Turnplay Log

But we should get rails from the Glib trick right (one known to have rails, hope for one more)? which is in about 3 turns right? if that is the case then rails for more food is more important than whipping and rebuilding. If I am wrong on either of my previous assumptions then it blows the analysis out of the water. but I figure it is worth waiting the 3 turns for the GLIb before whipping.
You are right. Just if we have a town somewhere lacking 20 shields, it wont hurt to add a worker here and there.

I hope we get Nationalism. Some drafting here and there of rifles would be situationally good. We really have to get a move on before bombers show up to destroy our libraries and temples.

Maybe someone can calculate if we can go into Republic for a few turns to buy workers and some culture. We lose culture on anarchy but if we gain 50 cpt coming out of it our payback is 8 turns.
 
Maybe someone can calculate if we can go into Republic for a few turns to buy workers and some culture. We lose culture on anarchy but if we gain 50 cpt coming out of it our payback is 8 turns.

I just took a quick look at CivAssistII and if we switch to Republic we go from zero unit maintenance to 142gold unit maintenance. Our gpt would actually go down about 110gpt. It looks like we're stuck being Feudal for awhile. I could whip workers for one pop. from towns with no shields and high growth if that would work. I think the next 10-20 turns should see us build most of our universities. Is that going to be too late?
 
But if we whip first, then the number of workers will decrease, so the maintainance will also - how long till bombers if the enemies can manage 4 turn research?
 
20 turns if they have steam and medicine already and maintain 4 t coop research, probably closer to 30-35. Then I count on them to eliminate BABE, and come after us. 50-60 turns overall perhaps.

If only flak came earlier in the tech tree!
 
One thing is they will need more than bombers, they will also need carriers. I don't think any team except Free can manage very fast research. The Council declared war long ago and is bound to be feeling the effects of war weariness by now and eventually Saber will be also. Maybe we can at least have combustion by the time they have flight and mass production to give us a chance to sink their carriers with submarines.
 
In production this turn:

Sugar Mountain=>bank-medieval infantry in 2
Motor City Five=>cathedral-worker in 10
Sin City=>cathedral-worker in 10
Basement on a Hill=>harbor-cathedral in 80

On Flame With Rock n Roll whips a cathedral for 3 pop. and we will have music theory next turn. The science slider stays at 50% with 254gold in the treasury losing 91gpt. We are making 391cpt and will be making at least 398cpt next turn.

Relative power is unchanged amongst the teams. Team Saber has reached the industrial age and is now building the Great Wall and Newton's University which would give them a GA. The Great Wall should be obsolete with metallurgy and we cannot build it. They must have started before they got the tech, but I thought you got a message saying it could not be built anymore.

I went ahead and put Sugar Mountain on the offer screen to the Babes, but sent a note saying they should probably wait a few turns before accepting to allow trades. Team Free is still the only civ with railroads. Its not a big deal, but I think we can fit one more city by the lake near Evermore and Woodstock as many grassland tiles are unused. I will probably switch Sugar Mtn. to a settler next turn as it will lose pop. when we gift it to the Babes anyway, unless someone objects.
 
We re-send Sugar Mtn. to the Babes. They will accept in a turn or two for the GLib swap. They still have not sent ivory but appear to have multiple sources connected. We could use another luxury as somehow Pete's End riots. Sugar Mountain switches to a settler due next turn. We discover music theory and as expected it is a monopoly.

In production this turn:

DSOTM=>university-colosseum in 8
On Flame with RocknRoll=>cathedral-worker in 10

We Built This City gets a worker add-in and whips a university for 4 pop. Castle Donnington and Sunset Strip whip cathedrals for 4 pop. each. We are at 398cpt and will be at least 408cpt next turn. We have 43 workers with about 25 in production.

No changes in relative power and still no sign of railroads except Team Free. We have 163gold in the treasury making 24gpt as science is off until the GLib swap and the hoped for gifted tech from the Babes.
 
What is the unit maintainance running at? - if we are only making 24 gpt with science off we are going to struggle to pay the maintainance on too many more uni's!
 
Im sure we have 0 unit maintenance. We dont have any markets/banks as far as I know so we can make those in the core if it gets too bad.
 
Keep an eye on military advisor, after the Great Lib swap, i´m sure the world will go mad...
Not only will they go mad. What are the odds they will file a grievance with Rik Almighty?
 
The Babes hold off another turn in accepting Sugar Mountain and there is still no direct evidence any other team has steam power. AFAIK, Bugs, there is no rule against the GLib swap even though it may make other teams mad. The ruleset only mentions that city trades cannot be made for the purpose of teleporting units which we are not doing here. I've checked the military advisor every turn and we are still strong vs. everyone but the Babes. I think our core cities will build marketplaces soon to help with building maintenance. Sugar Mountain already has a bank and we should get that back from the Babes. Still no ivory from the Babes which I would rather have than horses. Also noted that we do not get an extra source of gems from Saber, so they are getting two luxuries for one. We'll have to renegotiate this after the deal expires.

In production this turn:
We Built This City=>university-colosseum in 120
Sugar Mountain=>settler-worker in 1
Stone Pony=>worker-university in 67
St. Alphonzo's=>worker-university in 67
Castle Donnington=>cathedral-library in 80
Townes Van Zandt=>worker-university in 67
Sunset Strip=>cathedral-worker in 10

There were no buildings whipped this turn, but Graceland will complete its university next turn. We are making 411 cpt and will be making at least 415 cpt next turn. We have 183 gold in the treasury making 13 gpt. We have few specialists now, but with growth should have many more. Marketplaces will help here too. One worker joins Whip It! for an expected university whip next turn. We have 45 workers with 22 in production.
 
Just in case, and since SABER has already its UU Sipahi unit and Council and FREE have grwon in power start blockading our coast with the extra warriors/spears/pikes we have, especially the south-corner parts near our core, leave the north coast open...

We don´t want a surprise party trying to take out Sugar Mountain or any other core city....at least we buy some more turns till Marines...

Of course keep an eye for riots since less than 3 garrison will make one citizen non-content...

After universities build up some cannons we will need artyllery to soften up any invasions, boats along coast...

Get some 10 cannons before starting Marketplaces...

Also: Do we have horses yet?? Cavalry would be great..
 
The Babes have still not accepted Sugar Mountain and the Council has built Newton's University in the Treasury. This stops Saber from getting a wonder fueled GA. We are still strong versus everyone but the Babes. Still no sign of non-Free railroads.

In production this turn:
Graceland=>university-colosseum in 10
Sugar Mountain=>worker-worker in 1
California Girls=>worker-university in 200
Hangar18=>worker-universtiy in 100
Hotel California=>worker-university in 200

A worker add-in plus 4 pop. whip a university at Whip It!. Worker add-ins plus 3 pop. get universities at Paradise City and Dirty Old Town. Nutbush City whips a university for 3 pop. We have 46 workers with 19 in production. We are making 415cpt and will be making at least 431cpt next turn with an estimated win time of 130 turns.

Team Saber cannot build its UU yet since they still lack Military Tradition. Also, Free and the Council are still weak against us so I think there is no need to worry about landings just yet. We really need the mp's right now. We have 200gold in the treasury making +14gpt. With building maintenance only getting higher, marketplaces and banks will probably be a priority in the core after they finish culture builds.
 
Still no sign of non-Free railroads and Team Babe has still not accepted Sugar Mtn. I forgot to re-send the offer this turn so Sugar Mtn. will make another worker next turn. We are still strong versus everyone but the Babes and Team Saber is still building the Great Wall. We have 47 workers with 19 in production.

In production this turn:
Nutbush City=>university-colosseum in 40
Dirty Old Town=>university-colosseum in 120
Paradise City=>universtiy-colosseum in 120
Sugar Mountain=>worker-worker in 1
Whip It!=>university-colosseum in 120

We found Altamont Raceway by the lake near Woodstock and Evermore which starts a temple with growth in 4 turns. Marmalade Skies whips a cathedral for 4 pop. We are making 431cpt which will be at least 434cpt next turn. Team Free is next in culture making 161cpt. We have 214gold in the treasury making only +5gpt. This number is low mostly due to whipping shields into cities that could be making commerce.

We do have horses, but nowhere to really make cavalry just yet.
 
When we need to make Cavalry, don´t make it, pillage the saltpeper and make horsemens instead, remember that we have Leo´s Workshop.

Good job all in all PrinceMyshkin, keep it up!
 
In production this turn:

Sugar Mountain=>worker-worker in 1
Marmalade Skies=>cathedral-worker in 10

GWOF whips a university for 2 pop. and T for Texas whips a cathedral for 3 pop. We are making 434cpt and will be making at least 441cpt next turn. Team Free is making 141cpt in second. This puts our estimated win date 126 turns from now. We have 48 workers and 20 are in production. Some forestry operations continue.

We re-send the offer of Sugar Mountain to Team Babe and will continue to do so until they accept. I just noticed in the foreign advisor screen that we can negotiate mutual protection pacts with all three science teams. I think this means that they all have nationalism. Since Team Free definitely has steam power chances are good that this has been traded also even though there is still no sign of non-Free railroads. Team Saber continues to build the Great Wall in F7 and F11 reveals that we have moved to number two in literacy. We are still strong versus everyone but the Babes. We have 219gold in the treasury making 2gpt.
 
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