SGOTM6 - Team Bede

So far, I'm on turn 1, and have MMd down to 4 turns to Communism. Some lucky sod will have to MM that lot back once we are Commies, which will be after my 5th turn.
 
Phew! I played 5 turns (though the save is from 1580, I haven't actually made any moves yet - perfectly good reason for it though).

'cos in the 1570 inter-turn, we got this:
bede_comunism.jpg


I can hear the collective sighs of relief around the globe!

Here's the turn log, exciting though it isn't:
0 1550 Rush a bit of culture, then give up the MM. There's quite a bit to do next turn, it seems, though.

IT: Took a while. Babylon are making decent inroads into America.

1 1555 Communism in 7 at positive gpt. I can't believe how shot our economy is with this many cities…. Okay, thank me later. Getting through a whole bunch of cities and hiring Scientists (yeah, some at the expense of growth… they'll all have to be put back when we go Commie, that'll be one hell of a task!) I'm now down to 4 turns at +1 gold.

4 1570 We are 1 turn from Communism! Don't think I won't be revolting immediately either! I don't think I can really trust MapStat's cpt figure for Babylon… they just lost another 100+ cpt in one turn! And suspiciously have the exact same cpt as France.

IT: Start the Revolution! (With all our Scientists, we can research Electricity in 11 turns, at +18gpt with the random Taxmen dotted around!)

5 1575 Revolting…

6 1580 Revolted. I've not made any moves on this turn, but we are Communist. Research Industrialization, then Espionage. Ratae Corit has a University building that should make a nice pre-build for the SPHQ. It may finish 1 turn early so MM to prevent it.

The Save

Neil. :cool:
 
Wow Bede gets to be Communist first. Or should we revolt and go back to despotism ;) Good job eldar
 
Rolling right along here

Roster check:

Bede - up and got it
Minute Man - on deck
Mab
Tubby Rower
Pied Piper
eldar
 
Spent my first two hours this AM rearranging the core. Still haven't pressed enter yet :lol:

Now I need to start thinking about geopolitics....
 
Bede said:
Spent my first two hours this AM rearranging the core. Still haven't pressed enter yet :lol:

Well, best left to the experts, I reckoned. But isn't it nice to see all that food and gold and shields suddenly appearing after all this time?

bede said:
Now I need to start thinking about geopolitics....

Ahh, re-arranging Hammurabi's empire? Reckon all our Armies and combined Artillery would be enough to raze a few of his culture-monster core cities?
 
eldar said:
Ahh, re-arranging Hammurabi's empire? Reckon all our Armies and combined Artillery would be enough to raze a few of his culture-monster core cities?

Not sure about that. Foritfied infantry are death to cavalry and cannon. What I do know is that we need to keep Hammurabi at war with someone. And we need Espionage to drop a spy in Babylon 'cause I really want to know whether he got tanks yet.
 
Do a little citizen management and squeeze a few extra pennies into the research budget and the treasury. Recall all the free workers I can into Entrmont so I can start some serious terrain trimming in the core towns.

Moving on the the geopolitics: We at war with Carthage and so is Babylon while America is at war with Babylon allied with the Vikings. Hammi refuses our help against either (having a common enemy and an alliance is one way to do per turn deals even with a busted rep). so I renegotiate the peace treaty with Abraham and send him some coal, horses and incense for 86gpt. Maybe that will give him a better fighting stance against Babylon. I would really like to see an end to the Embargo between Ragnar and Hannibal so I could get some goodies into Ragnae's hands so he could put up a better fight against the Hammbone, but the only way to do that is finish the Carthaginians but our only galleon is half a world away but I can disband a regular warrior at Utica and whip a galleon at the cost of a couple citizens.

England And America sign a Mutual Protection Pact.

China and Carthage sign an embargo against us.

England declares war on Babylon...

Spend some coin looking into Nineveh, Hammi has oil and rubber so if he knows MotTrans he is building tanks, not good for the home team.

The culture curve expanded by just a little under 100cpt but now that Hammi has his borders cities back under control his culture curve really jumped.

Made some resource deal with the Vikings once the Cartahge embargo ended.

Did a lot of whipping, even in the core. The workers are trimming terrain around the Big 4 towns as I was trying to get an handle on the best spot for the SPHQ. Looks like Alesia or Luigdunum but we are several turn outs from having to make that decision. I wanted to shrink the core populations to get some room to move and to assign the more productive fields to the more productive towns.

New Isca came back to us and I built one new town.

War with Hammi is inevitable if we want to end this soon. But I don't think it can happen until we have artillery. I really really hate trying to knock fortified infantry off their perches with cannon and a single fortified infantryman in a town will destroy a cavalry army. The risk is that by the time we have artillery Hammi will be putting his on tracks (tanks).

We have a really broad front with him, but he is being distacted by the Americans and Vikings. So maybe I am being chicken-hearted but I don't like attacking a stonger foe across a broad front like that unless I am positive I can bring overwhleming force to bear...

When we do go to war with Hammi that will open trade opportunities.

Close attention needs to be paid to the growth and build status of every town so we can nail the whip opportunities as they come up. Using granaries for short whips is also useful for the higher cost buildings like libraires and cathedrals and (yes, eldar, I said it) colusseums.

The Save

Roster check:

Minute Man - up
Mab - on deck
Tubby Rower
Pied Piper
eldar
Bede
 
Got it.

I agree with not wanting to take on Infantry at the moment. So I doubt I'll be starting trouble with Babylon on my turns.
 
I played five turns, and very little of interest happened. I built some culture buildings, laid a lot of rails, and cracked the whip where I saw the opportunity. And probably missed (at least) a few things. We have way too many cities. :crazyeye:

No change in the political situation. Though it was sort of amusing to watch all the troops shuffle around Carthage's island town (without a single shot being fired, of course). Can anybody explain why I kept seeing the AI move a couple of galleons out of a town, then unload some troops from the galleons into the town, then sail back into the town? Weird.

Industrialization came in on my last turn. I set Entremont to a factory; it's not clear to me whether we have very many cities that will benefit from factories, so that's the only one building at the moment. I set research to Espionage (we want the SPHQ, right?), but we have no beakers invested yet, so next player feel free to change.

All of these culture buildings are dragging down our economy. Even at 0% science, our cash flow is slightly negative. On the other hand, we have so many scientists that we can research Espionage in 19 turns at 0% science. Next player will probably have to adjust this as well.

>>>The Save<<<
 
Why does Carthage & China not have culture accumulating???? I thought that the palace would always generate culture and the palace follows the capital.

I hope that we finish this game before 2000AD... That's incredible about 0 % science generating Spies in 19 turns :wow: Once we get SPHQ, we'll need a bit of money to steal techs, correct?

We need to keep Babylon at war to hamper his culture growth.

Roster:
Minute Man - just played
Mab - up
Tubby Rower - on deck
Pied Piper
eldar
Bede
 
Got it but will wait until tomorrow to play as planning on getting wasted tonight!

I HAVE A NEW JOB!!!!!!! :beer: :dance: :bounce: :banana:
just thought I'd share some good news for a change :crazyeye:
 
Great! Congrats. The game can wait, go out and celebrate.
 
Tubby Rower said:
Why does Carthage & China not have culture accumulating???? I thought that the palace would always generate culture and the palace follows the capital.

I think it's probably because they'll be in anarchy having just researched communism? I seem to remember anarchy govt=zero culture per turn???

Playing now btw
 
Played 10 turns... this game has actually kept my attention in the industrial age.... amazing!

Culture has passed 100k :beer: :dance: :banana: but the Babs are on 68k :mad:

Espionage is due in 2 turns at 20% +29gpt. I played with the slider a lot to try to squeeze it out sooner.

Only made brief notes:

1645 France builds Universal Suffrage
1655 Battle of Chondote (babs)
English vs Babs:- A lucky English longbowman takes out the last Bab infantryman to raze the city. Carthage then get a huge increase in territory (almost double!).

China and the Vikings sign an MPP then China declares on Babylon
France and China sign an MA against Babylon
Everone except us and carthage are at war with the babs :satan:

5 billion miles of railway have been built. No flips this turn but looks like a couple of bab cities are on their way over.

I had to gift a 2 tile island city to England to stop Carthage taking all our gold. I forgot it was undefended until a Carthage knight showed up next to it. I think it was called something Jungle?

Here's the >>>SAVE<<< and a screenie of the dogpile!
 

Attachments

  • poor_babs.jpg
    poor_babs.jpg
    143 KB · Views: 137
Nice work , Min and Mab, and congrats on the job, Mab. We are over the 100% hump

Roster:
Tubby Rower - gets to start a war, or not, as you choose.
Pied Piper
eldar
Bede
Minute Man
Mab
 
I jut did a quick calculation and at the current rate of culture increase we are still going to have to play 103 more turns before our culture will be double that of Babylons. We'll end up with 245k of culture.

I got it. I might go ahead and start the war with Hammi. depending on how much military we have.

A question to the team, what do I need in order to take aout infantry? I don't think that cavs stand a chance against healthy inf. So what kind of stack should I have to start going against this guy? WE can't just sit back for another 100 turns and wait on the culture to go our way, so we are going to have to take it to Hammi.
 
To take on Infantry successfully with Cavalry, we need (a) our own Infantry; (b) Artillery. IMHO, we can't wait that long - by the time we're there, Hammi may have Mech Infantry and certainly will have Tanks and Planes. Planes and Tanks means our Armies will be next to useless.

It may be dull but sitting tight for 100 turns might be the only option :(
 
Back
Top Bottom