donsig
Low level intermediary
Big snow storm here today so I decided to stay in and work on the MTDG. I've make some posts today in various threads and a plan is starting to gel. Thought it would be good to put this into a new thread so we can tie it all together and then work from there. First a summary of the major ideas.
Goals:
We would sell 8 temples on turn 245. (Maybe also the barracks in The Admiralty.) We could sell other buildings as the turns progress. We would be running 20 specialists (18 after we lose ACI). They will all have to be tax men or scientists according to the schedule. The table assumes we will be building wealth in all cities as current builds finish. This is not practical since we will need prebuilds but we end with a surplus of over 4200 gold. Our spaceship and Apollo will require 3700 shields which cannot be converted to wealth so we can subtract 1850 gold from our surplus. That still leaves a margin of over 2400 gold that we can either spend or just not generate in the first place (and therefore build units or whatever).
Rather than spending more than 10 more turns piling gold we just research econ in 4 and build wealth. Rather than researching the remaining techs in 21 turns we can do them in 19.
Still to be done is a comprehensive plan for prebuilding Apollo and ten spaceship parts - with maybe some extra prebuilds to guard against sabotage. We also need to do what we can to secure rubber until the end of the game - OR revise our plan so that we research space flight after economics so we can get the casing started. This requires holding rubber for a shorter time but also means we'd have to withstand 14 turns of deficit research (for satellites, robotics and the superconductor) with a big target painted on our backs.
Goals:
- Research all the required spaceship techs in one big sprint.
- Time our Apollo build for the same turn we get the last tech.
- Launch our ship the following turn.
- Researching economics and building wealth
- Selling buildings we don't need to raise cash and lower maintenance costs.
- Lowering the luxury rate to zero.
Code:
Turn research sci rate surplus specialists from spec wealth treasury
245 Econ (4) 20 361 Tax men 60 139 2316
246 Econ (3) 20 361 Tax men 60 139 2876
247 Econ (2) 20 361 Tax men 60 145 3436
248 Econ (1) 20 361 Tax men 60 153 4002
249 Robotics (5) 100 -478 scientists 0 329 4576
250 Robotics (4) 100 -478 scientists 0 341 4428
251 Robotics (3) 100 -478 scientists 0 342 4292
252 Robotics (2) 100 -478 scientists 0 346 4157
253 Robotics (1) 90 -378 Tax men 60 346 4026
254 Space (5) 100 -478 scientists 0 346 4054
255 Space (4) 100 -478 scientists 0 346 3923
256 Space (3) 100 -478 scientists 0 346 3792
257 Space (2) 100 -478 scientists 0 346 3661
258 Space (1) 60 -59 Tax men 60 346 3530
258 Super. (5) 100 -478 scientists 0 346 3877
260 Super. (4) 100 -478 scientists 0 346 3746
261 Super. (3) 100 -478 scientists 0 346 3615
262 Super. (2) 100 -478 scientists 0 346 3484
263 Super. (1) 60 -59 Tax men 60 346 3353
264 Sat. (4) 100 -478 scientists 0 346 3700
265 Sat. (3) 100 -478 scientists 0 346 3569
266 Sat. (2) 100 -478 scientists 0 346 3438
267 Sat. (1) 100 -478 scientists 0 346 3307
268 ------- 0 +574 Taxmen 60 346 4287
Rather than spending more than 10 more turns piling gold we just research econ in 4 and build wealth. Rather than researching the remaining techs in 21 turns we can do them in 19.
Still to be done is a comprehensive plan for prebuilding Apollo and ten spaceship parts - with maybe some extra prebuilds to guard against sabotage. We also need to do what we can to secure rubber until the end of the game - OR revise our plan so that we research space flight after economics so we can get the casing started. This requires holding rubber for a shorter time but also means we'd have to withstand 14 turns of deficit research (for satellites, robotics and the superconductor) with a big target painted on our backs.