zyxy
Warmongering Fool
Wow, another part of our saga! Keep it coming, please!
Game looks excellent. Sorry about the 2 workers, should have garrisoned them.
(EDIT: crossposted with CF.)
Game looks excellent. Sorry about the 2 workers, should have garrisoned them.
(EDIT: crossposted with CF.)
- Our defenses on Tadpole seem more than strong enough. Our artillery force is large enough to actually attack a medium-size civ, there's no need for more. Perhaps another half-dozen infantry, and then we're set. I would put about 15-20 infantry and half a dozen arty on the Mainland, and 20-25 infantry plus the remaining arty on Tadpole (that's enough to stop a large cavalry offensive). Then, get rid of all pre-industrial units. Even the elites are probably useless by now, but we can keep them if you wish.
- Low priority: If we have nothing else to build I would like to replace the galleons by transports at a convenient moment. They are faster and so we need fewer. A few destroyers would also be nice, but again there's no hurry yet. Destroyers are better than battleships: faster, cheaper, and strong enough to take out the wooden navies of our opponents (remember nobody but us has Oil).
- We are shipping spices to Spain, I'm quite sure we can renegotiate for more gpt. We can also renegotiate the RoP for more gpt I think - or perhaps cancel it for security.
- Research rate is > 1600 max. We can increase it a bit more still (keep adding back native workers wherever it's useful), but probably not by much before Labs. I think we can maintain 4 turn research throughout the game now. Probably the GA should start when we are 2 turns into the Modern Age. We can then do 6 techs with (partial) GA help, and would have to do Satellites without. At 7000 beaker cost, that seems feasible.
- It doesn't matter much what we research after MassProd I think. Perhaps Flight, for the airports. Or towards Electronics, for Hoovers. Albu would be a good town for Hoovers, and could start a prebuild soonish.
- MM details: The Coal plants are Docks prebuilds presumably. Vladi can switch to a Docks prebuild as well. Some Tadpole towns can squeeze out a few more specialists - e.g., Testtube, East Virginia. In general, if the town has no aqueduct and is not on fresh water then it cannot grow beyond size 6. In this case, if its best food tiles are giving 4 food, then size 5 is ideal (3 specialists).
- More MM details: Some towns can use worker attention. E.g., Kristiansund needs another mountain mine and can make more shields. Smurkz Point makes too much food and can use a mine on that irrigated grass tile. If you're in for something extra, you could send a worker to Thunderfall to irrigate that game tile. There must be many more, and it probably makes little difference
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- Here and there we can have some fun with forestry operations: plant forest, chop, get 10 shields, then redo mine or irrigation. It only works once per tile, and unfortunately you cannot see which tiles have been used already. Best used for towns that still need first level or science improvements.