack of 4 infantries, a couple of guerillas and some cavs) on our own continent are well-timed; I had just finished with the Mongols. I would not have been able to reach Stavanger in time to save it though, so I gift it to the Ottomans to prevent giving the Celts a bomber-ridden stronghold on our lands. The next turn, cannons and cavs finish the stack off, but I loose the cav army to a redlined inf :mad:

I want to take both (former Ottoman) Celtic cities in the north, to induce WW in the Celtic democracy. With the RNG gods on my side, I take one. I do not know how easy it will be to take the second, with bombers continually weakeniing our forces in the area. Perhaps a decoy would be in order.

The Indian War

Indian spearmen really have it in for Beserks: I only manage to take out 3 with 3 beserks. The desired effect is not (yet) observed though.

Suggestions for the next player

On the attached map you will see my usual rallypoint for shipping troops to the spanish lands. I already stationed some cannons there, but the cavs in the area need to heal first.

We are also not completely comfortable on our own continent.... we should keep building cavs and cannons (perhaps some muskets) for defense now, and upgrading later.

It is safe to take out all Indian spears: there is an archer bombarding the beserks.
 

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