Try-05: Ludicrous Speed!

IHT-
:science: to 0% for mass unit upgrades
SB3 hired 4 merchants 1 priest, GP due in 4
Trades
Spoiler :
Cyrus, also beg 90:gold:
Civ4ScreenShot0000-3.jpg

Washington, also demand 100:gold:
Civ4ScreenShot0001-3.jpg


I hold off on civics switch until the next GP

Turn 241-
SB1 observatort>bank
SB3 cav>drydock>frigates
SB8 galleon>galleon
rest I put on frigates/galleons
Trade Toku 5gpt>marble
Research to SP going towards AL for infantry

Turn 242-
SB4 galleon>drydock
SB5 obs>bank
SB10 frorge>frigate

Turn 243-
Cyrus offers DR>RP+120:gold:...uh no
SB1 :whipped: bank

Turn 244-
SB1 bank>drydock
GE born in SB3 start a GA
Spoiler :
Civ4ScreenShot0002-1.jpg

Civics switch to FM/Theo
WvO trade
Spoiler :
Civ4ScreenShot0003-1.jpg


Turn 245-
I'm going to skip city-by-city
Toku trade Const>Lib,Drama,Music,Compass

Turn 248-
:science: to 100% SP (3)

Turn 251-
SP > Corp > AL


Stopped on Turn 254, we have a pretty good fleet. Need 8 units to completely fill all the boats.
Spoiler fleet :
Civ4ScreenShot0004-1.jpg
Civ4ScreenShot0005-1.jpg
 

Attachments

Still no DOW gonna have to change that, Wash should be a rollover and offer staging grounds for others. After AL we should get Fasc and Comm, for Krem, Mt Rush GG. Could prob make use of State Property. Krem will help us rush buy units later.

Cant play until later in weekend if thats ok
 
Slightly less ludicrous speed?!?! That's...ludicrous! :p

Take it on the weekend when you can, but if you won't be able to do so let us know so I can grab a set this weekend instead.
 
Well sorry about that:crazyeye: Our fleet can hit a couple of Washington's coastal cities and then cap him and move on towards WvO. Get some NavI-II galleons for fast transport of units back and forth. I agree with Comm, running SP will help our economy. Kremlin for cheaper buys, ludicrus speed from here on out!
 
Might be best if you take it this weekend will have time early nextg week to fit in a set. As cripp says Wash should capitulate easily, regroup then Wvo. One thing I noticed we have stopped assigning points to Cyrus. Him and MM arre going to be our only real opposition so I would assign most points to Cyrus and a enough to keep visibility on MM. I would leave Wvo and Wash.
 
Well, some good news and some bad news.

Summary points:
- IHT: minor micro stuff (mostly things look good), queue some buildings for :) where needed, set up Levees, and start a Bank in SB6 (fastest build, not most useful bank) so SB2 can build Wall Street.
- IHT: re-negotiate some trades with AI for better gpt
- IHT: set all Espionage towards Cyrus
- built :) where needed
- built Jails to help recover our espionage deficit against Cyrus, and for war :mad: when we get around to going to war with him.
- Toku captured a barbarian village for us, I just razed it.
- We do not get Communism first, in fact two of the AI have it by the time Assembly line is finished so I went for Fascism first (we got the GG). We missed Kremlin, Cyrus built it.
- It takes a few turns + 6 turns of transit time to get in position for Washington, but only 2 turns to capitulate him. :lol: One turn to land troops, one turn to conquer 3 cities in one go.
Spoiler :
T263 dow wash.jpg


T265 wash cap.jpg

- Traded Toku Astro + Chem for Democracy + small cash on T263 (same turn we DoW'd Washington)
- BAD NEWS T263:
Spoiler :
T263 wvo vassal.jpg

- Changed civics on T265 as we capture 3 cities and capitulate Washington (also the same turn we finish Communism):
Spoiler :
T265 civics.jpg

- Played til end of Anarchy (start of T268).


Notes:
Still a HUGE deficit in espionage to Cyrus, but if we pause tech research for 4-5 turns with Espionage cranked up to 70-80% then we could catch up. We know he has a pretty huge military either way, including Rifles and Cavalry - our main advantage (and only at the moment) is we can build Infantry. To help that out, I have Artillery tentatively queued as the next tech. I don't think the loss in tech turns is worth it.

- Mt. Rush queued (but no turns in yet) in SB4.

- Troops and ships still hanging out near the captured American cities...
and on that side of things, I would actually consider just liberating the cities we captured and shipping our troops back across our fort-chain so we don't have to manage anything in Washington's territory. It's at least worth some discussion ;)

- We have very very crappy defense, and now that we'd be pursuing a war against Cyrus+Mansa+WvO we need to be prepared in case one of them decides to try to land some troops against us. We already have a line of Frigates with Sentry promotion watching between our East coast and Cyrus/Mansa, but we would need to divert (or build more) frigates from our attack fleet to guard duty to be able to intercept and destroy a fleet before it got to us. Another problem there is that the AIs can built Ships of the Line which will eat our Frigates (I have Toku researching that tech, but it is still 8 turns away)

In that same vein, I started to replace some of our archers/axes defenders with Infantry (which helps our economy too, btw) and would suggest that we continue doing so.

- Tech path I would suggest would be Artillery -> Railroad -> Combustion -> Industrialism -> Electricity -> Fission :nuke:
 

Attachments

Spoiler Log T254-267 :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 254/500 (1720 AD) [29-Aug-2010 22:43:53]
Research begun: Communism (4 Turns)
Research begun: Fascism (4 Turns)
Spaceball One begins: Levee (5 turns)
Spaceball Four begins: Levee (6 turns)
Spaceball Five begins: Theatre (5 turns)
Spaceball Six begins: Bank (7 turns)
Spaceball Six begins: Jail (4 turns)
Spaceball Seven begins: Theatre (5 turns)
Spaceball Nine begins: Harbor (2 turns)
SB 10 begins: Theatre (5 turns)
SB 13 begins: Theatre (4 turns)
SB 14 begins: Theatre (4 turns)
SB 14 begins: Harbor (3 turns)
Spaceball Six begins: Bank (7 turns)
Frigate 5 (Spaceball One) promoted: Flanking I
Frigate 5 (Spaceball One) promoted: Sentry
Frigate 9 (Spaceball One) promoted: Flanking I
Frigate 9 (Spaceball One) promoted: Sentry
Frigate 12 (Spaceball One) promoted: Flanking I
Frigate 12 (Spaceball One) promoted: Navigation I
Frigate 3 (Spaceball Three) promoted: Flanking I
Frigate 3 (Spaceball Three) promoted: Navigation I
Frigate 6 (Spaceball Four) promoted: Flanking I
Frigate 6 (Spaceball Four) promoted: Navigation I
Frigate 10 (Spaceball Three) promoted: Flanking I
Frigate 10 (Spaceball Three) promoted: Navigation I
Frigate 11 (Spaceball Four) promoted: Combat I
Frigate 15 (Spaceball Four) promoted: Combat I
Frigate 18 (Spaceball Four) promoted: Combat I
Frigate 2 (Spaceball Three) promoted: Combat I
Frigate 11 (Spaceball Four) promoted: Combat II
Frigate 15 (Spaceball Four) promoted: Combat II
Frigate 18 (Spaceball Four) promoted: Combat II
Frigate 8 (SB 10) promoted: Combat I
Frigate 7 (Spaceball Seven) promoted: Combat I
Galleon 20 (Spaceball Four) promoted: Flanking I
Galleon 20 (Spaceball Four) promoted: Navigation I
Galleon 21 (Spaceball Four) promoted: Flanking I
Galleon 21 (Spaceball Four) promoted: Navigation I
Galleon 19 (Spaceball Eight) promoted: Flanking I
Cannon 9 (Spaceball Nine) promoted: City Raider I
Cannon 1 (Spaceball Nine) promoted: City Raider I
Cannon 2 (Spaceball Nine) promoted: City Raider I
Cannon 3 (Spaceball Six) promoted: City Raider I
Cannon 4 (Spaceball Nine) promoted: City Raider I
Cannon 5 (Spaceball Six) promoted: City Raider I
Cannon 7 (Spaceball Nine) promoted: City Raider I
Cannon 9 (Spaceball Nine) promoted: City Raider II
Cavalry 1 (Spaceball Three) promoted: Flanking I
Cavalry 2 (Spaceball Three) promoted: Flanking I
Cavalry 3 (Spaceball Three) promoted: Flanking I
Cavalry 1 (Spaceball Three) promoted: Flanking II
Cavalry 2 (Spaceball Three) promoted: Flanking II
Cavalry 3 (Spaceball Three) promoted: Flanking II
Rifleman 13 (Spaceball Two) promoted: Medic I
Rifleman 7 (Spaceball Three) promoted: Pinch
Rifleman 5 (Spaceball Eight) promoted: Pinch
Rifleman 11 (Spaceball Three) promoted: Drill I
Rifleman 10 (Spaceball Six) promoted: Drill I
Rifleman 9 (Spaceball Four) promoted: Drill I
Rifleman 8 (Spaceball Three) promoted: Drill I
Cavalry 4 (SB 12) promoted: Flanking I
Cavalry 4 (SB 12) promoted: Flanking II
Rifleman 1 (Spaceball Three) promoted: Combat II
Rifleman 2 (Spaceball Six) promoted: Combat II
Rifleman 4 (Spaceball Three) promoted: Combat II
Rifleman 3 (Spaceball One) promoted: Combat II
Rifleman 6 (Spaceball Six) promoted: Medic I
Rifleman 3 (Spaceball One) promoted: Formation
Rifleman 12 (Spaceball Six) promoted: Combat II
Cannon 10 (Spaceball Six) promoted: City Raider I
Cannon 10 (Spaceball Six) promoted: City Raider II
Cannon 11 (Spaceball Nine) promoted: City Raider I
Cannon 11 (Spaceball Nine) promoted: City Raider II
80% Research: 1033 per turn
0% Culture: 191 per turn
0% Espionage: 36 per turn
20% Gold: -94 per turn, 716 in the bank

After End Turn:
Spaceball Two finishes: Cannon
Spaceball Three finishes: Frigate
Spaceball Seven grows to size 14
A Village was built near Spaceball Eight
SB 15 grows to size 5
SB 15's borders expand

Other Player Actions:
Attitude Change: Cyrus (Persia) towards Washington (America), from 'Cautious' to 'Pleased'

Turn 255/500 (1725 AD) [29-Aug-2010 22:59:38]
SB 15 begins: Harbor (6 turns)
A Farm was built near SB 12
A Lumbermill was built near SB 12
Frigate 13 (Spaceball Three) promoted: Flanking I
Frigate 13 (Spaceball Three) promoted: Sentry
Cannon 12 (Spaceball Six) promoted: City Raider I
Cannon 12 (Spaceball Six) promoted: City Raider II
Cannon 6 (Spaceball Six) promoted: City Raider I
Cavalry 6 (Spaceball One) promoted: Flanking I
Cavalry 6 (Spaceball One) promoted: Flanking II
Cannon 15 (Spaceball Two) promoted: City Raider I
Cannon 15 (Spaceball Two) promoted: City Raider II
Frigate 14 (Spaceball Three) promoted: Flanking I
Frigate 14 (Spaceball Three) promoted: Navigation I
Frigate 19 (Spaceball Seven) promoted: Flanking I
Frigate 17 (Spaceball Three) promoted: Flanking I
Frigate 17 (Spaceball Three) promoted: Sentry
Cannon 14 (Spaceball Six) promoted: City Raider I
Cannon 14 (Spaceball Six) promoted: City Raider II
Cannon 13 (SB 14) promoted: City Raider I
Cavalry 5 (Spaceball Nine) promoted: Flanking I
Cavalry 5 (Spaceball Nine) promoted: Flanking II
Frigate 20 (Spaceball Three) promoted: Flanking I
Frigate 20 (Spaceball Three) promoted: Sentry
Cannon 8 (Spaceball Six) promoted: City Raider I
Cannon 8 (Spaceball Six) promoted: City Raider II
80% Research: 1029 per turn
0% Culture: 187 per turn
0% Espionage: 36 per turn
20% Gold: -104 per turn, 622 in the bank

After End Turn:
A Hamlet was built near Spaceball Two
Spaceball Three finishes: Frigate
Spaceball Eight finishes: Frigate
A Hamlet was built near SB 10
Spaceball Nine finishes: Harbor
SB 11 finishes: Frigate
SB 12's borders expand
SB 13's borders expand
SB 14 grows to size 11

Other Player Actions:
Islam has spread: Matsuyama (Japanese Empire)

Turn 256/500 (1730 AD) [29-Aug-2010 23:04:14]
Spaceball Three begins: Jail (4 turns)
Spaceball Eight begins: Theatre (3 turns)
Spaceball Nine begins: Theatre (3 turns)
SB 11 begins: Theatre (5 turns)
Frigate 23 (SB 11) promoted: Combat I
Frigate 23 (SB 11) promoted: Medic I
Frigate 22 (Spaceball Eight) promoted: Flanking I
Frigate 22 (Spaceball Eight) promoted: Sentry
While attacking, Frigate 20 (Spaceball Three) decimates Persian Privateer (Prob Victory: 73.4%)
While attacking on the high seas, Frigate 20 (Spaceball Three) (3.68/8) defeats Barbarian Privateer (Prob Victory: 73.4%)
Frigate 21 (Spaceball Three) promoted: Flanking I
Frigate 21 (Spaceball Three) promoted: Sentry
80% Research: 1040 per turn
0% Culture: 187 per turn
0% Espionage: 40 per turn
20% Gold: -106 per turn, 273 in the bank

After End Turn:
A Village was built near Spaceball Two
Spaceball Seven finishes: Theatre
SB 10 finishes: Theatre

Other Player Actions:
Captured Bactrian (Barbarian)
Attitude Change: Willem van Oranje (Netherlands) towards Cyrus (Persia), from 'Pleased' to 'Friendly'

Turn 257/500 (1735 AD) [29-Aug-2010 23:10:36]
Spaceball Seven begins: Harbor (3 turns)
Razed Bactrian
Bactrian lost
Frigate 4 (Spaceball Three) promoted: Combat I
Frigate 4 (Spaceball Three) promoted: Combat II
A Cottage was built near Spaceball One
70% Research: 963 per turn
0% Culture: 193 per turn
0% Espionage: 40 per turn
30% Gold: -62 per turn, 284 in the bank

After End Turn:
Tech research finished: Assembly Line
Spaceball One finishes: Levee
A Town was built near Spaceball Five
SB 12 finishes: Cavalry
SB 13 finishes: Theatre
SB 14 finishes: Theatre
SB 15 grows to size 6

Other Player Actions:
Islam has spread: Tokyo (Japanese Empire)
Attitude Change: Cyrus (Persia) towards Washington (America), from 'Pleased' to 'Cautious'

Turn 258/500 (1740 AD) [29-Aug-2010 23:19:40]
Spaceball One begins: Infantry (3 turns)
Spaceball Three begins: Infantry (3 turns)
Spaceball Three begins: Infantry (3 turns)
Spaceball Three begins: Infantry (3 turns)
Spaceball Three begins: Infantry (3 turns)
Spaceball Three begins: Infantry (3 turns)
Spaceball Four begins: Islamic Temple (3 turns)
SB 13 begins: Islamic Temple (7 turns)
SB 14 begins: Islamic Temple (6 turns)
SB 15 begins: Forge (14 turns)
Spaceball One begins: Infantry (3 turns)
Spaceball One begins: Theatre (1 turns)
Spaceball One begins: Infantry (3 turns)
Spaceball Two begins: Theatre (4 turns)
Research begun: Fascism (4 Turns)
A Cottage was built near Spaceball Five
A Farm was built near SB 12
60% Research: 794 per turn
0% Culture: 199 per turn
0% Espionage: 36 per turn
40% Gold: 10 per turn, 222 in the bank

After End Turn:
The whip was applied in SB 13
Spaceball One finishes: Theatre
Spaceball Three finishes: Jail
Spaceball Five finishes: Theatre
Spaceball Eight grows to size 17
Spaceball Eight finishes: Theatre
Spaceball Nine finishes: Theatre
SB 13 grows to size 12
SB 13 finishes: Islamic Temple
SB 14 grows to size 12
SB 15 finishes: Harbor

Turn 259/500 (1745 AD) [29-Aug-2010 23:24:27]
Spaceball Five begins: Jail (18 turns)
Spaceball Eight begins: Infantry (6 turns)
Spaceball Eight begins: Infantry (6 turns)
Spaceball Nine begins: Jail (6 turns)
Spaceball Nine begins: Infantry (7 turns)
A Workshop was built near SB 15
Spaceball Six begins: Jail (4 turns)
60% Research: 808 per turn
0% Culture: 212 per turn
0% Espionage: 47 per turn
40% Gold: 16 per turn, 232 in the bank

After End Turn:
Spaceball Four finishes: Levee
Spaceball Five grows to size 17
Spaceball Six finishes: Bank
Spaceball Seven's borders expand
Spaceball Seven finishes: Harbor
A Town was built near Spaceball Eight
SB 10 finishes: Airship
SB 12 grows to size 13
SB 14 finishes: Harbor

Other Player Actions:
Attitude Change: Cyrus (Persia) towards Washington (America), from 'Cautious' to 'Pleased'
Civics Change: Cyrus(Persia) from 'Representation' to 'Universal Suffrage'
Civics Change: Cyrus(Persia) from 'Slavery' to 'Emancipation'
Civics Change: Cyrus(Persia) from 'Mercantilism' to 'State Property'

Turn 260/500 (1750 AD) [29-Aug-2010 23:27:17]
Spaceball Seven begins: Islamic Temple (7 turns)
Spaceball Seven begins: Observatory (12 turns)
SB 10 begins: Islamic Temple (6 turns)
SB 10 begins: Jail (8 turns)
Airship 1 (SB 10) promoted: Combat I
A Lumbermill was built near SB 15
A Watermill was built near SB 15
Spaceball Eight begins: Islamic Temple (4 turns)
60% Research: 833 per turn
0% Culture: 212 per turn
0% Espionage: 47 per turn
40% Gold: 32 per turn, 248 in the bank

After End Turn:
The whip was applied in SB 10
Whip anger has decreased in SB 15
Spaceball Three finishes: Infantry
SB 10 grows to size 11
SB 10 finishes: Islamic Temple
SB 11 finishes: Theatre
SB 15 grows to size 7

Turn 261/500 (1755 AD) [29-Aug-2010 23:29:53]
SB 11 begins: Islamic Temple (8 turns)
Infantry 1 (Spaceball Three) promoted: City Garrison I
Infantry 1 (Spaceball Three) promoted: City Garrison II
A Fort was built
60% Research: 839 per turn
0% Culture: 216 per turn
0% Espionage: 47 per turn
40% Gold: 33 per turn, 280 in the bank

After End Turn:
Tech research finished: Fascism
Oliver Cromwell (Great General) born in Spaceball One
Spaceball One finishes: Infantry
Spaceball Four finishes: Islamic Temple
SB 11 grows to size 13

Other Player Actions:
Attitude Change: Cyrus (Persia) towards Washington (America), from 'Pleased' to 'Cautious'

Turn 262/500 (1760 AD) [29-Aug-2010 23:31:16]
Research begun: Communism (4 Turns)
Spaceball Four begins: Jail (3 turns)
Infantry 2 (Spaceball One) promoted: City Garrison I
Infantry 2 (Spaceball One) promoted: City Garrison II
A Village was built near Spaceball Five
A Town near Spaceball Five was destroyed by Zulu Axeman 5 (Spaceball Two)
60% Research: 843 per turn
0% Culture: 217 per turn
0% Espionage: 47 per turn
40% Gold: 31 per turn, 313 in the bank

After End Turn:
Whip anger has decreased in Spaceball Five
Spaceball Two finishes: Theatre
A Town was built near Spaceball Seven
SB 13 grows to size 13

Other Player Actions:
Willem van Oranje becomes a Vassal State of Cyrus
Attitude Change: Willem van Oranje (Netherlands) towards Tokugawa (Japan), from 'Cautious' to 'Pleased'
Attitude Change: Tokugawa (Japan) towards Willem van Oranje (Netherlands), from 'Annoyed' to 'Cautious'
Attitude Change: Cyrus (Persia) towards Willem van Oranje (Netherlands), from 'Pleased' to 'Friendly'

Turn 263/500 (1765 AD) [29-Aug-2010 23:33:32]
Tech traded to Tokugawa (Japan): Astronomy
Tech traded to Tokugawa (Japan): Chemistry
Tech acquired (trade, lightbulb, hut, espionage): Democracy
Dark Helmet (Zululand) declares war on Washington (America)
Tokugawa (Japan) declares war on Washington (America)
A Workshop was built near SB 13
60% Research: 850 per turn
0% Culture: 220 per turn
0% Espionage: 47 per turn
40% Gold: 21 per turn, 424 in the bank

After End Turn:
Spaceball One finishes: Infantry
Spaceball Three finishes: Infantry
A Village was built near Spaceball Five
Spaceball Six finishes: Jail
Spaceball Eight finishes: Islamic Temple

Other Player Actions:
Attitude Change: Willem van Oranje (Netherlands) towards Tokugawa (Japan), from 'Pleased' to 'Cautious'
Attitude Change: Mansa Musa (Mali) towards Tokugawa (Japan), from 'Cautious' to 'Annoyed'
Attitude Change: Washington (America) towards Dark Helmet (Zululand), from 'Annoyed' to 'Furious'
Attitude Change: Washington (America) towards Tokugawa (Japan), from 'Annoyed' to 'Furious'

Turn 264/500 (1770 AD) [29-Aug-2010 23:39:12]
Spaceball One begins: Jail (3 turns)
Spaceball Six begins: Infantry (5 turns)
While attacking, Cannon 6 (Spaceball Six) decimates American Longbowman (Prob Victory: 99.8%)
While attacking in American territory at Washington, Cavalry 4 (SB 12) (15.00/15) defeats American Crossbowman (Prob Victory: 100.0%)
While attacking in American territory at Washington, Cavalry 6 (Spaceball One) (15.00/15) defeats American Longbowman (Prob Victory: 100.0%)
While attacking in American territory at Washington, Cavalry 2 (Spaceball Three) (13.05/15) defeats American Longbowman (Prob Victory: 100.0%)
While attacking in American territory at Washington, Cavalry 3 (Spaceball Three) (15.00/15) defeats American Longbowman (Prob Victory: 100.0%)
While attacking in American territory at Washington, Cavalry 5 (Spaceball Nine) (15.00/15) defeats American Longbowman (Prob Victory: 100.0%)
Christianity has spread: Washington
Captured Washington (Washington)
Washington begins: Theatre (51 turns)
While attacking in American territory at New York, Cavalry 9 (Spaceball Three) (9.30/15) defeats American Longbowman (Prob Victory: 58.2%)
While attacking in American territory at New York, Cavalry 1 (Spaceball Three) (3.60/15) defeats American Maceman (Prob Victory: 66.2%)
While attacking in American territory at New York, Cavalry 8 (Spaceball Four) (4.80/15) defeats American Knight (Prob Victory: 79.7%)
While attacking in American territory at New York, Swordsman 4 (Spaceball One) loses to American Crossbowman (2.16/6) (Prob Victory: 7.6%)
While attacking in American territory at New York, Maceman 9 (Spaceball Three) (6.48/8) defeats American Crossbowman (Prob Victory: 99.1%)
While attacking in American territory at New York, Swordsman 3 (Spaceball One) (6.00/6) defeats American Longbowman (Prob Victory: 99.8%)
Christianity has spread: New York
Captured New York (Washington)
New York begins: Theatre (51 turns)
While attacking in the wild at New York, Rifleman 6 (Spaceball Five) (14.00/14) defeats American Catapult (Prob Victory: 100.0%)
While attacking, Cannon 2 (Spaceball Six) escapes from American Longbowman (Prob Victory: 99.8%)
While attacking in American territory at Chicago, Rifleman 2 (Spaceball One) (14.00/14) defeats American Longbowman (Prob Victory: 100.0%)
While attacking in American territory at Chicago, Cavalry 5 (Spaceball Three) (15.00/15) defeats American Longbowman (Prob Victory: 100.0%)
While attacking in American territory at Chicago, Rifleman 6 (Spaceball One) (14.00/14) defeats American Longbowman (Prob Victory: 100.0%)
While attacking in American territory at Chicago, Cavalry 7 (Spaceball Three) (15.00/15) defeats American Longbowman (Prob Victory: 100.0%)
Taoism has spread: Chicago
Captured Chicago (Washington)
Chicago begins: Theatre (51 turns)
90% Research: 1251 per turn
0% Culture: 221 per turn
0% Espionage: 54 per turn
10% Gold: -319 per turn, 995 in the bank

After End Turn:
Tech research finished: Communism
Spaceball One grows to size 18
Spaceball Four finishes: Jail
Spaceball Nine finishes: Infantry
A Town was built near SB 12
SB 14 finishes: Islamic Temple
SB 15 grows to size 8

Other Player Actions:
Attitude Change: Cyrus (Persia) towards Willem van Oranje (Netherlands), from 'Friendly' to 'Pleased'
Attitude Change: Cyrus (Persia) towards Washington (America), from 'Cautious' to 'Pleased'

Turn 265/500 (1775 AD) [29-Aug-2010 23:43:17]
Diplomacy (Help Request): Willem van Oranje (Netherlands) asks Dark Helmet (Zululand) for Assembly Line; Dark Helmet REFUSES.
Research begun: Railroad (6612 Turns)
Spaceball Four begins: Infantry (141 turns)
Spaceball Nine begins: Infantry (141 turns)
SB 14 begins: Forge (121 turns)
While attacking in American territory at Washington, Cavalry 3 (Spaceball Three) (6.00/15) defeats American Knight (Prob Victory: 99.5%)
While attacking in American territory at Washington, Cavalry 2 (Spaceball Three) (13.05/15) defeats American Knight (Prob Victory: 99.8%)
Dark Helmet (Zululand) and Washington (America) have signed a peace treaty
Tokugawa (Japan) and Washington (America) have signed a peace treaty
Washington becomes a Vassal State of Dark Helmet
Cavalry 8 (Spaceball Four) promoted: Flanking I
Cannon 3 (Spaceball Six) promoted: City Raider II
Infantry 5 (Spaceball Nine) promoted: City Garrison I
Infantry 5 (Spaceball Nine) promoted: City Garrison II
Infantry 3 (Spaceball One) promoted: City Garrison I
Infantry 3 (Spaceball One) promoted: City Garrison II
90% Research: 0 per turn
0% Culture: 0 per turn
0% Espionage: 0 per turn
10% Gold: 62 per turn, 886 in the bank

After End Turn:

Other Player Actions:
Attitude Change: Washington (America) towards Dark Helmet (Zululand), from 'Furious' to 'Annoyed'
Civics Change: Dark Helmet(Zululand) from 'Representation' to 'Police State'
Civics Change: Dark Helmet(Zululand) from 'Bureaucracy' to 'Nationhood'
Civics Change: Dark Helmet(Zululand) from 'Slavery' to 'Emancipation'
Civics Change: Dark Helmet(Zululand) from 'Free Market' to 'State Property'
Civics Change: Washington(America) from 'Decentralization' to 'Free Market'

Turn 266/500 (1780 AD) [29-Aug-2010 23:48:49]
Infantry 4 (Spaceball Three) promoted: City Garrison I
Infantry 4 (Spaceball Three) promoted: City Garrison II
90% Research: 0 per turn
0% Culture: 0 per turn
0% Espionage: 0 per turn
10% Gold: 62 per turn, 948 in the bank

After End Turn:

Other Player Actions:
Islam has spread: Yokohama (Japanese Empire)

Turn 267/500 (1785 AD) [29-Aug-2010 23:49:36]
Diplomacy: Washington (America) offers to trade Clam to Dark Helmet (Zululand) for Deer
Diplomacy: Dark Helmet (Zululand) accepts trade of Deer to Washington (America) for Clam
90% Research: 0 per turn
0% Culture: 0 per turn
0% Espionage: 0 per turn
10% Gold: 62 per turn, 1010 in the bank
 
Notes:
Still a HUGE deficit in espionage to Cyrus, but if we pause tech research for 4-5 turns with Espionage cranked up to 70-80% then we could catch up. We know he has a pretty huge military either way, including Rifles and Cavalry - our main advantage (and only at the moment) is we can build Infantry. To help that out, I have Artillery tentatively queued as the next tech. I don't think the loss in tech turns is worth it.

Yes running a few turns of :espionage: will help, also running spy specs in cities. Running 80%:espionage: for 4-5 turns will see what he's researching, we'd have to run about 8 turns to get visibility. Getting bureaus would really help

- Mt. Rush queued (but no turns in yet) in SB4.
Not really needed atm, with PS and jails should hold for awhile.

- Troops and ships still hanging out near the captured American cities...
and on that side of things, I would actually consider just liberating the cities we captured and shipping our troops back across our fort-chain so we don't have to manage anything in Washington's territory. It's at least worth some discussion ;)
I would worry that liberating those cities Washington would break free. Sending the troops back east would take a lot of turns, where are we going to attack?

- We have very very crappy defense, and now that we'd be pursuing a war against Cyrus+Mansa+WvO we need to be prepared in case one of them decides to try to land some troops against us. We already have a line of Frigates with Sentry promotion watching between our East coast and Cyrus/Mansa, but we would need to divert (or build more) frigates from our attack fleet to guard duty to be able to intercept and destroy a fleet before it got to us. Another problem there is that the AIs can built Ships of the Line which will eat our Frigates (I have Toku researching that tech, but it is still 8 turns away)

In that same vein, I started to replace some of our archers/axes defenders with Infantry (which helps our economy too, btw) and would suggest that we continue doing so.
We can get MS in 3 turns, I agree on our mainland defenses. A few rounds of drafting should help that, 2pop draft in higher pop cities. We can also upgrade our rifles to infs, but that costs :gold:

- Tech path I would suggest would be Artillery -> Railroad -> Combustion -> Industrialism -> Electricity -> Fission :nuke:

I think hitting RR>Comb first for destroyers then :nuke: maybe drop some nukes on him, although I don't see it going that far(hopefully)
 
Yes running a few turns of :espionage: will help, also running spy specs in cities. Running 80%:espionage: for 4-5 turns will see what he's researching, we'd have to run about 8 turns to get visibility. Getting bureaus would really help
Yeah, but in either case like I said I don't really see that research visibility adds enough value to be worth even the 4 turns of lost teching, let alone 8+ for additional visibility. Let's just get some tanks and smash his face :hammer:

Not really needed atm, with PS and jails should hold for awhile.
Agreed, which is why I didn't spend turns on it prior to that ;)

I would worry that liberating those cities Washington would break free. Sending the troops back east would take a lot of turns, where are we going to attack?
Attack Cyrus :P And yeah, that was my concern too but I'm not sure exactly how that works. It's 50% pop AND land, right?

We can get MS in 3 turns, I agree on our mainland defenses. A few rounds of drafting should help that, 2pop draft in higher pop cities. We can also upgrade our rifles to infs, but that costs :gold:
No need for us to rush to MS, Toku will get it for us. We have at least 8 turns before going to war I'm sure :D Upgrades not really worth the cash I think, better to just build more units and run deficit research.

I think hitting RR>Comb first for destroyers then :nuke: maybe drop some nukes on him, although I don't see it going that far(hopefully)
Nukes would be nice to obliterate his stacks, when we find them. Mansa and WvO have wimpy armies, so I'm not worried about them.
 
Hmm maybe need to get a little creative to crack Cyrus then.

I think we should try to spy a little on Cyrus first before we jump into to see what we are getting ourselves into. We could probably do with some more airships for the job. Once we know what we are up against we can devise a plan.

One possibility would be to feign a small attack on WvO with hope of drawing Cyrus SOD there then strike his mainland.

Rather than a line of single frigates guarding the east coast I usually prefer to use airships to keep a check on the oceans and have a stack of ships ready to take care of what comes our way. If we can get destroyers first then these are a major advantage in this due to massive increased speed and power.

All in all mainly try to consolidate, upgrade troops, build more, and reserch Art => RR => Combustion.

We should try to make more use of our vassals by gifting them more tech in order to get them to develop periphery tech for us. e.g. Bio, Medicine etc whilst we concentrate on military.
 
We should try to make more use of our vassals by gifting them more tech in order to get them to develop periphery tech for us. e.g. Bio, Medicine etc whilst we concentrate on military.

Yup, was thinking that would be good after MS, and I know DR isn't that useful but hey it's only 4 turns.
 
Sorry guys to do this again but I simply have too much to do in too little time, I'm off camping till middle of next week and just haven't had the time to get in any turns.
 
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