Buce01: The Slavemaster

I got it. I won't be able to play for a couple of days but it should be done after the weekend. :)
 
I'm going to do my pre-flight for Kahn and then start this set. I was thinking about my last set and all the worker moves involved. Any objections to joning slaves to cities from Civs that we are way ahead of in culture? It'll be a couple of hours before I'm ready and I'll hold off for a bit in case anyone sees a problem with this. I don't think there are that opportunities to do it but anything that can help us and get the number of worker-turns down would make things a lot easier.
 
I'm going to do my pre-flight for Kahn and then start this set. I was thinking about my last set and all the worker moves involved. Any objections to joning slaves to cities from Civs that we are way ahead of in culture? It'll be a couple of hours before I'm ready and I'll hold off for a bit in case anyone sees a problem with this. I don't think there are that opportunities to do it but anything that can help us and get the number of worker-turns down would make things a lot easier.

Dead civs only, it creates a potential WW problem, otherwise; if there are too many Worker turns to cope, use them on labour intensive tasks like swamp/jungle clearance - just stack 'em and hold down the key.
 
Point taken about WW (I was only thinking about flips). However if slaves from culture-weak civs (Babs and Egypt) were added to farms, they could be the specialists and shouldn't have a large WW impact no? This is more of a genuine query rather than an argument for joining slaves.
 
Point taken about WW (I was only thinking about flips). However if slaves from culture-weak civs (Babs and Egypt) were added to farms, they could be the specialists and shouldn't have a large WW impact no? This is more of a genuine query rather than an argument for joining slaves.

No, unfortunately they still count towards unhappiness.
 
Just finished the initial tour. Any objections to building the SETI program in Athens?
 
No objections, build away.

As to the workers, there is more pollution starting to crop up, so make sure to have enough that are not working on big swamp/jungle jobs to clear.

There are a lot of settler builds in the queue, we may not need all of them.
 
T0 1550AD
Tour around. Things look good. I changed some wealth to R-labs and moved some troops to beat down the resistors. Other than that, no real decisions made.

T1 1555AD
UN comes in and start R-Lab and then SETI.
Found 3 farms and get them up to full production with slaves.
Start railing everything.

T2 1560AD
Found a couple of farms. Lots of worker turns.

T3 1565AD
Pollution and more of the same

T4 1570AD
Ecology next turn. Turn down the slider. Start all corrupt farms with raxes on MIs for rushing if we need them. Start an Internet pre-build with Athens using Manhattan. Found a couple of cities (I think we are really out of space now other than a few coastal squares). Trim some terrain and continue roading and railing squares is case of pollution.
Give Cleo Steel fro 380g + 48gpt. She's a bit behind Willie. Trade Willie Flight for 142gpt + 900g. That breaks them both

T5 1575AD
Same old same old. Mini in 6

T6 1580AD
3 pollution cleared this turn. With MMing growth, R-lab and Cash docks, we have Mini in 4 :D.

T7 1585AD
Same drill.

T8 1590AD
Waiting for builds to come in and railing mountains that will never see pollution just so a mouse slip won't cause frustration in the future. Zzzzzz

T9 1595AD
Just realized that solar plants will help speed up the launch so I started a few in available cities. We will have to re-calculate the timing of the builds after the builds. We may also have to trim some terrain a bit to make it work out perfectly as well but we have some time to figure that out.

T10 1600AD
Mini comes in, Syn Fib in 4 and the internet in 13.

End Notes:
I stayed away from military builds other than some bombers as we have plenty of arty and infantry to upgrade if needed.
Just for the record,
clearing pollution on normal ground takes 12 slaves.
Roading a mount takes 9, railing it takes 18 so the groups of 27 are to road and rail from scratch.
Really there isn't any more need to road and rail as all of our pollution producing cities are fully railed.
Athens and Thermopyle need some city improvements to get their production and science output up to speed after the wonders come in.
I figure some of the mid-productive coastal cities could use Ofshore Plats for military builds if we need them. Solar will give a 50% boost to our big producers so they are useful. I may have put too many in the queue.
If we leave Space Flight to last, we should be able to accurately figure out our cities' productivity to do the math for the simultaneous research/launch thing.

The world seems to be dog-piling on Inca.

That's about it.
 

Attachments

Pre-flight:

Military Strength:

42 Cavalry
70 Infantry
49 Artillery
05 Transport
05 Destroyer
04 Bomber
06 Army
12 Guerilla
01 Cruiser
01 MGL

City Builds:

01 Mobile SAM
01 Cruiser
13 Bomber
01 Destroyer
17 Cruise Missile
27 Artillery
06 Mech Infantry
01 Commercial Dock
01 Internet
01 SETI program
65 Wealth
03 Offshore Platform
13 Solar Plant :confused:
01 Hospital

Economy:

Government: Republic
Mobilization: Normalcy

Treasury: 11249 gold
Income: 4389 gpt
Net gain +141gpt
100% Science
Researching Synthetic Fibers in 4.

Goals:

Long-term: Be the first to launch a space ship.
Medium: Set up prebuilds for all the SS parts
Short: MM properly this time :blush:

First order of business, switch the Solar Plants to other builds. I end up switching to a couple of Mass Transit Systems, a few Offshore Platforms, and the rest are split between Mech Inf and Mobile SAMs

Should we prepare to evict the Arabs from our continent? I'd like to for the sake of owning our continent, but strategically, it seems suboptimal.
 
I wouldn't bother going to war. If someone atacks us, we are in position to defend ourselves but concentrating on getting our techs and getting to space sems like the best call. We have plenty of slaves to take care of pollution although some mass transit seem to make sense rather than wasting shields. Some of those NE cites could benefit from he ofshore platforms.
 
Okay, I'm done with my set in CBob03, so I'll get started on this one tonight.

Edit: I've started, but the going is very slow. I decided to do some Bedean algebra on the save, and that consumed my entire evening. I just finished Turn 1, and I have numerous projects going on - I've been trying to optimize the Republic to build defense forces with minimal waste and to exploit as many irrigated squares as possible while wasting the least amount of food possible. To that end, I expect to found another dozen towns before my turnset is through.
 
Turnlog:

Pre-turn continued:

Reallocate citizens.
Change Marathon to Settler

IT:

We see a massive parade of AI units.
Marathon: Settlers

Turn 1 (1605 AD):

New Pergamon 2 founded. Making 'duct - my goal is to grow this city to size 11 and use some currently-unused irrigated grassland.

IT:

Inca and Arabia sign peace.
Corinth: Mech Inf->Mech Inf
Knossos: Mech Inf->Mech Inf
Artemisium: Mech Inf->Mech Inf
Thessalonica: Mech Inf->Mobile SAM
Rhodes: Mass Transit->Mech Inf
Marathon: Settlers
Eretria: Mobile SAM->Mech Inf
UN elections come up. We opt not to hold them.

Turn 2 (1610 AD):

Set Ephesus to Mobile SAM - I'd like to have a few of them around for air defense in case someone attacks.
New Miletos 2 founded. Making Cruise Missile.

IT:

Netherlands and Inca sign peace.
Marathon: Settler->Wealth
Gortyn: Mobile SAM->Wealth
Delphi 2: Settlers
Rhodes 2: Settlers

Turn 3 (1615 AD):

New Artemisium 2 founded. Making Wealth.
New Megara 2 founded. Making Wealth.

IT:

Synthetic Fibers->Nuclear Power
Ephesus: Mobile SAM->Mobile SAM
Thessalonica: Mobile SAM->Mobile SAM
Rhodes: Mech Inf->Modern Armor

Turn 4 (1620 AD):

New Phocaea 2 founded. Making Wealth.

IT:

Corinth: Mech Inf->MA
Pharsalos: Mass Transit->MA
Knossos: Mech Inf->Wealth
Artemisium: Mech Inf->Wealth
Phocaea: Police Station->Wealth
Eretria: Mech Inf->MA

Turn 5 (1625 AD):

The Dutch learned Mass Production last turn, so I look around to see if we can sell it to anyone else...but everyone is pretty much broke.
I also notice that we have a ROP with the Incans. I cancel it since they're not paying us anything for the privilege.


More to come tomorrow.
 
The Dutch just landed a "sneak-attack" invasion force next to an oil source on one of our islands!

I have enough defensive forces to guarantee that we won't lose a city, so I'm not worried about letting the Dutch attack us - we'll be losing three luxes, so the war happiness will help.

I'd like to trade as follows (partially renewing the trade deal that just expired):
Get Dyes, Wines, Gems, and 2577 gold from the Dutch in exchange for Incense, Ivory, Silks, and 590 gpt.

We get extra gold, he gets nothing once he declares on us.

Thoughts? I'm going to pause for discussion before finishing my set.
 
You know what(?) - I'm sick of Willy; he's just pulled the same stunt in my solo game.

Does anyone fancy livening up this game with a trip to Amsterdam?

Tusker: how soon could we put together a credible landing force?
 
Certainly a war would liven things up. We are just cruising to the finish now. My only concern is WW. I'd like to see this finish sooner than later and the happy slider would cut into our research quite a bit.

Can we wipe out his force with units on hand? If so, we can boot him, get him to declare and get some War Happiness out of it while we mount an invasion. If not, then I guess we'd have to abandon the cities. I suppose we could still boot him for the war declaration and then load up everything we have in one town hoping to hold out until reinforcements arrive.

I think a landing force shouldn't take too long as we have at least 4 transports on hand and a ton of arty and infantry. I suppose we have a bunch of coin too for upgrades.

I guess, if the war was a short, well-planned strike, we don't lose anything other than some cash. I'm in.
 
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