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We need some Settlers; I'll see about building some.

We do? What for? Our continent is not yet secure enough to start science-farming (which we are mainly going to do in the formerly English lands), and we still need more Workers [Hooray, I am now an officially paid-up member of CFC! :lol: ]. If you just want increase our free-unit support, though, it would be best to rush the Settlers in the outlying 3rd-ring/ ex-Viking cities, rather than tying up productive and useful core cities.
Elephantium is thinking of combat settlers, where you build a city to give you easier access to your intended target. It cuts down on the number of enemy tiles your units have to cross before they can attack. In turn, that reduces war weariness, since fewer units will be inside enemy borders on the IBT.
 
In Stavanger, I'm going to change the Lib to something else; it's fully corrupt, so the Lib won't help us.

Oops, that didn't ring a bell when I first read it... Only now when I see tjs282 mention that Stavanger is 3 tiles from the FP, I remember what the plan was here: leave the library! It is primarily for getting access to the fish! Then Stavanger can grow quickly, build a harbor and a courthouse and then the library will pay off big time.

And wow, yes: the English got Nationalism already?! Anyway, if the other continent is still backward, don't gift them up either. As the other continent doesn't have anything to trade for the English, we can hope to eliminte them, before they have passed their techs on to the other continent. If we can't manage to do that, I might mean "goodbye" to our plan with ToE... :(
 
@Choxorn: We're in the middle of researching Industrialization right now already. As for the Medicine->Electronics track, I was thinking we could leave that path for last in research; it keeps those techs more expensive for the AI. If we research those first, the AI is more likely to follow us to SciMeth and start a ToE build.

The plan is to delay ToE until the beginning of the Modern Era to get us Computers and Mini, right?

Re: tech trading -

Personally, I think you guys are too worried about losing ToE. I'd trade Nationalism around and hope someone researched Med for us before we had to do it ourselves (after researching all the way to Flight and MT, of course). That being said, I'll follow the plan.

We've already had a long discussion about what techs to go for next, and I thought we'd concluded it already. Is there a good reason not to follow that plan?

Consider this to be my dissent on that point :) As mentioned above, I think keeping the tech costs higher for the AI make it worth delaying the bottom half of the tech-tree. Unless it's more worth it to get access to Hoover that much sooner?

Re: upgrades -

Yes, Rifles -> Infantry will also be important. A few divisions of Infantry will go a long way towards securing our borders.

Re: English tech progress -

England, India, and the Mongols are all in the IA. We can get:

Embargo vs. English, Free Artistry, and...
India: 12 gold
Mongols: 35 gold

We can sign MA with either of them but not both while still getting all of the above. Neither is offering gpt.

England doesn't have any other sources of Saltpeter, so embargo/MA would definitely cut them off.

Re: Settlers -

I want to start filling in the empty spaces in old Viking-land. Also, combat-settlers will be helpful. I agree on building more Workers, though.

Stavanger doesn't have a Court or Harbor yet. Per Lanzelot's note, I'll leave that build alone.
 
We absolutely want to get access to Hoover ASAP, that's why we want to go along the bottom branch of the tech tree.

As to trading Nationalism, we currently have 5 turns left on gpt deals with the Mongols and Indians, maybe if we waited they'd have some gpt to trade?
 
The plan is to delay ToE until the beginning of the Modern Era to get us Computers and Mini, right?
*snip*
Personally, I think you guys are too worried about losing ToE.
Not worried about losing it -- we are worried about being forced to finish it earlier than we intended, just to stop the AICivs from getting it. Knowing that the Mongols+Indians are also already in the Ind-Age now makes it imperative that we not give them any helping hands (contrary to what I said earlier, when I thought they were still mediaeval...). Even if they beeline towards SciMeth (which is highly unlikely, as Lanzelot and I have already pointed out -- they're most likely both researching Nationalism right now), at their late mediaeval rate of research it will still take them ~120-160T to get there without tech-trading.

So giving them Nationalism and/or Steam would save them (and any trading partners) a lot of beakers/turns, while at the same time making the Wonder-branch more attractive to them. But if we leave them to struggle along on their own, by the time they get SciMeth, we should be well into the Mod-Age, hopefully with 2 or 3 of our Spaceship parts already built, and most/all of the remainder prebuilding. Also -- and this is important -- Flight should be the last tech we research in the IndAge, so that the Colossus/CopsObs trade/research-benefit lasts as long as possible. By the time we get Flight, we should be nearly ready to replace that lost beaker-advantage with SETI and the Internet, which we will get from our ToE freebies.
That being said, I'll follow the plan.
Thankyou :)
We can get:
Embargo vs. English, Free Artistry, and...
India: 12 gold
Mongols: 35 gold
We can sign MA with either of them but not both while still getting all of the above *snip* England doesn't have any other sources of Saltpeter, so embargo/MA would definitely cut them off.
Embargos for gold and FreeArt sounds like a good plan, especially if ShakesT is still available to use as a prebuild? Also, unlike MAs, embargos always seem to last the full 20T (they do when they're made against me, anyway! :mad: )... I don't think we need any MAs vs. the English though, if they're not going to be able to build/upgrade any more Cavs. We should be able to take them without help, we don't want the Mongols bombarding 'our' resource-tiles (if they get Ironclads), and we certainly don't want them getting any major footholds on our continent before we've sealed off the ex-English coastlines with ICS science-farms.

But what about the English Rifles? No-one's yet posted any response to my suggestion to build some Artillery to soften them up -- or are you all just treating it with the contempt it deserves...? ;)

@Lanzelot:
I don't know what it's like in PTW, but C3C Arty seems to target mil-units in cities far more reliably than does Vanilla Arty: from what I've seen, those precioussss city-improvements and citizens usually aren't endangered until all the garrisoned defenders are red-lined. Would that help make you any less reluctant to engage in city-bombardment? Also, does the M=1 stat become less of a problem if we have a (defended) stack of 4-6 Workers building rail-links to the front just behind our advancing troops?
Unless it's more worth it to get access to Hoover that much sooner?
Yes, as Chox says.

But since Hoovers does us no good until we get Factories, those should be prioritised. I would suggest switching Trondheim's MilAcad-prebuild to a Factory on the next turn, and also starting/ switching to a Factory in Königsberg. Depending on how many shields it's got stored already, Trondheim's Factory should be done within 4-5T(?), and it can then build Cavs/ Inf (or Arty if it has a rail-link to the front, but no Barracks yet?). At Pop12, with 3 iFloods railed for 15(+2)FPT(?), K'berg should be able to use ~8 mined+railed Hills (plus a Mountain?) for 36SPT(?), while we do Med+SciMeth (in ~10-12T?). Even if I've overestimated K'berg's Pop/SPT, 10-12T @ 30SPT = 300-360s = Factory built, plus ~60-120s banked.

Once K'berg's Factory is finished (with its +50% shield-boost :yumyum: ), it can start prebuilding Hoovers using Palace, MilAcad, (or ShakesT?), while we research AtomThe+Electronics (in ~10-12T? @ 45SPT = 450-540s on the Hoovers prebuild, plus any banked shields); while Hoovers is being (pre-)built, building Factories one at a time in our remaining high-shield core cities shouldn't impede our Cav/ Inf (/Arty?) output too badly. By the time we get Electronics, the Hoover-prebuild should only need another ~8-10T(?) for completion.

If we haven't already done so, at this point we should also be OK to start ToE in Kolossusstadt while we research all the other Ind-Age techs (Corp -->MotorTrans, then Flight ≈ 40-45T?). But if K'stadt might be too slow to finish ToE when we want it, 1-2T after we get Flight (40-45T @ 8-10SPT ≈ 320-450s), we could either start it as soon as we get SciMeth, or maybe steal some SPT from Hamburg or Wilhelms(Fünfecks)haven to speed up the build (oder...? Lanzelot?).

It shouldn't take us more than another 20-30T (if that!) to finish thoroughly toasting Liz's crumpet, and we can then switch from building military to prebuilding SETI (in O'stadt, because Newton is already there) and Internet (in Königsberg or München, because they will have lots of SPT)
Re: Settlers - I want to start filling in the empty spaces in old Viking-land. Also, combat-settlers will be helpful.
OK then.

Although I've never used combat-Settlers systematically. Seems like such an expensive waste of citizens -- plus if those Settlers have been cash-rushed from captured cities, the Pop1 towns they build will also be 'foreign', so immediately abandoning them after they've served their purpose (i.e. razing them, as far as the AI is concerned) will adversely affect international relations. Even though we're not going for a Diplo-vic, won't annoyed or furious AICivs demand higher prices on deals, if we later need to import something (worst-case, e.g. Uranium for Nuke-prebuilds/ Spaceship parts)? Is that trade-off worthwhile?
 
Even if the Mongols/ Indians beeline towards SciMeth (which is highly unlikely, as Lanzelot and I have already pointed out -- they're most likely both researching Nationalism right now), at their late mediaeval rate of research it will still take them ~120-160T to get there without tech-trading.

That's a little optimistic- that's only 4 techs if they beelined it, the Indians and Mongols are both large enough that I imagine they're closer to 10-turn research than 25-40 turn. And they will trade with each other, for sure.

That being said, they likely won't beeline to Scientific Method- they'll pick up Nationalism and the stuff that requires Nationalism, and they might also pick up the optional Middle Ages techs that they don't have yet (seriously, I can't believe no AI has bothered to waste time researching Music Theory yet, not to mention Navigation and Economics!).

I'd estimate somewhere in the neighborhood of 70 turns is what it will take at least one of them to get to Scientific Method.

Embargos for gold and FreeArt sounds like a good plan, especially if ShakesT is still available to use as a prebuild? Also, unlike MAs, embargos always seem to last the full 20T (they do when they're made against me, anyway! :mad: )... I don't think we need any MAs vs. the English though, if they're not going to be able to build/upgrade any more Cavs.We should be able to take them without help, we don't want the Mongols bombarding 'our' resource-tiles (if they get Ironclads), and we certainly don't want them getting any major footholds on our continent before we've sealed off the ex-English coastlines with ICS science-farms.

Agreed that Embargoes good, Military Alliances not as good.

But what about the English Rifles? No-one's yet posted any response to my suggestion to build some Artillery to soften them up -- or are you all just treating it with the contempt it deserves...? ;) (NB Lanzelot: I don't know what it's like in PTW, but C3C Arty seems to target mil-units in cities far more reliably than Vanilla Arty does: from what I've seen those precioussss city-improvements and citizens usually aren't endangered until all the garrisoned defenders are red-lined.)

You see correctly. Vanilla/PTW artillery target at random, more or less, but for C3C, it's always in a specific order. For Land Artillery, it's Walls*, then the strongest non-redlined unit, then population and buildings. For Ship Bombardment, it's the same, although Ships target Coastal Fortresses first rather than Walls. Air Bombardment is the only one that targets mostly at random.

*Except for the Great Wall bug- the Land Artillery tries to hit the Walls that the Great Wall generates, but those are free and can't really be destroyed, so it instead hits the next building on the list- which sometimes causes the destruction of normally indestructible buildings, like wonders.
 
That's a little optimistic- that's only 4 techs if they beelined it, the Indians and Mongols are both large enough that I imagine they're closer to 10-turn research than 25-40 turn. And they will trade with each other, for sure.
Lanzelot estimated that the Mongols -- who are a lot bigger/ nastier/ uglier than the Indians -- took ~20T to get FreeArt, which has a base-cost of ~60. I guess they traded FreeArt (with the English?) for a non-optional or two to get them into the Ind-Age...

Conversely, all 4 techs on the SciMeth beeline have a base-cost of at least 100, so (if Lanzelot is right about 20T for cost 60) I think 10T per tech for the Mongols is unrealistic: 25-35T per tech is already quite generous, assuming that (1) they have (now) built some Unis (and sped up their tech-pace), (2) we would already have got there first (making research cheaper), (3) they would each go for the same techs each time, with the limiting factor being the tech-pace of the faster AICiv and (4) the 'loser' (most likely Gandhi) would be able to buy any remaining beakers from the 'winner' (most likely Temujin) as soon as he got it.

Also, the AICivs go for Nationalism as their first Ind-Age tech 99.9% of the time, so we can pretty much assume that they've already started on that, and will not finish it until after we have made Med (and the SciMeth beeline) cheaper for them by researching it ourselves (which was where this conversation started). So it would be 5 techs to research, and 5*|25-35| = 125-175T, so my estimate of 120-160T also gave them a 'fudge-factor' discount.

As far as other tech-trading goes, there's only us -- the Koreans, Vikings and Chinese are dead, no-one's going to get anything useful from the Japs, and very little from the English (if we can prevent it).

Spoiler :
Once Liz is down to her last city, would it be worth extorting any remaining techs she's got that we haven't for a PT? Or will that leave the flip-risk too high in the captured English cities?

I ask because in my current solo game, I signed a PT with the English when they were down to their last 2 cities (one of which has the HGard), so I could cheer up my citizens long enough to rally my troops for an initial assault on the Americans just after the end of my GA, and the expiration of a gpt-deal I had with them. The English PT is coming up for renewal, so Mao will shortly have to decide whether he is going to let the English stay where they are -- in the tundra -- or force them to put their skates on and test the ice...

Finally, even if I'm completely wrong about all the above, and you're right, and it would be more like 70T than 120T before someone else gets SciMeth, that's still the earliest that they would be able to get their ToE builds going -- and that's without having researched any of the Industrial-branch techs yet (apart from Steam). So if we can keep up with 5T-research as Lanzelot believes (and he has been right about most things so far, on balance), in those same 70T, we should have reached the ModernAge, with our Wonder-build plan just about to come together (I love it!) :cowboy: for our 3 freebie-techs and research boost to the stars...
*Except for the Great Wall bug- the Land Artillery tries to hit the Walls that the Great Wall generates, but those are free and can't really be destroyed, so it instead hits the next building on the list- which sometimes causes the destruction of normally indestructible buildings, like wonders.
I'd heard about the Wonder-destruction bug, but never seen it described -- thanks for that. I assume that means this bug is only a potential problem before Metallurgy? So if you're attacking the AICiv which owns the GWalls, you should actually gift it to them first before you hammer their cities with Cannons...? :evil:

Regarding naval units bombarding Coastal Fortresses before ships...
I stopped building CForts in Vanilla because it seemed like every CFC-user who ever voiced an opinion on the subject thought they were a waste of shields, but with hindsight I'm not sure how old some of those threads were, or how relevant to Conquests1.22... SAM-batteries also never did anything noticeable in Vanilla (although the AI did seem to avoid bombing SAM-protected cities), whereas they do seem to work in C3C -- or at least, there is an animation for the Bomber-shootdowns, which wasn't in Vanilla1.29. In my C3C games to date, I haven't built CForts either, but should I? Or is a Stack'o'Guns(TM) -- plus a decent rail network -- and a Destroyer or two to finish off redlined enemy ships, a better investment of shields?
 
Ok, I finally had some time looking at the save.

- Artillery: yes, now that the English have rifles, we need some. Thanks to railways, the speed-factor won't be much of a problem.

- Research: the idea of going for the upper branch indeed had some charm. (Panzer ... :drool:) But after thinking about it, I feel that Panzer will be too late to make an impact in the English war (still 6 techs to go). So getting Hoover quickly will be more beneficial. (Only 4 techs to go.)

- Therefore, we should aim at getting a factory now in all cities, where it makes sense. However: Trondheim has already collected 293 shields, so switching now would waste 75 shields. So I would let the Military Academy finish there now. (We don't lose a prebuild: instead of 400s MilAc we can then use 400s Armies as prebuilds, if we need it.) See next point.

- War against English: in 5 turns we'll have the Military Academy. We probably won't need to build Armies by hand, if our MGL luck continues like in CBob's turnset... :D But MilAc has another important effect: the strength of an Army is increased by like 25%. A 4-Cav-Army will then have attack value 12 and defense value 6. (See Theoden's formula.) Even fortified reg Rifles in cities will no longer be a problem. (The Brits don't seem to have many vet units...)
Together with a bit artillery support protected by Infantry, this is now my recipe for a speedy victory. (And perhaps we'll still need to re-use those Armies against the Mongols, if the come too close to ToE, who knows... Though I too think that if we keep up our research pace, there will be no danger.)

- Combat settlers: ok, but only in crap towns, not in our core please...

- Tech speed: yes, I think we can achieve something like 5 turns per tech on average for the rest of the Industrial Age. We did Industrialization (3600b) in 5 turns with ease just now. Medicine and Scientific Method (3000b each) can be done in 4 turns without problems. Then come Atomic Theory (6000b) and Electronics (5400b). These are the most expensive (besides Flight), and I think we'll need 6 turns for each of them. Perhaps (depending on the speed of our Hoover prebuild) we can afford to do another cheap one before tackling these two? Corporation (3000b) can also be done in 4 turns already, and perhaps by then our economy is strong enough to do at least Electronics in 5 instead of 6?!

- Stavanger: hmm, I could swear I had seen a fish in its second ring, the last time I looked... It must have swum away?! :dubious:
Well, anyway, a courthouse will bring it down to 58% corruption, so should net us 28bpt when fully improved.

- Please send more workers back to the core. It still isn't railed completely!?! And Aarhus, Eisenstadt, München and Catan still haven't reached size 12! A lot of potential not being utilized atm. (I think we have an old foodmap somewhere showing how each of these cities can be run at size 12 and +0fpt... It may have to be optimized for magical shield numbers, but otherwise let's use that work.) 27 workers doing railway duty in enemy territory is too much. Rather advance a bit slower, but finally make our core fully productive, that'll finish the war faster.
Also one of Trondheim's satellites hasn't been founded yet. Before using settlers in combat, let's rather set that one on track.

- Holy Cow: the English have now founded Bath in exactly the same crappy tundra location where I destroyed the last Viking town...!! :eek: There must be oil, aluminium and uranium in that 3x3 square... :D

- @tjs282: Why do you want to build ToE in Kolussusstadt of all towns?! We should assign that wonder to one of our good producers and rather try to get SETI into Kolussusstadt. Hamburg can get 4 extra shields with a few rails. These 4 shields can be given to Kolussusstadt, and two more rails for Kolussusstadt will bring it to 14-15 spt, depending on corruption. With a factory and Hoover, that'll be 28-30 spt, so quick enough for the 1000s SETI. We still have an estimated 56 turns to go to the Modern Age, so if Kolossusstadt can get a factory within the next 20 turns (and Hoover will be ready in about the same time), it'll get SETI just in time.

- Why is Wilhelmshaven using the bananas and wasting a lot of food at size 12, when Catan is still at size 9? Also I think I had left a few irrigations for Catan to quickly reach size 12?! They are now all mined... And why 3 scientists in Wilhelmshaven? Specialists in first ring cities doesn't make any sense at all.
We need more mines for Wilhelmshaven and Trondheim.

- It's too late now for me to make a wonder prebuild plan. And in addition: it will be much easier to calculate things, once all our good producers have their factory. (And when Hoover gets online, it'll change things once again...) So let's wait a few more turns and hope we can still make it then...
I would say, factories now in Oasenstadt, Königsberg, München, Eisenstadt. (And Trondheim, when it's done with the MilAc.) Oasenstadt will probably first to get a factory (don't let the Cav finish this turn! Switch to Bank as prebuild), so it should then probably start right away with Hoover. O'stadt will make 40spt with a factory, so it will need 20 turns for Hoover. And roughly 6 turns for a factory. So we should speed up the factory with a shortrush. Let's say 3 turns for the factory and then 20 turns for Hoover, that will be good enough. (The techs being ready in 21 turns.) Or let it build the factory in 6 and do Corporation before going at the expensive duo of AT & Electronics. Then we have 25 turns for the techs, and 26 turns for Hoover. That should still be fast enough for SETI in Kolossusstadt.
In any case: I think using Königsberg for Hoover will be too slow.


Regarding artillery: I would even go beyond what choxorn said: I would be quite happy, if artillery in Vanilla/PtW would target population, improvements and units "at random". But whenever I play a high level GOTM, it rather feels like the artillery targets population first, then the improvements and only when the town is down to size 1 and all improvements are destroyed, it finally starts taking hitpoints off the units... [pissed] (Though that may just be my notorious RNG luck combined with Murphy's Law...) For that reason I've completely stopped using artillery in PtW, even on Deity.
In C3C, however, artillery works just fine for capturing cities.
 
Regarding naval units bombarding Coastal Fortresses before ships...
I stopped building CForts in Vanilla because it seemed like every CFC-user who ever voiced an opinion on the subject thought they were a waste of shields, but with hindsight I'm not sure how old some of those threads were, or how relevant to Conquests1.22... SAM-batteries also never did anything noticeable in Vanilla (although the AI did seem to avoid bombing SAM-protected cities), whereas they do seem to work in C3C -- or at least, there is an animation for the Bomber-shootdowns, which wasn't in Vanilla1.29. In my C3C games to date, I haven't built CForts either, but should I? Or is a Stack'o'Guns(TM) -- plus a decent rail network -- and a Destroyer or two to finish off redlined enemy ships, a better investment of shields?

Yeah, I'd say Coastal Fortresses aren't really worth it. I'll sometimes build a few in highly corrupt coastal towns to humor myself if I've reached the "I have a massive lead in everything and I'm clearly going to win" stage of the game, but other than that I don't bother.
 
Trondheim has already collected 293 shields, so switching now would waste 75 shields. So I would let the Military Academy finish there now. (We don't lose a prebuild: instead of 400s MilAc we can then use 400s Armies as prebuilds, if we need it.) See next point.
I haven't looked at the save. OK, you're right, that's not worth the waste, so I agree that we should keep building MilAcad -- but maybe with a view to switching it to Palace/Hoovers later? If we finish it, we're then left with only the Palace (and Armies in T'heim) to use as a prebuild -- and the Palace can't be used in O'stadt! So if you want to finish the MilAcad (and the Army boost is a compelling argument to do so), it would be good to get hold of FreeArt(=ShakesT), Econ(=AdamSm), and/or Navi(=MagVoy) if possible -- and we can get FreeArt right now for an embargo against the English, which is 2 good results for the price of one...

EDIT:
*Facepalm* We will also have UniSuff as a prebuild in 1T time. OK, I'll shut up about the MidAge techs now...


But MilAc has another important effect: the strength of an Army is increased by like 25%. *snip* (The Brits don't seem to have many vet units...)
Wow -- it doesn't do that in Vanilla, AFAIK -- no wonder everyone says Armies are overpowered in C3C...! When I fought the Brits,, nearly all the units I saw were regs, implying that they didn't seem to have built many (any?) Barracks. If that's still the case, they won't have vRifles until they've successfully defended against (and killed) our units. They can however draft cRifles from all their high-Pop cities -- but how many can they draft per turn? (What Gov are they using ATM?)
@tjs282: Why do you want to build ToE in Kolussusstadt of all towns?! We should assign that wonder to one of our good producers and rather try to get SETI into Kolussusstadt.
Although I agree that it would be preferable to put SETI in K'stadt to compensate for the lost Colossus-effect, I don't think that compensation would arrive until a long time after Flight, because I think you have significantly overestimated the available SPT from K'stadt:

K'stadt, Hamburg and W'haven (possibly also Aarhus) are now all at Pop12, so should all be working tiles as marked in my foodmap -- the very one you referred to in your post! According to that map, K'stadt gets only 3 land-tiles: 2 Plains and 1 Hills. To stay at 24FPT with all 3 tiles railed, (I think) we would need 1 iPlain and 1 mPlain, but (I also think) that would still only get us 10 SPT(?) before waste. That's so pitiful, I really don't think it would be worth building a Factory there -- not only would it take ≥24T(!) unless we cash- or MGL-rush it, it would maybe only give K'stadt a measly +4-5 SPT extra. OK, the Hoover-boost would make that +8-10 SPT, but it's still not really worth it in my view, when we could be putting those shields straight into ToE instead. We don't need a Factory in K'stadt for land-units (it doesn't have a Barracks again, does it?!?) or Spaceship parts, so why pay 3-GPT maintenance on it?

Assuming you're right about needing 5T per remaining Ind-Age tech, and that we will need ~55T to get to Flight after SciMeth: if we did build a Factory in K'stadt first, with the Hoover-boost, at best (i.e. 10SPT before Factory/Hoover, 20 SPT after) we would still only have time to put about 20*(55 - 24) = 620s into a SETI-build before Colossus expires. K'stadt would therefore be without its sci-boost for another ~19T (again, assuming Factory+Hoovers, and no waste), before SETI could be completed. On the other hand, depending on shield-wastage and whether or not we built a Factory first, K'stadt needs ~55-65T to build ToE, so it could be finished just after we get Flight, even without stealing SPT from Hamburg or W'haven (and consequently also having to MM Pop12 tile-allocations all the way up or down the coast! :p ). And then the Modern Age freebie-techs, combined with the nearly-complete SETI and Internet prebuilds in high-SPT cities elsewhere, would give us an almost immediate sci-boost across all our cities.

That's why I think it would be better to (pre)build SETI in O'stadt. I know it wouldn't become as great an individual science-city as K'stadt was, but it has near-zero corruption/waste, lots of river-commerce, and it already has Newton's, so with SETI it would still be pretty good. Also, even before a Factory-build, it should have a base-SPT of around 25(?) -- so we could build a Factory and mil-units there now, put off starting SETI until a lot later (i.e. after we've finished off the English) and still be sure of getting it finished just after we get Flight/ ToE/ Computers.
O'stadt will make 40spt with a factory, so it will need 20 turns for Hoover. And roughly 6 turns for a factory.
Not sure I follow you here -- do you mean 6T if it's switched to a Bank pre-build before the IBT, then to a normal Factory-build after we have Industry? Because if you mean 6T from scratch, it won't be able to do that, until after a Factory has been built -- unless you know a way of sending Factory-boosted shields back in time? :mischief: So a Factory in O'stadt, yes, but at 40-45 SPT, surely it would be better to build 2T-Cavs/Inf until our 'turns to Flight' is lower than O'stadt's 'turns to SETI'...?
In any case: I think using Königsberg for Hoover will be too slow
But K'berg's base-SPT should be higher than O'stadt's!?! It has 8 Hills+Mountains on my foodmap, and even if only the (long-since mined) Hills have been railed so far (and nothing done to the Mountains at all), that should still give ~30 SPT before waste (i.e. 40-45 SPT with a Factory, and 54-60 SPT with Hoovers)! And depending on how much FPT a railed iFlood gives (5 or 6FPT?) K'berg should be able to give at least 1 (possibly 2) railed iFloods away to O'stadt or Catan, and work another Hill/Mountain tile(s) instead, for even more SPT...
 
All you say may be right based on "general considerations". But you also need to take the specifics of the current situation into account, because all things I mentioned are quite short-term.

So even though Königsberg has potentially more shields than Oasenstadt, currently Oasenstadt has 27spt and can be brought to 30spt with just two rails and a mine (I wonder, why this hasn't been done already, anyway), while Königsberg is at 23spt and will take a while (and lots of worker power) before reaching its full potential. Also Oasenstadt has currently 54s collected, while Königsberg has only 23s.

As we want Hoover as fast as possible, I see no other choice than using Oasenstadt for it. I guess I was a bit vague yesterday, so let's fill in some concrete details:
- Switch O'stadt to Colosseum now
- Next turn cash-rush it for 156g and switch to Factory
- Also send 9 workers to O'stadt and bring it to 30spt (our Armies need a turn for healing now, anyway, so the workers can do some useful work at home now.)
- And voila: in 4 turns from now the factory is finished.
- 18 more turns and Hoover will be finished, so in a total of 22 turns we can have Hoover - timed perfectly with the discovery of Electronics, which is due in 21 turns.

Now let me see how you want to beat that date with Königsberg?!

Similar is the case for SETI in Kolossusstadt: there's no problem building a factory in K'stadt within the next 15 turns. (How did you arrive at 24T? 90s collected at the moment, so 150s still missing, and it only needs one rail for 10spt. BTW, I wonder, why that hasn't been done yet... ;)). We can do it even faster, if we want to. Then we take a few shields from Hamburg and bring K'stadt to 20spt. 7*20 = 140. At that point Hoover will finish and we can bring K'stadt to 30spt. 28 more turns and SETI is finished, so that would make 15 + 7 + 28 = 60 turns from now. Computers is estimated in 56 turns from now. By speeding up the factory a bit (either with another well-timed shortrush or by giving some of Hamburg's shields to K'stadt a bit earlier), we can probably shave off 3-4 turns to make SETI coincide perfectly with our research. (But I leave the details to the well-disposed reader...)

Regarding food map: sure it says that Hamburg should use those shield-tiles and not Kolossusstadt, but even a food map is not chiseled in stone... ;) We can still improvise a bit and be flexible, if circumstances make it appear useful. Especially as Aarhus is still small for some time and doesn't need all it's tiles yet.

Also: don't "over-build" on units now. (I see that tendency again... :mischief:) The English are pretty much toast now, and with 4 Cav-Armies plus MilAc we can systematically grind them down now without sacrificing our infrastructure build-up too much. I'd say, upgrade our e* Knights and the Rifles/Pikes, build 2-3 more Cavs, fill all 4 Armies with those Cavs and that's it. If we only attack with the Armies, we won't have any losses and might even not need artillery after all. (Perhaps some cities, which have nothing else to do, can build a few arties.)
 
To stay at 24FPT with all 3 tiles railed, (I think) we would need 1 iPlain and 1 mPlain, but (I also think) that would still only get us 10 SPT(?) before waste.

The foodbox of K'stadt is pretty full, so it can even live at a food-deficit for quite some time, if we need it. (A standard procedure for finishing wonders faster: in times where no high prod is needed, irrigate a mine or two and let the foodbax fill up. Then when building a wonder, mine the irrigation again and let the city eat the stored food, while generating a higher shield output. May sometimes finish a wonder 2-3 turns faster than the "normal" way.
 
All you say may be right based on "general considerations". But you also need to take the specifics of the current situation into account, because all things I mentioned are quite short-term
So looking at the savegame would help, I guess...? ;)
So even though Königsberg has potentially more shields than Oasenstadt, currently Oasenstadt has 27spt and can be brought to 30spt with just two rails and a mine (I wonder, why this hasn't been done already, anyway), while Königsberg is at 23spt and will take a while (and lots of worker power) before reaching its full potential.
D'oh!
Hoover - timed perfectly with the discovery of Electronics, which is due in 21 turns.
Now let me see how you want to beat that date with Königsberg?!
OK, OK, OK -- I give up! :crazyeye: We can't. Though I was kind of expecting our core to be better railed than that by now, since we've had Steam for about 25T(?) already...
Similar is the case for SETI in Kolossusstadt: there's no problem building a factory in K'stadt within the next 15 turns. (How did you arrive at 24T? 90s collected at the moment, so 150s still missing, and it only needs one rail for 10spt. BTW, I wonder, why that hasn't been done yet... ;)).
Simple, I didn't get all the information in first -- I should have scrolled back to C'Bob's handover-notes to see what it was (pre)building... Instead I assumed (whoops!) we'd be building it from scratch once Industry arrived: 240 / 10 = 24T
Then we take a few shields from Hamburg and bring K'stadt to 20spt. 7*20 = 140. At that point Hoover will finish and we can bring K'stadt to 30spt.
Wait, what? A Factory+Hydro adds 100% only to unwasted shields, so to get 30 SPT we would need at least 15 SPT unwasted in K'berg, i.e. hijacking at least 2 high-shield tiles (+5-6 SPT) from K'stadt's neighbours -- and possibly more, depending on how much we lose from wastage.

Also, since K'stadt was brought to Pop12 using Worker-joins, it can't have much surplus food stored, so switching its citizens from 2-FPT water-tiles to 1-FPT land-tiles would leave it with a food deficit, and starve it very quickly. So the only way I can see to get it +6SPT is to take the mOasis from O'stadt and the mSugar from W'haven, right? If we need more than that we'd have to take an iPlains from Hamburg/W'haven instead.

EDIT:
OK I see you've explained that now


Hamburg's FPT/SPT will suffer though -- beyond what's allocated on the food-map, it can only take 1 land-tile from Aarhus, and 1 water-tile from K'stadt. Its only other neighbour is O'stadt, which presumably we don't want to compromise any further... Similarly, giving O'stadt's mHills to K'stadt would also leave it with a food deficit, I think -- but even if not, doing so would significantly reduce O'stadt's SPT.
We can still improvise a bit and be flexible, if circumstances make it appear useful. Especially as Aarhus is still small for some time and doesn't need all it's tiles yet.
How small?!? I left it building an Aqueduct at Pop5 (or Pop6?), with the suggestion to cash-rush just before growth to Pop7 was due -- and that was 40T ago! All its land-tiles could make 2FPT (and so could the water-tiles if someone put a Harbour there -- as I also suggested to do once the 'Duct was built), so it should have harvested 80f by now. It had no Granary though, so natural growth could only have got it (nearly) to Pop8 -- did no-one add any of the native 10T-Workers built by our 2-FPT,1-SPT towns...?
Also: don't "over-build" on units now. (I see that tendency again... :mischief:)
Yeah well, Hamburg sez: "Better too many than too few..." :p
 
So even though Königsberg has potentially more shields than Oasenstadt, currently Oasenstadt has 27spt and can be brought to 30spt with just two rails and a mine (I wonder, why this hasn't been done already, anyway)...
Once I got Oasenstadt up to 3 turn Cavalry I tried to get other cities up to 4 turn Cavalry. I focused on 4 turn Cavalry cities due to the English war. I railed to try to get cities to produce units without shields overruns. Making 30 spt in Oasenstadt would not help us make Cavalry any faster.

And then railing to the front lines took away a lot of workers from production improvement and city efficiency.

If we use just Cavalry Armies to subdue England, our conquest will be a bit slower and take more turns, which means we would have more workers per turn to rail the core. We still have some hills and mountains that needs road/rails/mines and plenty of jungles to clear in tne Near-Core areas. I'm okay with that, even though I really would like to see Elephantium extinguish England expeditiously.

Or maybe we don't rail to the front lines for a few turns and focus instead on getting the core railed out. We could even split the difference; Wokers in the core, Slaves on the front lines.
 
Wait, what? A Factory+Hydro adds 100% only to unwasted shields, so to get 30 SPT we would need at least 15 SPT unwasted in K'berg, i.e. hijacking at least 2 high-shield tiles (+5-6 SPT) from K'stadt's neighbours -- and possibly more, depending on how much we lose from wastage.

Not a problem: we can already get three extra shields just from railing the last remaining 3 tiles and replacing a forest on plain (2s) with a mine (3s). And as I said, we can easily get 4 shields from Hamburg, if we need to. The foodbox has enough food to run 26 turns at -1fpt.

@CommandoBob: yes, while building units, the rails for Oasenstadt were sufficient. Only now that a factory and a wonder are on the agenda, we need to finish the job.
I'm all for a compromise: add all necessary rails to the core now, and the remaining workers can build a few more rails in captured territory. But with 4-M Armies, rails aren't that important anymore for a quick advance.
 
Partial update:

England is on the ropes. I've seized 5 cities so far, and I expect to snap up at least 4 more by the end of the set.

Sadly, I lost one Army in the process - 12 hp lost to a redlined Rifle :mad:

We have the Factory on Oasenstadt, prebuilding Hoover with Universal Suffrage. The core is railed, and I'm working on railing into Old Vikingland.
 
Sadly, I lost one Army in the process - 12 hp lost to a redlined Rifle :mad:

That's even worse then when I had our MDI army lose 7 hp to a pike! At least the Pike had 3 HP!

On another note, looks like I'm going to have to go right after Elephantium if I want to get my turnset in before I head back to college, are you okay with that, MrRandomGuy?
 
Pre-turn:

I switch O'stadt to Colosseum
I start a mine near Trondheim with fortified Workers
I upgrade 3 Knights to Cav
I fill an Army with Cavs
The Barbarossa Liverpool Army kills 2 Pikes in Richmond, losing 1hp.

IBT:

English Rifle dies on our MDI near York
English Cav kills the MDI
Slave near Hastings captured.

Industrialization -> Med

Nottingham and Warwick riot due to quelling of resistance

Turn 1:

BL Army kills Cav in Richmond > 14/17
BL Army kills rCav and seizes the city! >
eKnight kills LB near Nottingham
eKnight kills Spear near Hastings
Richthofen kills rRifle and rPike in York
BL Army kills a stray Spear
Hengest Warwick Army kills Pike in Brighton
Army of Horsa Liverpool kills Cav in Brighton
Sadly, the city holds :(

IBT:

rCav suicides on Rifle in London

Turn 2:

Brighton-
HL Army kills rRifle and 2 rSpears
Leo's is ours!

York-
Richthofen kills rRifle, rSpear, and a redlined Cav to seize the city :)

IBT:

India cancels our Ivory deal. I re-sign it, giving them Nationalism in exchange for Ivory, Free Artistry, 9 gold, and Embargo vs. the English.

Mongols complete Shakes

Turn 3 (1100 AD):

Newcastle:
Cav retreats
Cav dies on redlined Rifle
Cav kills Rifle
MDI dies on redlined Rifle
MDI kills Rifle
MDI dies on redlined Rifle :wallbash:
Cav retreats
BL Army kills Rifle
BL Army kills LB and seizes the city.

eCav kills stray Spear

Dover:
HW Army kills Rifle > 10/18
HW Army kills Rifle > 5/18

IBT:

England wants to talk peace. Sorry Liz!
LB suicides on our Rifle near Cornwall?

Turn 4:

Leeds:
BL Army kills Pike
BL Army kills Spear
Richthofen kills Spear and seizes the city!

Lose Cav attacking a stray Cav
AH Army kills that cav

IBT:

Zzz...

Oasenstadt finishes Factory; I change to US as a prebuild for Hoover.

Turn 5:

We lost Spices on the IBT, so I renew the deal with the Mongols: We give Wines and Silks in exchange for Spices and 3gpt.

Richthofen kills a Musket at Reading.
AH Army dies on redlined Rifle at Canterbury :mad:
eCav kills Pike at Canterbury

IBT:

2 English Cav suicide on our Rifle near Canterbury.
Med > Sci Meth

Nottingham flips.

Turn 6:

Reading-
Richthofen kills a Rifle > 10/17
Richthofen kills a Spear > 10/17; we seize the city.

Nottingham: We lose one Cav retaking the city.

Canterbury-
HW Army kills Rifle > 13/18
HW Army kills Rifle > 13/18
eKnight kills Spear
eKnight kills LB; city is ours.
eKnight kills stray Spear

eCav kills stray Cav

IBT:

English Cav suicides on a Rifle at London.

Turn 7:

Leicester-
BL Army kills Rifle > 16/18
HW Army kills Spear > 9/18
Richthofen kills LB; city is ours.

IBT:

No action

Turn 8:

Norwich-
BL Army kills Rifle > 13/18
BL Army kills Spear > 13/18
BL Army kills LB > 13/18; city is ours.

Cav kills stray Spear

IBT: All is quiet.

Turn 9:

HW Army kills Pike and Spear in Portsmouth
BL kills Spear and seizes the city!

Leipzig founded N-NE-NE from Trondheim.

Richthofen kills Rifle in Dover > 13/17
Richthofen kills second Rifle > 9/17; the city holds for now.

I launch an invasion fleet towards Bath.

IBT:

Sci Meth -> AT, due in 8

Turn 10:

eKnight kills Spear

Carlisle:
BL Army kills Rifle
HW Army kills Spear
City is ours!

Elastischestadt founded near the rubber colony.

Handoff notes: AT is due in 11 @ 60% science. Some MM of outlying cities focused on scientists should be able to decrease that. WW is hurting us because of the English, but I snapped up quite a few towns. I'd re-MM everything, but it's getting late :(
 

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Alright then, I got the save. Will continue killing the English pig-dogs.
 
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