bed_03 - RaR, Demigod, random civ

I played late at night, so was too tired to write a report. We haven't donw a very good job fixing food (planting forests - they can be mined and railed in RandR), so corrected as much of that as I could and got some marsh cleared. Chipotle is building settlers for marsh clearing as well, you just settle on the tile you want cleared, then abandon. After clearing, rail and irrigate, then when the city maxes pop, you can replace with forests until food evens out.

We got Spirit of St. Louis in Satsuma, and some cities have finished their production boosters and are now into the science, so research is now down to 4 turns (we got movies, aviation, and unionization on my turns), the Sioux continue to support all our extra workers for us.

Slave Trade may be worth abandoning, as it makes WLTK days very difficult to maintain. Echelon will help here, but I doubt enough. Kyoto is borrowing one of Satsuma's tiles to get Ech a turn earlier, pls adjust when finished. Hollywood also gives one content citizen in all cities. I bought some random buildings here and there in Iro land, but mostly just worked on the railnet.
 
I mostly worked on railing, which was why cities weren't optimized yet. In general, I feel like it is best to wait for optimization until the great majority, if not all, of the railroading is done.
 
The roster at the beginning went something like this:

Bezhukov
ThERat
dmanakho
romeothemonk
bed_head7

is this still the Roster, roster-disliking leader bedhead?
if so, then I am up
 
You feel free to do what you like. I won't hold you back. Just let us know whatever it is that you are doing.

Yeah, you're up, and you're going to like it, too. We follow the roster pretty strictly around here.
 
"I mostly worked on railing, which was why cities weren't optimized yet. In general, I feel like it is best to wait for optimization until the great majority, if not all, of the railroading is done."

Well, that's a difference between RandR and unmodded. The mined forests make a big difference in city production. You get more bang for less worker turns than you get for, say, railing mountains.
 
Agreed. But I did not finish railing flatland until my last turn, and was not railing any mountains. I was, however, railing some jungle, which may have been a mistake. Probably best move there is chop, rail, then optimize? I don't have worker turns for each task memorized yet, so I am not sure.
 
Jungles are usually OK to leave as is, unlike marsh, as they can be mined to produce 2 food, and 3 shields with rail. However, it takes forever to rail them, so usually is best to leave this until more productive tasks are complete.

The importance of getting mined forests in cities with surplus food is that they are usually shield-poor and thus underdeveloped. The mined forests really give them a boost. I was also a little disappointed with cities building the expensive science buildings before the production boosters were finished (a couple cities could have really benefited from sewers, too, so these were switched). A factory and coal plant increase production 100%. allowing several sci buildings to be constructed in the time it would take to build one pre-factory. Also, we had like four total units in our whole home continent - we were asking for a sneak. I think I got all cities covered in my turns.
 
Right. A couple of mistakes that are already familiar to me, thus should have been avoided. I was just so single mindedly thinking science that I didn't check for production boosting possibilities after the first few cities I checked had them.
 
I wouldn't call tham mistakes, just opportunities to improve.

;-)

Anyone reading this thread will easily spot several of those for yours truly.
 
I consider it a mistake if I know that I need to do something to improve, yet fail to do so. But I suppose any lurkers that may be here will have lots of opportunities to learn from mistakes, as I am making plenty from which to learn.
 
actually we do not need to put a Mil unit into each city once we have RR the cities.
we only need to make sure coastal towns are covered. I had some nice sneaks during my single player games.
And I found that battleships are hugely powerful, can reduce units to 1 hp with one shot. and sink full health ships by city bombardment. a blast!

this game serves to fully explore RaR, we will all learn a bit, since it's so different from C3C. who would RR forests in C3C, but here it matters.

anyway, this will still take a while with extended and such lousy workers.
 
Most of our (currently) productive cities are optimized terrain-wise. We still have a lot of potentially productive cities that are getting there (Olde Incalande), but could use some tarrain management. If we abandon Slave Trade, the two northern fishing villages will take off, as I rushed fisheries, and at full pop they can work lots of mined forests for 4 shields a pop. That said, we have enough production and science already to coast home.

I like battleships too, but I disbanded our fleet to save on units costs and boost some builds. Maybe next game. :lol:

As for only needing troops in coastal cities. When I inherited the game, Satsuma was defended by a mighty biplane. :crazyeye:

And that was stout defense compared to the rest.
 
save

Pre-turn
Iro are a 2CC, we let them live to entertain us? :lol:

1.1781AD
raoding and removing goo

2.1782AD
zzz

3.1783AD
MM

IT Communism is in, Quantum physics next in 4
we get the Echelon, steal foundry next in 6

4.1784AD
MM

5.1785AD

6.1786AD
increase lux to 20%. lower science, Quantum physics still in 2

7.1787AD

IT Qunatum physics is in, guerilla warfare in 4

8.1788AD

9.1789DD
Sioux actually have guerilla warfare, trade it for communism
we are still not in the MA, what else is required?
figure it's emancipation, reduce lux and we can get it in 2

IT get steal foundry, prebuild for emancipation proclamation now in place at Kyoto

10.1790AD
up lux to 20% again to get WLTK all over
 
I have it...
Should i make peace with Iro's or wipe them out completely?
Where are we going techwise????
are there any wonders i may need to start building?
 
Actually, i won't be able top lay until wednesday or even thursday this week...
I need to swap or skip me this time around
Sorry about that
 
Emancipation is:

A: Not required.

B: Turns off all the positive effect of all Slave Markets, but not the unhappiness. We can't sell them either, because of Slave Trade. The only way to get rid of them is to abandon the Slave Trade city, losing its Colossus effect and all free slave markets, costing a lot of production.

C. Unless you wish to do this, pls change research.

This is strange. You would know this if you read the Civilopedia. Do people just not read the Civilopedia? I'm really curious about this.

I'm guessing Advanced Metallurgy is the missing required tech.
 
I looked at the save. Espionage is the missing tech - its the one without the little red symbol on it that denotes optional techs. I also noticed several musuems being built where cheaper sci buildings are available, not to mention production boosters. I don't understand this thinking. We are also building units in several cities that could still use infra, while Nagoya (the designated unit builder, as it has limited commerce potential) is building an expensive Museum (if you wanted sci there, why not University?).

Can someone explain this to me?

I think we're set on units. Cities with nothing else to build can build units to disband in developing cities. this is more efficient than building wealth and rushing.
Since we've already invested in Emancipation, might as well finish it and abandon Slave Trade/sell Slave Markets. The extra 10% lux costs 600gpt, so is hardly worth it.
 
Bezhukov said:
Emancipation is:
B: Turns off all the positive effect of all Slave Markets, but not the unhappiness. We can't sell them either, because of Slave Trade. The only way to get rid of them is to abandon the Slave Trade city, losing its Colossus effect and all free slave markets, costing a lot of production.

Lurker comment: Slave Trade also expires with emancipation, so you lose all those free slave markets, and the associated unhappiness. Any slave markets remaining were built, and can be sold. You'll take a production hit, and a commerce hit in the Slave Trade city from the loss of the +1 in each square, but you will lose all the slave-related unhappiness.
 
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