SGOTM 12 - One Short Straw

We could generate the next GP in Beijing next instead of Bahamas. We have a higher chance of getting a GSpy there - 67% instead of 57%. We would also have a 20% chance of getting a Scientist for bulbing. This would give us an 87% of a T250 launch without worrying about trying to force a GP out of Karmachtka.
 
I've been playing around with the citizen assignments in the save and I can get us up to 8660 beakers/turn with -44gpt gold without free religion (though we wouldn't be able to do much else, and we run a food deficit in most cities, though we don't lose any pop before T+4). If we traded for 70 gold from Rooservelt we could run this for 4T. Would this give us enough extra research to get to fusion in 4T even without a GS bulb?
 

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Do we know exactly how much OF beakers there is?

Edit: I think we have min. 2000b OF, since IIIRC we can finish Genetics (9100b) in 1t with 7100bpt. That means we'd need an average of 8275bpt over 4t to complete Fiss/Sat/FO/Fus.
 
Taking account of the 20% discount I reckon we need 33696 beakers to research sattelites-fission-fibre optics-fusion. To get this in 4T needs an average research rate of 8424 beakers/turn , so we should be O.K even with no overflow.
 
to launch the spaceship we need composities in 1 turn after fusion as well. The bulb is necessary. The extra science you were able to get convinces me that I will be able to build a few critical workers and still succeed with a T250 launch.

I'll look into the Beijing plan for great people.
 
I just did a quick run through of the space part build planning separate from bcool's plan and if we can hit the research rate you guys are shooting for, a T250 launch should be very doable with very minimal terraforming:

Spoiler :


I'm using the current hammers in all cases (the number in the green column) other than in Siberia, where I'm using the number from the blue column, which requires just 18 worker turns to achieve and we have T245 - T241 = 4 turns to complete them... That won't be possible with our workers in the area, but I was not taking into account the chops, so there is some wiggle room there (BTW, bcool's plan has this same build sequence for Siberia). We'll also need a lot of OF on T244 to have a lot of OF to carry us through the builds.

For all other cities, we would require the indicated turns worth of OF to complete the build. So in Moscow, we would need 0.6 * 115 = 69 base hammers to overflow in order to complete the Engine in 5 turns. But this can be done with no worker turns!!

There are many ways to do accomplish a T250 launch (assumes we meet the tech dates shown above), but things are a bit tight on the two Engines, Stasis Chamber and Docking Bay.

All parts were timed to start as late as possible to allow maximum wealth building. Just like in Bcool's plan, having two turns to research Genetics makes this doable. The critical thing is to research Fission, Satellites, Fiber Optics, Fusion and Composits all in one turn. It appears that you guys are working on this right now and it requires a GS bulb. Let's make that happen.
 

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I don't think there's much else our cities have to do in the next 3-4 turns other than build workers, wealth, and research.

edit: x-post with Mitchum. Damn you guys are good. So if I'm understanding everyone's math right, we have two alternatives to make our research goals: (1) get a gspy/gscientist within the next 3 turns or (2) crank up the research all the way to do the next 4 techs in 4 turns. If we're going route (1), we need to convert probably half of the cities to wealth builds on T+2 so that we don't waste beakers bulbing fiber optics. We can then convert the wealth builds to research builds on T+3 but it's critical that we don't lose beakers from overflow + bulb here.
 
I've been playing around with the citizen assignments in the save and I can get us up to 8660 beakers/turn with -44gpt gold without free religion (though we wouldn't be able to do much else, and we run a food deficit in most cities, though we don't lose any pop before T+4). If we traded for 70 gold from Rooservelt we could run this for 4T. Would this give us enough extra research to get to fusion in 4T even without a GS bulb?

Be careful with the save attached here because I assume that it is our actual game and not a test game, right?
 
With 2k OF, we can do that in 5t with 8570bpt, which is probably quite a stretch. With also a bulb, around 7820bpt.

So that means we need to squeeze every beaker out of every turn to maximize overflow every step of the way. This may not be possible with my plan because 5 cities stop building wealth on T244 and 3 cities stop building wealth on T245. Like bcool said, I think we need the GS bulb to make this happen.

@bcool, I only saw 4 thrusters in your T250 plan. Are you planning on only building 4 or did I miss one.
 
I guess with my plan we could either a) move the Thruster builds into cities with higher hammers (I'm not building anything in Bahamas, Nottingham or Orleans) and/or do some terraforming to increase the hammer output. These would allow us to start the Thruster builds a turn later so that we can have more cities building wealth.
 
5 chars is the minimum post length.

From Mitchum's plan, I'd move a thruster to Hastings (4 turns), Orleans (4 turns with terraforming -- workers enroute), and Bahamas (5 turns). Hastings and Orleans will each need 3 more workshops to hit this number -- should be doable with the workers running around. We can move some of the workers near Canterbury up to Hastings to make the necessary workshops there. Orleans has 4 around it already which can make the requisite workshops.

Nottingham can do a thruster in 5 (no worker turns needed) and Life Support can move to Oxford (5). I think this will help free up more gold on T244.

Also, note that York does NOT have an RSI. So it can't build SS parts. And we shouldn't use Chengdu to build parts because it can revolt :mad: Which it did once during my set.
 
From Mitchum's plan, I'd move a thruster to Hastings (4 turns), Orleans (4 turns with terraforming -- workers enroute), and Bahamas (5 turns). Hastings and Orleans will each need 3 more workshops to hit this number -- should be doable with the workers running around. We can move some of the workers near Canterbury up to Hastings to make the necessary workshops there. Orleans has 4 around it already which can make the requisite workshops.

Nottingham can do a thruster in 5 (no worker turns needed) and Life Support can move to Oxford (5). I think this will help free up more gold on T244.

Also, note that York does NOT have an RSI. So it can't build SS parts. And we shouldn't use Chengdu to build parts because it can revolt :mad: Which it did once during my set.

OK, so I think we can play with the build queues and workers to finish all of the builds on T149 for a T150 launch. Siberia's builds and the research schedule are the things that will require the most effort, I think.

BTW, once we mine the gold in Old China and settle on the iron (or was it coal), all cities will have +2 base hammers from Mining Inc. Also, the numbers in the green column are the first number bcool requested (i.e. max base hammers from each city right now if you moved population around with starvation as long as you don't lose a population in less than 8 turns but without converting specialists to citizens, engineers are ok). The numbers are slightly higher in many cities if we hire citizen specialists...

Finally, we can fine tune our plan by verifying how much overflow each city has right now. Hopefully any city requiring any overflow has it sitting in the queue already while we build wealth. Otherwise we'll have to build something the turn before to get the required OF (or do some terraformingm which is prbably preferred since research is so tight).
 
The gold in Old China is under American control right now - I think we only have access to that tile when Chengdu is not in revolt.

The iron tile should get settled in 5 turns from now. Hopefully it'll help the SS builds.
 
I'm away from the game, but my plan had 5 thrusters I think Beijing was planning to build it.

Also, note that York does NOT have an RSI. So it can't build SS parts. And we shouldn't use Chengdu to build parts because it can revolt Which it did once during my set.

I'll change the plan tonight so I don't use Chengdu and I will either build a RSI in York or will not use it.

Could we get access to the iron in Gandhi lands in ~5 turns with a Sushi spread to the city closest to it? I assume not, but just wondering.

Where is the iron I'm suppose to settle on? (The old warrior pump spot won't work I don't think now that DeG's borders expanded.

From Mitchum's plan, I'd move a thruster to Hastings (4 turns), Orleans (4 turns with terraforming -- workers enroute), and Bahamas (5 turns). Hastings and Orleans will each need 3 more workshops to hit this number -- should be doable with the workers running around. We can move some of the workers near Canterbury up to Hastings to make the necessary workshops there. Orleans has 4 around it already which can make the requisite workshops.

Nottingham can do a thruster in 5 (no worker turns needed) and Life Support can move to Oxford (5). I think this will help free up more gold on T244.

I'll also adjust based on where the workers are and which cities need the fewest worker turns. Thanks for these suggestions.
 
can anyone reassess the cleanup needs for me?

For example
(location, number of workers already there or nearby, number of workers needed assuming we finish T260)
 
The gold in Old China is under American control right now - I think we only have access to that tile when Chengdu is not in revolt.

In the latest save, Chengdu is out of revolt. But we can't count on it staying out of revolt since the city center is 33% Russian and 44% American.

@bcool - Maybe I'm missing something, but I only see 4 cities building thrusters in your latest file for both your T250 and T251 plans. In any event, there are several cities that can build them. Just make sure that there are 5 being built in the end.

We could get the iron at Warrior pump, but it would require 4 ice road segments to be built and another settler, which is quite a few worker turns for 1 hammer, although it is +1H in all cities... Probably not worth the effort since I would prefer to use the workers near Siberia to build workshops instead of roads.
 
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