The last challenge -- Team game -- Deity trial

Yeah, I forgot about the fish, moved all the workers to specialist but forgot to switch the fish.

The HE can produce lvl4 too. It has the West Point + settled great general.
 
On a separate note, I must say I'm impressed that we're closing in on victory in this game. I thought our game looked hopeless when we got that dow from Monty early on, especially with our variant.
 
I had similar feeling at that time. We got some luck to survive that and did not get DOW from Joao/Toku before getting Toku to pleased. Almost all deity games require some luck in early stage though (you can't complain that SB DOW you at cautious:rolleyes:). Except that, it has been our own effort to make it close to winning.
 
Taking a little break to peek in at the old game/community.

I knew you guys could do it. :goodjob:
 
shyuhe, you are up now, unless dingding want to take it... (he has not posted anything after my set, though)
 
I thought Shyuhe knew it.

Roster:

Bestsss -- just played
Shyuhe -- UP
Dingding -- On deck
Duckweed
 
No real need but in case they get anything (robotics, stealth?), just bring it home, we have 13k EP left and around 1k/turn passive (will be less out of nationhood) which is plenty.
Even though the city culture will drop and the missions will be more expensive, still should be enough. As far as I remember the only way to insert 'city' culture is via spread culture spy-mission. Espionage uses city culture, not the tile one.
Also perform counter espionage ones. I guess the border cities have spies eager to poison the water supply.
 
A quiet conscripting 10 turn set.

IT: nada

T1: revolt to PS/FS/Theo

T2: Steal refrigeration, get a great artist

T6: Revolt to US, start rush buy.

T7: Steal fission

We will need a pretty large stack to deal with this:
Civ4ScreenShot0445.jpg


and

Civ4ScreenShot0444.jpg


Our headcount:
25 tanks, 23 gunships, 8 paras, 4 mobile sams, 14 cavalry, 20 mobile artillery, and 10 cannons. I have not built an airforce yet - that's next on the list (probably another 10 turns). I think we need another 10-20 turns of build-up before declaring.
 

Attachments

Looks quite pretty.
but.. It will turn to be a grudge war unless the nukes are banned.

Do we want nukes?
Or do we have any choice?
--
i need a second peek at the uranium resources, we can keep it down but it's not really an option
 
I think we'll get control of the UN, in which case we can vote to ban nukes. Otherwise, we should prepare for the worst. At least we can build SDI.
 
It's good to see Toku's SOD in the range of strike immediately, but Joao/Toku in war mode is a bad news, Willem/Churchill will bend in a few turns this time. Joao has ~150 units in the 2 cities trapped in English empire. We need to stop the war before Joao/Toku take any city, so 5K cash is probably needed this time (will we see the "we rather win the game" message?:rolleyes:)

Yes, we need to build navy and air forces in the next 10 turns. Jet fighters in carriers are crucial to stop Joao's SOD. In case of Manhattan Project being build, then rush tactical nukes as many as possible and ban it with UN.

Dingding is UP.
 
>>(will we see the "we rather win the game" message?)
No.

I answered the previous time (Churchill vs Monty war): the message is land based and depends only on the ratio between the requester (us) and the aggressor.

It was 2.5 times (or was it 2?) more land for aggressor and you get the message.
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>>5K cash is probably needed this time.
It depends on the game turn (power + war success), so it will be more. We are the UN elect. And there will be vote soon too.

Pretty positive the Manhattan is in progress. Shyuhe has already assigned workers on our resource.

Dingding, are you around? (I hope so, if not I can take last the build up set...)
 
I’m ready. Sorry for not having appeared for a while. I was messed up by the BUG mod’s installation problem. I thought the game was finished as we stole some many techs, but it’s not. Will finish my round as soon as the discussion is over.

We have 1900 production and 1500 gold per turn, that’s totally 3000 production, 17 units per turn. Now we have 95 units (land), 120 units if upgraded. Joao has 100 units in Lisbon and 150 in the two English cities. Toku 80 in Pataliputra. That’s all the military info we need.

So I see another option here: we DoW J/T before they DoW W/C, so they can’t put the 150 units trapped in England in the battle field. If we aim to do it, we need another 5-10 turns for the preparation (150 units). Then we can kill Toku’s SoD (80 units, if it’s his SoD) in Japan as soon as we DoW, at a cost of 15-20 units. Joao’s SoD (100 in Lisbon) needs 3 turns to arrive at the front, we have 3-4 turns to prepare Bombers and wait to kill them in Pataliputra or even Wine City.

If we wait for them to DoW W/C, IMO it’ll be astronomically expensive to bring them into peace before they capture the first city. UN will be handy. Noticed that UN was built in turn 251, so ideally they will DoW W/C before t261, if not, we’d better to ask them for peace with money. So I would save money from now.

Although Duckweed dislikes nukes, but we should be prepared for a nuclear war since J/T can be building the Manhattan project at the moment. If they do finish it in a few turns, I’ll probably rush Nukes in every city then ban it in turn 261.

Edit: Good, draft-a can pop one more GP in 10 turns. So a GS to trigger a third GA with the GM and GA we have?
 
The next great person will come from Angle before Draft-a. Basically we'll get two shots at getting a non-GM/non-GA in about 12 turns or so.

If J/T declare on W/C, I don't see them bringing their northern stacks back south to attack us. I'm not sure of the mechanics but I'd guess they'll be assigned to attack W/C so they won't bother us.
 
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