bcool
Deity
I think we should disband 3 or 4 muskets in Gandhi's lands. They are not going to make the difference in either war and are costing us at least 3 gold/turn each.
We have to be at peace on the turn our space ship lands. That means that we have 12 (11? 10?) turns to do all of our warring. Gandhi, Churchill and Stalin will be easy. Roosevelt's units won't cause too much trouble, but the fact that he has 13 cities spread out on our land mass and two islands will make it a logistical nightmare, shuttling troops and workers around. Plus we need to build most of the units and many of the workers that will do this work while at the same time building our space ship.
So I did the math out, and this is what it looks like:
Superconductors(1)artillery(1)rocketry(1)satellites(2)fiber optics(2)fusion(2)composites(2)genetics(2)
Siberia builds Apollo(4; can maybe do 3 turns with good overflow + an additional shop or two)wealth(1)aqueduct (1, for overflow)--engine(4)stasis chamber(3, should be able to do 2 with chops + overflow).
Hammer city builds wealth(1)overflow building--engine (6)
Bahamas builds docking bay (8)
Rheims builds thruster(4)casing(4); hire specialists to hit 86 base hammers
Orleans builds thruster(4) casing (4); terraform so that it has 86 base hammers
Hastings builds thruster(4) casing(4); terraform so that it has 86 base hammers
Bermuda builds thruster(4) casing (4); hire citizens and terraform to hit 86 base hammers
Moscow builds thruster(4) casing(4)
Bcool island builds life support (5)
Cockpit can pretty much go anywhere that can build it in 8 turns
I think we should disband 3 or 4 muskets in Gandhi's lands. They are not going to make the difference in either war and are costing us at least 3 gold/turn each.
Can we really have this many cities building space ship parts instead of wealth and still keep the research slider up and hit the tech dates you've shown? That seems like a tall order. That is why I was thinking to spread the parts around a bit more. Could you have the cities building a thruster and casing just build one or the other and get 5 more cities to build the other part?
Also, it looks like you have Siberia's build queue all planned out but an RI needs to be slotted in there after Apollo somewhere.
Superconductors(1)—artillery(1)—rocketry(1)—satell ites(2)—fiber optics(2)—fusion(2)—composites(2)—genetics(2)
Siberia builds Apollo(4; can maybe do 3 turns with good overflow + an additional shop or two)—wealth(1)—aqueduct (1, for overflow)--engine(4)—stasis chamber(3, should be able to do 2 with chops + overflow).
Hammer city builds –wealth(1)—overflow building--engine (6)
Bahamas builds docking bay (8)
Rheims builds thruster(4)—casing(4); hire specialists to hit 86 base hammers
Orleans builds thruster(4) – casing (4); terraform so that it has 86 base hammers
Hastings builds thruster(4)— casing(4); terraform so that it has 86 base hammers
Bermuda builds thruster(4) – casing (4); hire citizens and terraform to hit 86 base hammers
Moscow builds thruster(4) –casing(4)
Bcool island builds life support (5)
Cockpit can pretty much go anywhere that can build it in 8 turns…
I think many RIs would pay off.Superconductors(1)—artillery(1)—rocketry(1)—satellites(2)—fiber optics(2)—fusion(2)—composites(2)—genetics(2)
Siberia builds Apollo(4; can maybe do 3 turns with good overflow + an additional shop or two)—wealth(1)—aqueduct (1, for overflow)--engine(4)—stasis chamber(3, should be able to do 2 with chops + overflow).
Hammer city builds –wealth(1)—overflow building--engine (6)
Bahamas builds docking bay (8)
Rheims builds thruster(4)—casing(4); hire specialists to hit 86 base hammers
Orleans builds thruster(4) – casing (4); terraform so that it has 86 base hammers
Hastings builds thruster(4)— casing(4); terraform so that it has 86 base hammers
Bermuda builds thruster(4) – casing (4); hire citizens and terraform to hit 86 base hammers
Moscow builds thruster(4) –casing(4)
Bcool island builds life support (5)
Cockpit can pretty much go anywhere that can build it in 8 turns…
Basically, we can't build casings faster than in 4 turns, and we can't build thrusters faster than in 4 turns. So unless we can trim the research time needed for either satellites, fiber optics, or fusion to 1 turn, there is no point in building excess RSI's since we'll be production capped. That means we would need to hit a bpt of about 7000 and overflow another 3000 beakers or so.
Example: Guangzhou
Base research = 82bpt
RI = 20bpt (25% bonus) + 24bpt (2 Sci @ 300%) = 44bpt --> Pays off 250h in 5.6t
I don't think we are going to redline all of roosy's units with artillery. roosy will have at least a few machine guns. I really don't think the muskets are going to do anything useful against him. Unless we are planning on upgrading them.
Example: Guangzhou
Base research = 82bpt
RI = 20bpt (25% bonus) + 24bpt (2 Sci @ 300%) = 44bpt --> Pays off 250h in 5.6t
Research bonus in Guangzhou is 200% with RI but your numbers are right. I agree we should definitely examine each city for the highest pay off cities and prioritize wealth/builds empire wide.
T250 Stasis chamber started 0/1200 +633 (53 OF + 128 base) * 3.5
T251 633/1200 (+448 base) chop (44 *3.5) 154 (total +602)
T252 launch
Or 3 chops into Stasis Chamber on T250 (44*3*3.5 = 462) and maybe 100 OF from building on T249 gives us 798 + 462 chops for Stasis Chamber finish in 1 turn
Pigs:
Build wealth/research.
Also, note that I forgot fission from the earlier tech list Put it after rocketry so that we can trade through ecology sooner with Roosie.