bed_03 - RaR, Demigod, random civ

Hmm, I am at work all day today, so it might be Sunday or Monday morning before I can get some playing time in.
 
"C-Pedia says it will make 2 people unhappy in cities with slave markets.
Are we planning to sell slave markets anytime soon?"

I like to run 10% lux the whole game to get the full benefit from Bazaars, East India, and Markets. Only realistic way to maintain WLTK in more corrupt cities. If our core (the only place we build SM's) is at risk of riots, then we sell the SM's. Until then, why worry?
 
There's no "trick" to Sewers (allow growth over 15) or Prisons (increase production 25% and reduce corruption). Our northern cities have enough overlap that we shouldn't need any sewer systems up there, but Satsuma, Kyoto, and Nara could benefit from one. At 20 pop, Nara's fishery will generate enough food to allow mining of all it's plains and thus a big boost in its production.
 
Once Crystal Palace completes in Kyoto, it will be a production monster, and thus likely to host more future sci and tax boosters. It also should be generating a decent amount of tourism now, so it makes the most sense to build Empire State (and similar wonders) there. Satsuma still needs Sewer and some other regular builds, as I recall.

Conglomerate is not a high priority, as it disappears when we change governments, and Social Dem has got to be seen to be believed. :)
 
had a hard time to locate, but here is the roster in case we all have lost track

Bezhukov
ThERat
dmanakho
romeothemonk -> up
bed_head7 -> on deck
 
I know I am up, it is just taking a long time to get through all the games at once. I suspect this will be up on/by Wed morning.
 
IHT: Not much. Upgrade our line infantry. Swap builds from Laborers. We will get there by ourselves, it will just take a while.
Turn 1: Sioux finish edisons. Nuts. Swap to Universal Sufferage. Sell Marxism to SIoux and Celts for a buttload of money. Start research on Humanism.
Turn 2: Builder stuff
Turn 3: See above. Build the crystal palace.
Turn 4: Start to jumpstart the economy.
Turn 5: Rush a prison in kyoto, so I can start the Empire state. Start Thermodynamics on research.
Turn 6: Celts build US, we swap to Empire state wasting 500 shields in Satsuma. Satsuma will get Empire state, IP, Conglomerate and SoL.
Turn 7: Upgrade more workers and stuff. Start research on Psychology after getting ~700 gpt for thermodynamics.
Turn 8: Get a sewer system up in kyoto
Turn 9: get one up in satsuma
Turn 10: Join some natives to kyoto and satsuma.
In the building mode, we should build the conglomerate and Statue of Liberty yet in Satsuma. Kyoto should get other massive builds. I would vote on building anything that is free. We can also build 3 meuseums and build the national history meuseum, a small wonder. Kyoto can also build battlefield medicine.
bh3.jpg


http://www.civfanatics.net/uploads9/bh03-1720ad.SAV
 
So we did we get Crystal Palace in Kyoto? Conglomerate and Lady Liberty are OK, but our Gov goal should be Dem Soc, IMHO. Amazing what free upkeep does for the econ. Just the parks alone.

;)

I believe our illustrious host is up.

Also, pls a get a troop or two in our coastal cities. Would really not be fun to lose Satsuma to a sneak. Remember "kick me?"

Fairly high priority: clearing the jungle near Nagoya so it can get cranking on units. Can settle/abandon jungle tiles with Hardy Settler if too impatient for our pathetic workers. Nagoya will grow back the pop quickly with a couple irrigated/railed grass.
 
There is apparently a bug in the extended version that will give the "20 turns left" message when we get to turn 520. The game will think it's over at turn 540, but you can, of course, continue playing.
 
Illustrious, eh? Not as far as RaR goes, at least. Anyway, got it.

Are we shooting for any victory type in particular? That is probably something I should know, but I didn't have any plan coming. Just win.
 
Space or Hokum army conquest, as I recall. Lets us check out the cool RandR modern age.
 
We did build the Crystal palace in Kyoto. I was really out of it when I played. I would not use democratic socialism for 2 main reasons. 1 is no unit support and units cost 5 gpt. With our current forces that would cost ~500 gpt alone. I do not think our maintenance will exceed that.
2nd) We have Smith's and federal repbulic has the really nice corporate offices. They are really handy to get a free 50% tax with Smiths, and gives the incredibly nice SoL and Conglomerate wonder. In Zav 1, adding 2 commerce doublers to 1 city cut research by a turn, here we have an oppurtunity to add 3 with the Spirit of St. Louis.
 
When we get close, just try it in a shadow game. I thought the same thing, until I tried it. ;)

The communal corruption might be the clincher. Department Stores are flat-out better than Corp Offices. Lux boost too.
 
Didn't keep a log. I mainly just built stuff, and have a few questions.

Fisheries seem pretty useful. They take awhile in corrupt towns though. I started a few, but am figuring Bezhukov will change them to something else to make them finish faster.

Should we clear jungles before railroading? I figured yes in towns that needed food, no in towns that needed shields, which seems like an easy enough general rule, but I wanted to double check.

How big should a city be able to get to make it worth building a sewer system? My general rule in unmodded is size 16-18, depending upon situation. I don't really have a clear idea here, but figured 20 would be a decent number.

Is there a reason we weren't building labs and schools in our more productive places, or were they just coming later? I built quite a few, as they seemed the best build for us when doing 100% research.

Speaking of which, we discovered flight and pyshcology, and traded for Real Politik. Flight was discovered in the last turn, and obsoleted Shangri La, ending WLTKD and causing revolt in our two largest cities. It kind of stinks, as I had a pretty good setup going, one that would have warranted minimal criticism from the next player. I didn't really fix the situation, as I wasn't sure if there were any alternatives to raising lux to 10%.

Also time to report a couple of mistakes. When renewal of Iroquois embargo came up, the Sioux were not willing to pay at all, and I left the screen. A smal mistake. It then slipped my mind completely, so still no embargo at the end of my turns.

Basically, whenever I played, I thought of things that I ought to have been thinking about at the right times. I never remembered to check when Social Democracy becomes available except in IT, and was unable to do so. So I might have chosen a terrible research path. No beakers invested in whatever it was I chose, so feel free to choose. We also have an availble trade, one which I did not take.

Not really my fault, but we missed Statue of Liberty. Some Sioux city beat us to it.

Finally, some positives. Our railroad network is somewhat improved, and Tenochitlan now has more food and the Winter Palace. I already mentioned that most small cities stayed in WLTKD for 9 out of 10 of my turns, so the empire was relatively productive. We finished Battlefield Medicine in Kyoto, as well, and should be able to build the small wonder we get with three Museums soon.

Sorry it is so scattered. I didn't feel like switch num pad on and off while playing, as I am doing this on a lap top, so I just waited to write it all up afterward, making it a bit jumbled.

Oh, one more question. If you have a second, check out the 1723 save I attached in addition to the 1730 save. Our two biggest cities revolted for no reason that I can see. I renewed a lux deal IT, and then they revolted. I checked them, and they both had equal number of happy and unhappy, and I didn't change a thing. Any ideas?
 
Sounds pretty good overall.

Due to the lux boosting improvements (bazaar and market, East India) I like to just keep lux at 10% the whole game. Also makes WLTK's easier to maintain.

Glad to hear we got the Winter Palace in Tenoch - it should really rock. I like to avoid sewers unless absolutely necessary, as the higher pop really creates a lot of pollution. Later there will be a wonder that gives all cities sewers, and by that time we can probably build Mass Transits pretty easily to avoid the pollution.

Fisheries are really the key to getting the most out of coastal cities, as they allow the land tiles to be maxed for production. I'd invest considerable resources in rushing them, if possible. The labs and schools were waiting for production boosters to complete so they can be built in three turns instead of 14.

Marshes are higher priority to clear than jungle, as jungle can be improved and offers decent production on it's own (sort of like plains that can't be irrigated). Exceptions are towns like Nagoya and Cuzco that need some cleared to grow.

Am I up now?
 
Pre-flight: Both the Sioux and the Celts are now trading with the Iros. This is bad. We will need to start another war to get the trades broken. I set our research path toward tanks to prepare. Set lux to 10% and put many specialists back to work. Change several builds to Coal Plants. Once these come in, everything else will be easier. Rush a couple hardy settlers to clear marsh (by founding and abandoning cities)

1731: Kyoto starts on Wall Street.

1732: Trade Psych to Sioux to reup 260 gpt payment, ship Celts a bunch of luxes to help his econ.

IBT: Celts get Encyclopedia

1734: Ship Crazy Horse Flight to save a turn on Auto Weapons and pick up another 220 gpt. Building several Parks to cut down on pollution.

1735: Brokerage Firm in Kyoto.

1736: Start Nat History Museum in Kyoto.

1740: Mot Transport->Tanks in 5. Trade Mot to Sioux for 1200 +616 gpt. Trade Auto Weapons to Celts for 90 gpt (he has psych, so Encyclopedia is obsolete).

1742: Played two extra to finish food adjustment projects. Nara, Tokyo, Inca be Gone, Yokohama, Fukushima, Sapporo, Bob, Larry, Tenoch, and Satsuma (will have a specialist – nothing else can be done) are all set. Please do not modify their terrain. Fukushima is building a district courthouse to get to 140 spt (two-turn tanks). The city in the NW (can’t remember name) that is building settlers should continue to produce them. These settlers are used to clear marsh/jungle by founding and abandoning cities. I’ve been cash rushing them to speed up the process. Can use workers to clear marsh/jungle that is right next to current cities. I’ve been bleeding laborers out of Oka to get it down to WLTK pop. Also planting forests to boost production. The wheat island is building a rail on the wheat, it then gets a mined forest.

After we get tanks, we can spend 10-20 turns building up units before taking on the Iroquois again (to break up the intra-AI trade, and to eliminate the Iro cities behind our lines.) To get the Sioux to join the war, we can use gpt, then trade a tech for gpt in a separate deal – that way if Sioux break the alliance, we don’t lose the gpt from the tech.

Most cities now have Coal Plants and Parks. If a two-turn build is available, I’ve been taking that, if not, building Prisons or Hospitals. Factories and Coal Plants should be built before Hospitals as the cost/benefit is better with Factories.
 
i only have a couple of questions/comments.
1) Why are we building district courts, I thought we already had the Supreme court?
2) Did we build the Conglomerate yet? We need 3 corporate offices. I would build it in Satsuma.
3) Is skyscraper in Kyoto a prebuild for anything, or are we just improving our econ? We already have the Empire state building.
4) Are we prebuilding the Spirit of St Louis in Satsuma? I think we should.
 
ok got it, building tanks for 10 turns without attacking :cry: how I would love to make war :lol:
 
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