TGOM03 - Celts in Space (C3C Demi-god)

General Mayhem said:
Of course you "could" just continue heading north into carthage and get us a dom win within 25 turns... :mischief:
Turning this game into "The Celts in Carthaginian Space"??? :p Or we could finish the UN in, what?, another 5 turns, bribe Hannibal and Joanie into voting for us for a diplo victory, or resign the game for an immediate histographic win. :lol:

Wonder what the boss would say to that!?!?! :eek:

After looking at the save, I'm still thinking peace after Edo and Nagoya are taken and turning the ex-American territory into one huge science/tax farm. Comments from the rest of the team?
 
I haven't looked at the save, but I read the log. Looks good there General! :thumbsup:

Let's not get too close to the domination limit. We'll pick up quite a bit of culture when the Internet comes in. It might be fun to place an airfield in the north of our American holdings, kill a bunch of 'murican infantry, and let Hannibal have the towns. It will help him build his economy back up so he can fuel our research efforts.

We probably ought to think in terms of ending this war. We've no doubt eliminated the Cultural Victory threat from Abe. When this war started the F11 top five cities were American. At the end of my turnset only 2 of the 5 were, and the General sacked those.

My guess is that with lux at 20% the Grumpy Monk will say that it's time to end the war and light the candles in the abbeys and apothecarys again.
 
scoutsout said:
It might be fun to place an airfield in the north of our American holdings, kill a bunch of 'murican infantry, and let Hannibal have the towns.
I'm not sure if you mean for us to just kill units and let Hannibal take the towns, or to take them ourselves and gift them to Hannibal. Either way it would make sense to me, as those two last towns are a sort of finger sticking into the Carthaginian lands. It would be easier to consolidate the territory we have so far. Besides...IIRC there's a lot of jungle around both of them, and our workers will have plenty to do improving the already conquered area for sci/tax farms.
 
Actually we have an airfield there already with the bombers based there, thats whats put them in range of Edo.
 
Nice work, General, you're living up to the name. Abe probably wishes he had never made that landing oh so long ago.

With Lincoln's continental holdings eliminated then his culture rate is flatlined, if you want you could try and bomb out the culture on the nearby islands but that just might get us a whistle for "piling on".

Letting Hannibal the Cannibal stroll into a couple of American towns is a nice touch and will reduce our maintenance burden. It is unlikely that the American colonies will ever grow to the point where they make a significant contribution to the end game, but it is worth a shot, just remember, no buildings.

Time to start picking off the SS techs, and trimming the terrain in the core to get the spt to the right numbers for the parts. Use Hannibal as the funding source, though with the war ending we may not need him.

BTW, if you resign the game you get a loss recorded.
 
bede said:
Time to start picking off the SS techs, and trimming the terrain in the core to get the spt to the right numbers for the parts.
I thought I remembered some discussion in our previous SS training game about the SS parts being 160s, 320s and ?480s? and the prebuilds needed to get those, but I fruitlessly searched the old thread for the info...seems to have evaporated. Anyway, if those numbers are correct, we would be looking for multiples for those, right?

Any preferences in which order for tech researching?

I plan to play tonight.
 
They come in multiples of 160, I think, except the first (Apollo, 800 IIRC) and the last (680).

Now you can adopt my approach wich is to tirm everything up nice and neat, or you can follow the clever_handle plan which is just build them when they're handy. I keep having this recurring dream of finishing Apollo and then all the SS parts the very next run, but I don't think there are enough pre-builds left.
 
Don't forget the MGL that's sitting in GOC, he's sitting there for the purpose of rushing Apollo when we get done with space flight.
 
General Mayhem said:
Don't forget the MGL that's sitting in GOC, he's sitting there for the purpose of rushing Apollo when we get done with space flight.
@Bede: Do you want to try burning to Robotics before going to the upper end of the tech tree? A few selected manufacturing plants might speed things along...
 
lurker's comment:
@Bede: Do you want to try burning to Robotics before going to the upper end of the tech tree? A few selected manufacturing plants might speed things along...
you forgot to say" I have an idea" :lol:
 
I haven't yet looked again at the save, but will begin shortly.

bede said:
They come in multiples of 160, I think, except the first (Apollo, 800 IIRC) and the last (680).
OK, Apollo is taken care of with the leader. Thanks General M. :) I'll check the spt to see which cities can build what parts and what possibilities there are for prebuilds. The Palace comes to mind and I don't think we have Battlefield Medicine yet.

The war plan, as I understand it, is to just bombard the ex-Japanese towns now held by the Americans until Carthage takes them and then make peace with Abe. I'll see if I can get anything from him as part of the treaty. Then try to increase research.

I think we have a lot of military building currently. I'm inclined to back off and switch to peacetime infrastructure. Do we need any more units, or should I just upgrade what we've got as a deterent force? On the other continent I'll fill it with our towns and whack that barb camp. Does anyone see any threat to us from either Carthage or France?

I'll probably come back here and check for comments after we have peace in place.
 
scoutsout said:
@Bede: Do you want to try burning to Robotics before going to the upper end of the tech tree? A few selected manufacturing plants might speed things along...
Just spotted this after my above post. I'll definitely come back before starting new research.
 
Nice idea, scout. Never tried that one before but should be pretty handy.
 
I haven't played yet...just been studying the situation...and wanted to see if there were any comments on my backing off military builds. I may change some military to harbors, aquas, settlers, research labs, offshore platforms, etc. I didn't want to make the changes if that got strong objections.

We currently have 200 units with 202 allowed. We can use the Manhattan Project and Palace for prebuilds.

Hannibal will buy iron for 72gpt. Abe wants peace and has nothing to offer, but I'll wait on that until those 2 cities are gone.

I can't believe it's taken 2 hours just to look things over. :eek: I probably won't be able to finish tonight.
 
I think you've got the war plan...or at least.. my understanding agrees with yours. But don't prolong the war too much longer, WW is starting to be felt, and the Americans completely gassed.
gmaharriet said:
I think we have a lot of military building currently. I'm inclined to back off and switch to peacetime infrastructure. Do we need any more units, or should I just upgrade what we've got as a deterent force? On the other continent I'll fill it with our towns and whack that barb camp. Does anyone see any threat to us from either Carthage or France?
I don't see any real threat from either. Carthage will need to do quite a bit of re-building to get back on an even keel. France poses more of a threat, but Joanie probably cannot do more than make a nuisance of herself at this stage of the game. We've got a lot of flexibility with the pieces in place.

Get some Infantry/Mech Inf. to our more remote locations, and any border city on the same landmass as an AI. Keep a good sized artillery contingent on both major land masses. It might even be prudent to move some Arty back to the home continent.

As for building and upgrading of units, check the F3 screen. If we're bumping near the limit on unit support, start disbanding obsolete stuff. Upgrade what you can, but if we've still got some Ancient Age Archers lying around I don't think it makes sense to upgrade them all the way to TOW Infantry. Assuming we can afford it, a contingent of a dozen or so tanks on each landmass couldn't hurt.

I don't like a lot of airports because of the pollution, but they are maintenance free with Smith's. Pick a land-locked productive city (NOT TJ'ville) that's got all of its infrastructure and build an airport. We may eventually want a few veteran Jet Fighters. This can be delayed...

IIRC, if we burn to Robotics our Cruisers will upgrade to AEGIS for free. These are the best of both worlds between Destroyers (which can see subs) and Cruisers (which pack a fair punch). It couldn't hurt to build a few Cruisers if we have shield rich cities with harbors that don't need infrastructure. A half-dozen or so AEGIS cruisers might come in handy if we have to hunt nuclear subs at endgame. I believe the same tech will allow us to upgrade Artillery to RADAR Artillery.

Don't bother with Carriers. The former American lands will let us position an airfield to hurt anybody.

On infrastructure builds: Markets, Banks, and Stock Exchanges are maintenance-free. Though we won't get a lot of benefit from them when we're in "Hard Burn" mode, we will get some benefit on those turns when we ratchet science down. Reasonably productive cities at home must get Libraries and Universities. Check the gold for this, not the shields. We might still have some shield-poor cities that are making gold. Fire all the specialists so you get a clear view of what's lost to corruption. Towns that are wasting the gold should not get improvements that will cost maintenance, unless there is another reason for it.

Sorry this got so long...
 
I think I'm doing most of what you've suggested, though at this point I can't be specific. I changed a lot of builds toward peace-time infra.

After turn 1 all of our cities of any size without markets were about to riot...I mean like 6 unhappy and NO happy citizens from WW, and I went through and hired clowns and whatever else was needed. Rushed 2 markets for about 10g each. Kept fooling with the specialists to keep research from dropping.

After turn 2, all the citizens became happy again for no reason I could discern, so I went back and reassigned the specialists.

That's as far as I got and I'm too tired and fuzzy-headed to continue tonight.

Nagoya is now size 1 with no defenders. Carthage should be able to waltz in on the inter-turn. Edo is now size 8 and the jungle prevents the arty from getting close enough.

The barb village had (I think) about 8 or 9 horses. It's now gone and we promoted 4 tanks and 1 MI to elites, plus got 50 gold. :D Settlers are on their way over.

I'll attach the save if anyone wants to look.
 
Carthage took Edo and burned Nagoya on the inter-turn. We have no turn numbers left on our MA with Hanni, we're still paying him 5gpt for the alliance, and I can't find a button to cancel the agreement. Will we take a rep hit for making peace with Abe? It doesn't show up on the trade table as an active deal, only on F4. Yeah, I know, a total newbie question. :rolleyes:
 
No, there will be no rep hit since the deal is past the 20 turn limit.
 
I'm afraid this is just another interim report. I just finished turn 7 and I'm very tired. I'll post my log and the save.

Pre-turn 1500ad Dial up Hanni and trade iron for 72gpt. Swap a lot of towns to peaceful infrastructure.

IT - Carthage loses cav and has infantry rl'd to Nagoya.

1. 1505ad - Iceburg Harbor -> aqua, GOC stock exchange -> research lab, Ratae Coritenorum aqua -> harbor, FishTown arty -> harbor, Mayhemium cruise missle -> offshore platform, Shuruppak settler -> lib, Forward Post commercial dock -> uni, West Flank settler -> market, Jungle West settler -> court, Segusio aqua -> harbor, Agedincum settler -> arty, GulfTown harbor -> lib

WW gets worse, hire some clowns and rush markets in Lindum, Tundra Farm and Durocortorum. This war has got to be finished soon.

Bombard Nagoya down to pop1 and rl'd defenders. Bomb Edo down to pop 11 with some units injured. Start settlers on their way to ex-America.

Attack and destroy barb village. We now have 4 elite tanks and 1 elite MI plus another 50g.

IT - At Nagoya 2 Carth cavs are rl'd and retreat and 1 infantry killed. WLTKD ends in many of our cities. Gergovia arty -> aqua, Emar harbor -> aqua, Lindum market -> lib, Durocortorum market - arty

2. 1510ad - At Nagoya defenders are rl'd by arty, then killed by bombers and ready for the Carths to just waltz in I think. Edo down to pop 8. The citizens that were unhappy last turn suddenly become happy again, so put some back to work and rebalance specialists. Change a few builds.

IT - Redlined Carthaginian cav meanders into Nagoya and turns it to rubble. Edo becomes Carthaginian. WLTKD celebrated all over. ICS'ingIt arty -> arty, Tundra Farm market -> arty, Bede's Abbey cruise missle -> research lab, Tolosa tank -> stock exchange.

3. 1515ad - Dial up Joanie and trade Rocketry for Fascism, Amphibious War, WM and 1gpt, then Hannibal and trade Rocketry for 46gpt and cancel the alliance against Abe. Dial up Abe and get peace for 7g (all he has).

Found Barb Point near the old barb camp -> harbor, found Whale View next to Barb Point -> harbor, found Uranium Town east of ToeTheLine -> harbor, found West Filler north of Barb Point -> temple, found Airfield City next to where our bombers are currently stationed S/W of old Nagoya -> temple.

IT - The Internet comes in -> stock exchange. Nineveh settler -> harbor, Left Coast temple -> harbor, Nemausus research lab -> MI, Lezoux settler -> market, Mistburg uni -> bank, Noviomagus research lab -> bank. We have WLTKD almost everywhere.

4. 1520ad - Moving military back into our territory. Send transport of arty back to our home continent. Found Iron Rubble south of Left Coast -> temple. Worker moves and MMing.

IT - We get The United Nations (No, we don't want to hold a vote) in TJville -> Manhattan Project as prebuild for SS part. Harrietsburg cruiser -> commercial dock, Salt Poach -> police station, Last Resort research lab -> cruiser, Deva settler -> arty, Middletown aqua -> harbor.

5. 1525ad - Found MoreRubber near Carthaginian territory -> temple. Send more settlers to ex-America. worker moves.

IT - Abe wants an alliance against the Carthaginians...don't think so. Entremont bank -> stock exchange, Lurkersville research lab - commercial dock, Axima arty -> arty, Seantremont harbor -> aqua

6. 1530ad - Mostly workers moves. I get tired of the 2 barb gallies sitting off Barb Point and bring in 2 arties and 2 bombers to get rid of them...they are currently rl's. Space Flight next turn with sci at 40%, +1180gpt and 4620 in the kitty.

IT - Celt ironclad takes out the barb gallies for us. :) Space Flight in -> Nuclear Power in 5 and heading toward Rocketry. People want to build the Apollo Program...Maybe we should!!! Ha, ha! GOC set to police station as prebuild, Tiwanaku set to Apollo Program.

7. 1353ad - Leader sent to Tiwanaku to rush Apollo Program. Bomber takes out last barb galley. Found Gold Mountain west of More Rubber (Abe has a couple of ships and a transport sniffing around there.) -> harbor, found South point south of IvoryTown -> harbor, found Middlevale in unclaimed area in center of ex-America near the furs -> temple

Tried to MM research down to Nuclear Power in 4, but can't do it, so went back and reset all the specialists again. That took a very long time and I'll have to finish tomorrow.

Here's the save. You really might want to take a look and see if I should be building other things.
 
Peace in our time, who'da thunk it?

Nice going, gang. BTW now's the time to turn on cruise control (bit not the City Governors). Having enough cash to research at best pace possible is not a problem, so squeezing that last beaker or gold piece just adds a burden without changing the outcome.
 
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