SGOTM 12 - One Short Straw

uploaded. It is later than I thought it would be. I'm going to just suggest a few things then get up early and try to hammer out a PPP.

I think FR switch this turn. Get the Artist in GP Farm still in T+2. Use existing GS to bulb fiber optics T+2 turns (overflow on this might be an issue)

Use GE, GProphet, GM (fusion), GSpy, and GA (GP Farm) for 5th GA

settling 2 settlers on iron soon

Chengdu went into revolt again!! 7% chance man need more troops here so we can get that gold darnit.
 
Awesome news on the Great Spy. At 57% it wasn't lucky, but the roll did work in our favor that time.

Use existing GS to bulb fiber optics T+2 turns (overflow on this might be an issue)

It shouldn't be an issue if you bulb the GS before we even start researching Fiber Optics. Unless I'm misunderstanding your problem.
 
OK, I've made a few monor changes to your space ship plan, bcool.

  1. I moved a Thruster from Beijing to Guangzhou. No worker actions are required in Guangzhou, which was left off your list for some reason.
  2. I delayed the Thruster builds in Fish and London because their OF hammers allow them to be completed in 4 turns. This allows them to build wealth an extra turn.
  3. I increased the Base Hammer numbers in several cities and dropped them in one. To get these, I worked all hammer tiles and enough food-only tiles to prevent starvation in 5 turns. I then hired engineers then priests then citizens. Not all cities will actually have to do this during the game in order to finish their parts on time.

Spoiler :


  • Nice work in going Docking Bay -> Stasis Chamber in Sieria. The overflow from the DB allows the SC to be completed in 2 turns. We will need the 18 worker turns to get our max hammers up to 136 in order to pull this off.
  • We need to build something in Moscow on T244 to get at last 48H overflow to finish the Engines in 5 turns. Or we could use workers to get base hammers to > 128.
  • No other terraforming should be required.
 

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I agree with revolting to free religion immediately. We may as well change the artists in GP farm to scientists now as we could use a GS instead of a GA for the golden age now.

We could build a workboat in Rostov to hook up the oil instead of worrying about uranium.
 
PPP

I wasn't able to double check everything but this is a draft to comment on.

Tech plan
Satellites (1), Fiber Optics (bulb T+0) (1), Fusion (1), Composites (1), Genetics (2)

Civic Changes
Switch to FR T+0

(Switch to theocracy 3 or 4 turns prior to launch assuming Genetics
Research will be finished on schedule)


War
can begin even before space ship launch assuming Genetics will finish
with mostly passive research.
3 turns prior to launch gandhi war could be started, using cultural
slider to prevent happiness issues in spaceship part cities
Will be moving units around to set up for this. Capturing Gandhi's
remaining cities with fallout.

noteworthy specialist changes
run 25 scientists in GP Farm T+0 and get GS there T+2

Great People and Golden Ages
Bulb GS on Fiber Optics right now
Use GE(fusion), GProphet, GM, GSpy, GA/GS from GP Farm for 5 person GA

Colonization Plans
settling on Iron SW of churchill lands T+2 (galley chain)
settling on Iron SE of Yakutsk T+3 with galley-galleon boost

Noteworthy city improvements planned
Launch -3 (T+5) use workboat to get Oil near Rostov (must make sure
additional :yuck: doesn't cause unexpected population decreases
(should be offset by Genetics--just can depend on Genetics boost to
health I guess)
stop AL mine build that I failed to stop last turn.

City builds
If research is on pace or better than 8500 research per turn we have more hammers to play with. I started a list of things we might want so that I can incorporate them if my research goes better than necessary.

Ideas
Marines in Moscow
Marines elsewhere?
Sushi executive to try and get either Iron away from Gandhi or Uranium from Roosey
More workers
More Galleons
Drydock somewhere?

Upgrade priorities (all of this would occur T246 or later if we have the research to spare)
Launch -3 or T+5 upgrade galleons to transports (since we plan to get
oil if not uranium by then)
galleys to transports (or just Galleons?)
CRIII Macemen to infantry
Cannons to Artillery?

Assume that I am starving but not shrinking and building wealth or research unless otherwise noted
Also I have not listed all military units that we would start or finish on or after T247

City Builds
Moscow Marines(1) for 4 turns (stop starvation) Building engine T245 (OF from Marine builds will be plenty to finish engine in 5)

Fish shrink 7 18 merchants +2 scientists Building thruster T246

Siberia increase base hammers to 132 Apollo (2), Aqueduct(1) for 86 OF, T245 Docking Bay finished T248 Stasis chamber

Pigs scientists
GP Farm 25 scientists
Cuba grow, then starve max research with scientists

Bahamas Cockpit T246

Bermuda Casing T246

Rheims Casing T246

Bananas wealth/research for 2 turns Drydock(1) Galleon/Transport x4

Paris Life Support T245/246 (start depends on possible Terraforming)

Kamchatka wealth/research T+4 boats?

Orleans Thruster T245/T246 (start depends on possible Terraforming)
Chenghu (revolt 3 turns) Draftx2? when come out of revolt—might help prevent another revolt) spy (1) Marine (2) spy (1) Marine (2)

Bcool Island Grow, boat T245 if can afford then starving casing T246

Shanghai
The Crabbes
Beijing (no spaceship part) wealth/research Modern Armor T247

Guangzhou spy T245 (gets 40 OF) thruster (T246)

Nanjing

Hammer City Engine T245

Tours
Haiti

Hastings Casing T246

Nottingham grow, then shrink maximize wealth/research
York grow, then max

Oxford grow, then stagnate Thruster T245-6 depending on Terraforming has 34OF from Harbor last turn

Newcastle workers (1 per turn)
Iron Spice from T245 boats?
Mitchum’s Oasis

London T246 Thruster

Canterbury T246 Casing

Warwick (finish mining exec build?)
Steam

Rostov workboat T246 for oil T247

Yaroslavl Theater
Yekaterinburg
Jamaica
--Maybe break following Indian worker builds for wealth/research during T243, T244
Vijayanagara worker(2) worker (2) worker (2) worker (2)
Agra spy (1) worker (2) worker (1) worker (1) worker (2)
Delhi worker (1) worker (2) worker (2) worker (2)
Pataliputra workers
Bombay workers
Calcutta workers
Yakursk worker
 
Yes, let's hire Sci in GP Farm. We should fire the spies in Bahamas. With FR, we're looking at almost having too much research (over 9000bpt most likely). I think we can consider actively building up troops and ships already. Should we try squeezing in a few spies for America? If we want them to get a stationary discount, we should build them asap.

I agree with hooking up oil at this point. Would 2 :yuck: compromise any SS-build cities? Edit: ok, as per PPP.

The one worker scrubbing SE of Warwick could also finish the two tiles between Nottingham and Coventry. The Galleon from Rheims should pick up 3 from England and take them to the islands east of London. We have 19 worker-turns on the near island and 24 on the other - sucks, 'cause we'll have to do more ferrying than just one Galleon run.

Whichever Galleon is taking the settler to the iron should also take 2 workers there for scrubbing. Could even be the two workers from the island SE of Yakutsk, as the other two SW of there are almost done and could hop on another Galleon.

The island N of Hangzhou needs 12 worker-turns, so we should have the galley over there pick up one worker in time to drop off by T247.

Edit: xpost
 
I'm not sure that it is worthwhile upgrading units to infantry(even CR3), or building artillery. Modern armour can advance far more quickly and take America's cities without the support of any other units. Marines/ships only make sense for the islands and the most remote of America's mainland cities.

As we can build transports in several cities in 1T without the support of a drydocks I can't see one paying off now.

Sushi is only producing +100 culture/turn. Under these circumstances I can't see us culture flipping the iron before we can capture the city, I would therefore abandon plans to spread corporations any further. it is really too late for them to pay off.

We could build some marines in Bermuda/Bahamas before they are needed for spaceship production to support the war against Stalin/America's island cities.

We will probably want to switch to slavery when we launch to support the war against America (and maybe US as well), so revolting to theocracy 4T before launch would be preferable to revolting 3T before if possible.
 
Many of America's tiles are covered in fallout - I think modern armor will be good for busting his sod but otherwise, marines + boats will be faster. As someone else mentioned, we should probably pick up flight after genetics to build some bombers to speed up conquest. I'll try to take a closer look at the PPP tonight but it sounds good if you need to play on.
 
I just did a quick calculation on what our science rate will be with Free Religion:

Current base commerce = 1822
Scientists (x342) = 2052 base beakers (assumes 25 GP Farm artists become scientists)
Other specs (x70) = 210 base beakers

At 100% science, we'll have 1822 + 2052 + 210 = 4,084 base beakers
Free Religion will give 4,084 * 10% = 408 beakers
Total beaker output = 8,653 + 408 = 9,061 (good call at being over 9K bbp!!)
This will only get better as we grow and/or as we convert some of the other specialists to scientists.
This also assumes that the same 11 cities continue to build Research.

What research rate do we need to maintain to finish through Composites at 1 turn per tech and then complete Genetics on T247 (assumes GS bulb on FO, of course)?
 
Other notes:

  • Sell Roosevelt Fission for 110 gold plus map on T0.
  • Do you have a plan to terraform Siberia in the next 2 turns? I was thinking that you would have moved more workers here last turn...
  • Why do we want to build an Aqueduct in Siberia? It could already start on the Docking Bay right after Apollo. Building an Aqueduct will lose a lot of overflow hammers...
  • Why build a spy in Guangzhou? We will lose a lot of overflow hammers if we do this. Plus, are you sure we can finish the Thrusters in 4T? 40 OF + 4 turns * (75H/turn) = 340 hammers. 340 * 3.5 = 1,190 (10 hammers short).
  • Most cities (i.e. Hammer City, Orleans, Paris, etc.) don't really need any more terraforming if you have other things those workers could be doing. Of course, if there is nothing else for them to do, terraform away. :D Or would it be better to gift these workers to Roosevelt?
 
Gandhi is WHEOOHRN and has been for some time. Should we risk it by keeping our great people huddled 2 tiles from Galley City? What if he completes a Knight and then declares and scoops them up IBT? Game over. :mad:

Regarding workers, from a logistical point of view, I think it makes more sense to drop off the required number to clear the fallout in 15ish (less than 15 as the game goes on) turns (that would be one worker on an island with 2 fallout tiles) and then disband him when he's done. That seems better than dropping off 2 workers, keeping a boat hanging around for 5 turns while they clear the two tiles, and then moving those two workers to the next island. We have more than enough workers and can easily build more. I'm trying to simplify the logistics and allow us to use our boats more efficiently until we can build more.

Stalin seems to keep moving his nukes around. We'll need to be sure to have a large enough fleet to hit and take all three cities on the same turn if possible (or at least take out the cities that have nukes on the turn we declare).
 
Sell Roosevelt Fission for 110 gold plus map on T0.

Yes I will sell fission for 110 gold, neglected to put in the plan

Do you have a plan to terraform Siberia in the next 2 turns? I was thinking that you would have moved more workers here last turn...

there are 3 workers 1S of siberia if I remember correctly building a workshop already. With chops of the forests there really is nothing to worry about here. And I meant to move the AL mine worker too but I missed the opportunity.

Why do we want to build an Aqueduct in Siberia? It could already start on the Docking Bay right after Apollo. Building an Aqueduct will lose a lot of overflow hammers...

Aqueduct will not lose a lot of overflow hammers. Overflow is maxed based on base hammers. So Aqueduct would allow 100 base hammers through, plenty enough to finish DB in 3 turns and it would give us +2 food so we could run more workshops without losing pop.

Why build a spy in Guangzhou? We will lose a lot of overflow hammers if we do this. Plus, are you sure we can finish the Thrusters in 4T? 40 OF + 4 turns * (75H/turn) = 340 hammers. 340 * 3.5 = 1,190 (10 hammers short).
This is a hill that could get a RR with that 1 extra hammer we build the thruster in 4T. Yes we lose a little OF on the spy, but it works and the spy is needed for city revolts in America.

Most cities (i.e. Hammer City, Orleans, Paris, etc.) don't really need any more terraforming if you have other things those workers could be doing. Of course, if there is nothing else for them to do, terraform away. Or would it be better to gift these workers to Roosevelt?

I'm thinking we have 3 or 4 turns to terraform. We don't need it but it help wealth/research and the builds. So I'm doing what I can as I move the workers towards Roosy, either to gift to him or to use after the war begins.

Gandhi is WHEOOHRN and has been for some time. Should we risk it by keeping our great people huddled 2 tiles from Galley City? What if he completes a Knight and then declares and scoops them up IBT? Game over.

I don't think he has the power to consider declaring on us. But I'll move them just in case.

What research rate do we need to maintain to finish through Composites at 1 turn per tech and then complete Genetics on T247 (assumes GS bulb on FO, of course)?

I modeled 8500 for 3 turns then 8000 for 1 turn then 4500 for 2 turns (I assumed 3500 for GS bulb but I think it more like 3750)
That worked.
 
Would an AI nuke 2 tiles away from his own city? If we landed an SOD next to the city, I mean.

I'm assuming we have about 3500b OF right now. In that case, we could finish research in 5t (!) with an average of 7906bpt. Sat-FO-Fus-Com in 4t requires 7607bpt. Call it 8000bpt for now to be safe. We have too much research. :D
 
Would an AI nuke 2 tiles away from his own city? If we landed an SOD next to the city, I mean.

My experience with nuclear warfare is exactly zero! :blush: It looks like the nukes have no power, so I assume that they just get destroyed when we take the city, just like boats in a city.

I'm assuming we have about 3500b OF right now. In that case, we could finish research in 5t (!) with an average of 7906bpt. Sat-FO-Fus-Com in 4t requires 7607bpt. Call it 8000bpt for now to be safe. We have too much research. :D

Too much research?!? I've never heard anyone say that, but I like it!! :lol:

I'm not sure how you're calculated overflow, but the green bar looks to be 2/3 of Satellites, or 2/3 * 9360 = 6,240 OF. Is that right?

I just messed with the slider and specs and found out that we can complete Robotics (12,480 :science:) with 5,119 research * 1.2 = 6,143 beakers. 12,480 - 6,143 = 6,337 OF.
 
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