CASA - Space Ship Central

Assuming we can pull this off in the minimum time we'll need 14 turns to research the techs and one more turn to complete the SS and launch. That's 15 turns of production. I began by looking at getting the maximum battleship prebuilds our 4 top ports and using these for the 320s parts. It would take 6 non-mobilized turns to accumulate rest of the 320 shields in The Admiralty, The Meeting Room, The Red Tape and The Phoenix. I gathered total production figures assuming we have 9 turns of mobilization bonus and 6 turns regular production:
Spoiler :
Code:
City		bin	Mob*9	Reg*6	Total	Total + bin
The Gulag	  0	1188	570	1758	1758
The Treasury	  0	1044	504	1548	1548
The Chamber	  0	1026	504	1530	1530
The Institute	  0	 720	360	1080	1080
The Admiralty	 72	 648	300	 948	1020
The Silo	  0	 702	324	1026	1026
The Arboretum	  0	 558	264	 822	 822
The Aerie	  0	 558	252	 810	 810
The Igloo	  0	 540	240	 780	 780
The Red Tape	140	 252	114	 366	 506
The Mtng Rm	  0	 324	144	 468	 468
The Bayou	125	 225	 84	 309	 434
The Phoenix	115	 207	 96	 303	 418
Chamsuri's Cv	108	 162	 72	 234	 342
The Pier	  0	 225	 90	 315	 315
The New Yard	 26	 117	 54	 171	 197
The Nursery	  0	 108	 48	 156	 156
The Marina	 20	 90	 42	 132	 152
The Shallows	 75	 45	 24	  69	 144
The Squeeze	 75	 45	 18	  63	 138
The Dislodged	 68	 36	 18	  54	 122
The Ways	  0	 72	 36	 108	 108
The Beach	 39	 27	 12	  39	  78
The Greenhouse	 22	 18	  6	  24	  46
The Hideaway	 14	  9	  6	  15	  29
The Whale Pond	  1	  9	  6	  15	  16
The OGI		  0	  9	  6	  15	  15
  • We have eight cities that can't even build the 160s parts in time.
  • The Nursery, The Marina and The Shallows might be able to build a 160s part if production can be tweaked.
  • The New Yard can do a 160s part.
  • The Pier might be able to do a 320s part if tweaked.
  • The Red Tape, The Meeting Room, Chamsuri's Cove, The Phoenix and The Bayou can do 320s parts.
  • The Arboretum, The Igloo and The Aerie might be able to build Apollo if production can be increased but we must remember there is one less turn for Apollo than the SS parts.
  • The Institute, The Admiralty and The Silo can build Apollo.
  • The Chamber, The Gulag and The Treasury can build the 640s parts.
That's as far as I've gotten so far.
 
OK, I've put together a rough pre-build plan for our spaceship. The following assumptions are used:
Spoiler :
  • We want to research as fast as we can.
  • We want to build Apollo at the last minute and the entire spaceship the turn after Apollo.
  • We want a few pre-builds to guard against sabotage.
  • We will remain mobilized as long as possible.
  • Once we drop out of mobilization we will remain in normal production mode.
  • We will build wealth to finance our research.
  • We will not build any new military units except for those already begun.
Here's the list of cities doing pre-builds:
Spoiler :
Code:
City			pre-build for
The Admiralty		Apollo
The Arboretum		640s
The Aerie		640s
The Igloo		640s
The Meeting Room	320s
The Red Tape		320s
The Phoenix		320s
The Pier		320s
The Bayou		320s
Chamsuri's Cove		160s
The New Yard		160s
The Nursery		160s
The Marina		160s
The Shallows		160s
There is an extra pre-build for each size part. (The extra 640s pre-build also backs up Apollo). The production levels in some cities will have to be tweaked but I think this is doable.
These cities can just build wealth from here on out:
Spoiler :
City
The Gulag (47gpt)
The Chamber (42gpt)
The Treasury (42gpt)
The Institute (30gpt)
The Silo (27gpt)
The Ways (3gpt)
The Old Gong Isle (1gpt)
The Arboretum, The Aerie and The Igloo can build wealth for a couple turns before beginning their pre-build duty. The Admiralty can build wealth for 5 turns after finishing the nuke sub it has already begun. This will generate about 2950g of the 3699g we need. We can get the remaining gold by shutting off research for one turn. (See timetable below.)
These cities have shields in their bins. We must decide if we'll continue the builds or build something less expensive and then switch to wealth:
Spoiler :
Code:
City			in bin 255
The Beach		    39
The Dislodged		    68
The Greenhouse		    22
The Hideaway		    14
The Squeeze		    75
The Whale Pond		     1
They would all make 1gpt building wealth so each city would be worth 15g over 15 turns.

Timetable:

  • Turn 255: Turn off research, continue existing builds, begin pre-builds were necessary, otherwise build wealth
  • Turn 256: Begin research of space flight @ 100%
  • Turn 260: Lower research to 60%
  • Turn 261: Learn space flight, set research back to 100%, start satellites
  • Turn 265: Learn satellites, start superconductor, demobilize
  • Turn 269: Lower research to 60%
  • Turn 270: Learn superconductor, build Apollo
  • Turn 271: Build all spaceship parts, launch, win.
 
I still think we could build Apollo before. I doubt they are gonna inspect all our cities. But I guess it doesn't really matter.

It may be be a bit early to say for sure, but I think we should do satellites last, that is one tech we don't want them to steal.

Your plan sounds good Donsiq, it will be interesting to see if we can get it work :)

Also I think we should ditch the builds in The Whale Pond.
The Hide Away can produce a worker and then wealth.
The Beach can produce a coastal fortress which we can sell the following turn for 10 gold and then wealth.
The Greenhouse can produce a settler which can be joined into one of the other cities as 2 pop and then wealth.
The Squeeze and The Dislodged should produce a regular submarine or mobile sam before wealth.

Also for security reason switching The Squeeze and The Ways may be an idea. The Squeeze is located in the "hot" zone, where we may have to disband cities to limit potential targets, The Ways is not in such a zone.
 
I like the plan in general, but I would prefer not to build Apollo in a coastal location. Those seem to me to be by far the most vulnerable.
 
I like the plan in general, but I would prefer not to build Apollo in a coastal location. Those seem to me to be by far the most vulnerable.

I understand your concern but the shortage of pre-builds in mobilization hinders us a bit. The Admiralty can use a battleship pre-build and still get to 500s (but not 640s) so it is a good fit for Apollo. Bear in mind that we do have an extra 640s pre-build and our rivals will have only one turn to destroy Apollo anyway.

Summary: We need two turns of zero research to gather gold. (Or do one turn of zero research and find 500g some other way.) Also, rough plan had to change since The Bayou and The Phoenix were not viable for 320s pre-builds. Had to swap them for The Institute and The Silo (after we demobilize). Things are very tight, though two turns of zero research gives us some gold to work with. I estimate a 393g surplus when we finish teching. Beaker overage is 5b or less on each tech. Of the 14 prebuilds half have overages of 4 shields or less. Pollution could easily wreak havoc though our extra pre-builds help guard against this as well as sabotage. I've had to update some of the data I posted earlier. I left the prior posts alone and just include the new data here. I'll also try to attach my spreadsheet though I use Open Office.

Turn 255:
Spoiler :
Escape through peace offers.
Press 'enter' through tech and build notices.
Run EWS.
Move ships back to port.
No bombing.
Move transport to The Hideaway.
Workers continue barricade ring.
OGI jet does recon.

Switch clown to taxman in The New Yard and The Bayou.
Switch engineer to taxman in The Whale Pond.
Switch specialists to police in The Treasury, The Arboretum, The Institute and The Gulag.
Switch remaining scientists to tax men.
16 taxmen total.

The New Yard: irr grass to coast (clown back to tax man)
The Pier: ocean to igg grass
Camsuri's Cove: lake to coast
The Aerie: bg to lake
The Shallows: coast to bg

The Admiralty: continues nuke sub (1)
The Bayou: continues nuke sub (1)
The Red Tape finishes carrier (2)
The Phoneix: continues nuke sub (2)
Chamsuri's Cove: continues nuke sub (2)
The Hideaway: change to worker (1), 4 shields dumped
The Whale Pond: change to wealth, 1 shield dumped
The Greenhouse: change to paratrooper (pre-build for settler in 5)
The Beach: Change to coastal fortress (1), to be sold next turn for 10g
The Squeeze: Change to mobile SAM (5)
The Dislodged: Continues mobile SAM (8)
The New Yard, The Nursery, The Shallows and The Marina all switch to battle ship pre-builds
All other cities build wealth. (The Pier, The Meeting Room and The Old Gong Isle must be switched.)
Raw beakers and gold numbers:
Spoiler :
Code:
Sci.	beakers	    gold
100  	1943	   -560
90	1752	   -461	
80	1552	   -347
70	1371	   -251
60	1168	   -141
50	 984	    -39
40	 767	     87
30	 575	    185
20	 391	    290
10	 193	    393
0	   0	    503
Research time and costs:
Spoiler :
Code:
Tech		cost (b)  sci	100% turns   100% (b)	last turn %  total (b)
space flight	9000	   4	     4	       7820	   60	       9000
superconductor	9000	   4	     4	       7820	   60	       9000
satellites	7800	   3	     4	       7808		       7808

Code:
Tech		tax	Rev.   100% turns   100% (g)   last turn %   LT (g)  Cost
space flight	12	120	   4	      -2240	   60	      -141  -2381
superconductor	12	120        4	      -2240	   60	      -141  -2381
satellites	13	104        4	      -2240                         -2240
					
					         		Total cost  -7002
Production figures:
Spoiler :
Code:
City	      Mob spt	Reg spt	wealth	Port?	Spec.	in bin 255
The Gulag	132	95	47	No	0	0
The Chamber	114	84	42	No	2	0
The Treasury	116	84	42	No	0	0
The Institute	80	60	30	No	0	0
The Silo	78	54	27	No	1	0
The Arboretum	62	44	22	No	0	0
The Aerie	55	37	18	No	0	0
The Igloo	60	40	20	No	0	0
The Admiralty	72	50	25	Yes	1	72
The Mtg Rm	36	24	12	Yes	2	0
The Red Tape	28	19	9	Yes	1	140
The Phoenix	23	16	8	Yes	1	115
The Pier	27	15	7	Yes	0	0
The Bayou	25	14	7	Yes	3	125
Chamsuri's Cove	18	12	6	Yes	0	108
The New Yard	12	8	4	Yes	1	26
The Nursery	12	8	4	Yes	0	0
The Marina	10	7	3	Yes	1	20
The Ways	8	6	3	Yes	0	0
The Shallows	7	5	2	Yes	0	75
The Dislodged	4	3	1	Yes	0	68
The Squeeze	5	3	1	Yes	0	75
The Beach	3	2	1	Yes	1	39
The Greenhouse	2	1	1	Yes	0	22
The Hideaway	1	1	1	Yes	0	14
The OGI		1	1	1	Yes	1	0
The Whale Pond	1	1	1	Yes	1	1
						
Total				348		16
MM Schedule:
Spoiler :
256: The Admiralty, The Beach and The Hideawaybuild wealth
257: The Red Tape, The Phoneix and Chamsuri's Cove build wealth
258: The Shallows (bg to coast); The Aerie (lake to bg)
259: The Arboretum (UN); The Aerie (MP), The Igloo (BM); The Red Tape (battleship); The Pier (battleship); The New Yard (gem mtn to mtn); The Pier (ocean to gem mtn); Note: nets +2g
260: The Greenhouse (wealth); The Squeeze (wealth)
261: The Meeting Room (battleship); Chamsuri's Cove (battleship)
263: The Admiralty (bg to sci and start battleship) Note: To reduce shields to stay under 200s prebuild, sci maintains g and b; The Dislodged (wealth)
265: The Aerie (bg to lake); The Shallows (coast to bg)
266: Demobilize!; The Pier (ocean to mtn); The Abroretum (airfield bg to police); The Red Tape (irr pl to airfield bg) The Institute (manuf. plant); The Silo (manuf. plant) Note: net -3b
271: The Treasury (mtn to police), The Pier (coast to mtn), The Chamber (bg to taxman); The Admiralty (taxman to bg) Note: -9g and -3b net
Impact on treasury:
Spoiler :
Code:
Total wealth		 3632
255 treasury	 	 2497
raw research		-7002
0% research, 1 turn	 1006
taxmen			  384
sell blgds		   10
more units		 -152
net from MM               18	
	
Total			  393
 

Attachments

:eek: :thumbsup: Quite a plan! I'll try to check... :scan:

edit:
Quite optimistic, that one - of course.
No riots please, no hostile assault... :shifty:

Rather than forfeiting the shields in The Beach, The Greenhouse and The Hideaway I'd have some more subs - and maybe some more air defense if it helps against stealth attacks... :run:

Did I get it right that we'd stop research in #270 and keep building till #272? :dubious:
Are you sure that we're not into deficite before?
Shouldn't we finish the space ship the turn after finishing the final tech? :hmm:

edit 2: Ah, got it (I think :crazyeye: ), the zero-Research should be at the start...
 
Quite optimistic, that one - of course.
No riots please, no hostile assault... :shifty:

All bets are off if we're invaded again. But we need to carry on assuming we'll be able to withstand another attack if it comes.

Rather than forfeiting the shields in The Beach, The Greenhouse and The Hideaway I'd have some more subs - and maybe some more air defense if it helps against stealth attacks... :run:

I doubt jets or SAMs will help much against stealth bombers. We could continue with more subs.

Did I get it right that we'd stop research in #270 and keep building till #272? :dubious: ...

edit 2: Ah, got it (I think :crazyeye: ), the zero-Research should be at the start...

The first version of the plan had only one turn of zero research. When I realized we'd be short almost 500g I added another zero research turn and probably just forgot to edit part of the plan when I shifted everything down a turn.

I think I did not get things right with respect to the amount of shields we can stock up during mobilization. I wanted to get as close to the max as possible but think I got too close and the pre-build would actually build on the turn we plan to demobilize. I'll check that tomorrow.
 
can we jigger some of our northwest costal cities to be more production and apollo prebuild sites? I ask, cause everyone is going to assume our southeast powerhouses will build the vital parts, but one enormous advantage of being commercial is that those cities are less corrupt than they are for FREE or SABER.
 
I'll take a look at the NW cities. I did look at the plan this morning and there are some cities that would build battleships the turn we planned to leave mobilization. The easiest way to fix that is to just drop out of mobilization a turn early - this doesn't alter the gold situation - but does leave 4 cities short of their shield goal. It's only 28s total (less than 10s per city) and I think they can be made up. Will look at it later and hope to play the save this evening.
 
Looks like a great plan, looks like you put a lot of work into it :goodjob:

The one thing that still troubles me is the use of wonders for prebuilds for as long as we are going to be.

If I'm reading your chart correctly we need to switch to wonders on 262 Arboretum and Aerie. I think thats going to be the red flag to everyone.

My plan had us demobilize and use manufactoring plants to prebuild, that will give us till turn 265 to switch to the wonders, not much better, that will also mess up the a lot of cities that are depending on the extra shields. In that respect your plan is good as is because I can't think of a way to greatly improve that. Maybe we can start a campain in the UN forum wanting to give them a building to conduct their business in and while we want peace we will back our words with nuclear weapons.

Remember we will need the back up prebuild cities to switch to something else the last turn. The 640 backup can go to a wonder, likewise with the 320 backup. The 160 one can switch to a manufactoring plant. I have a feeling if we make it that far one of those pieces will be destroyed as everyone rushes for our continent.
 
Very impressive, great work donsig! :thumbsup:

The one thing that worries me is that "beaker overage is 5b or less on each tech", which means a single polluted tile pretty much anywhere will cost us a turn. The shields for prebuilds are less of a problem, but the research is very vulnerable it seems... :shifty:
 
I think we may have another problem.

Once we build Apollo, our opponents know we can win.

We have 1 source of rubber which we need an improvement to hold... and FREE has stealth bombers, which can cut improvements.

We may need to rush walls, coastal fortress, harbor, lib, temple and other inexpensive improvements in that little city to keep FREE from cutting all the improvements and our access to rubber - without which, we can't build a part.

Other option may be to build apollo, then the one part that needs rubber, then go back to researching - that tips our hand, however.

Other other option is to take out FREE cities that could be holding stealth bombers near that city.
 
If they do bomb the airport we can always rush a harbor, they would have to sabotage the build every turn if they were to stop us, and there is nothing that prevents us from taking one of the other rubber islands for a turn. Also sooner or later the spy will fail.

The whole plan revolves around surprise, so building the part early is out of the question.
 
The one thing that worries me is that "beaker overage is 5b or less on each tech", which means a single polluted tile pretty much anywhere will cost us a turn. The shields for prebuilds are less of a problem, but the research is very vulnerable it seems... :shifty:

Yes research is vulnerable but we can track pollution and more importantly, since we have a 300g leeway we can switch some taxmen over to scientists on the last research turn for each tech. Back-up is the name of the game now. We're using three extra prebuilds so a few extra scientists are in order.

Remember we will need the back up prebuild cities to switch to something else the last turn. The 640 backup can go to a wonder, likewise with the 320 backup. The 160 one can switch to a manufactoring plant. I have a feeling if we make it that far one of those pieces will be destroyed as everyone rushes for our continent.

We'll also have the palace available for a pre-build once we return to a regular economy.

If I'm reading your chart correctly we need to switch to wonders on 262 Arboretum and Aerie. I think thats going to be the red flag to everyone.

The Aerie would have to switch on turn 261 since it's largest pre-build is an airport. The Arboretum and The Igloo have only armor for pre-builds so they can only go one turn before using a wonder. (Well, one of these three can use Battlefield Medicine.)
 
Ok, I think we can adjust those four cities to keep them from building the battleships and still make up the needed shields during the regular economy.

  • The Admiralty starts it's pre-build one turn later without reducing it's mobilization shield output. Two turns at 72 spt (plus turn 266 works same tiles for 50 spt) then in the regular economy beginning on turn 267 it will have to take some tiles form The Chamber to get up to 60 spt.
  • The Pier runs at 25 spt (with +2 food/turn) during mobilization, plus has to lose at least 1s before turn 266. Then it swaps over to all 4 mountain tiles (and a food shortage) during the regular economy. It may have to work a couple less mountains on the last turn to avoid starving.
  • The Meeting Room does bg to tax man for one turn (#261), then does the airfield tile swap with The Arboretum as planned, and on the last two turns needs another bg from The Arboretum (which gets the dyes tile from The Institute).
  • The Red Tape almost made me throw in the towel but it did shed some light on the whole process. It should start its pre-build a turn later. Three turns at 28spt and 3 more at 30spt during mobilization (by changing tax man to a cop). Then during the regular economy it does 24spt - which leaves it two short!!! All the tiles it is working already make 2spt or more and all the good tiles are taken by The Meeting Room and Arboretum!!! :aargh: Then I realized that on the very last turn we won't be researching so we can raise the lux slider. Nice insurance, allowing us to put clowns and tax men to work making back up shields. Trouble is, The Red Tape is so corrupt that putting the cop to work makes less shields! :gripe: Then I realized I was so focused on this (to me unnatural) MMing that I forgot we can alter tiles. Mining a couple irrigated tiles should get The Red Tape where it needs to be. :twitch:

Now, the big question: How, exactly, does dropping from mobilization affect the shields that go into the bin? I've assumed it works like this:
  1. On turn 266 we ask Whomp to send peace with accept.
  2. We open our turn 267 save and the first thing we see is BABE's peace offer (with accept). We accept and immediately go back to normal economy and so there are no more shield bonuses.

If I am wrong and the shield bonuses still get added on turn 267 (the turn we accept BABE's peace) then we''l have 4 new battleships and 4 less pre-builds and that would be bad.:badcomp:
 
IIRC diplomatic actions are set before production phase so the end of mobilization should take place before shields are calculated. :hmm:

But I'd be glad if anybody could test / know for sure.
 
Here's a summary of my latest attemp at a pre-build scheme:
Code:
City	        Item	Shields	preb.	lost wealth
The Aerie	Extra	640	1000	600
The Arboretum	Engine	640	1000	552
The Igloo	casing	640	800	572
The Treasury	Extra	500	500	504
The Gulag	Apollo	500	500	500
The Admiralty	Extra	320	200	350
The Institute	Cockpit	320	200	360
The Silo	Life s.	320	200	378
The Pier	Stasis	320	200	260
The Meetng. Rm.	Thrust.	320	200	298
The Shallows	Extra	160	200	0
The Marina	D. bay	160	160	0
Chamsuri's Cove	Fuel	160	160	0
The New Yard	lounge	160	160	0
The Nursery	S/sup.	160	160	0
				
			Total lost	4374
			deficit	         924

It differs from the original mainly by the addition of an extra pre-build (for Apollo). It needs very little tile shifting and has some nice overages in case of pollution. :) A few problems exist though. A small one is a few cities need to cut back on war time production to avoid building the battleships. Trouble is that some of the overages equal what needs to be lost making things tight. The big problems are we're 924g short so we might want to lose some of the insurance pre-builds. (There are four.) Also, tomasjj asked about shaving a turn off superconductor. It's possible but we'd need a few more scientists - in addition to turning all our taxmen into scientists for 5 turns. That's another 300g bringing the deficit to about 1200g. It also puts a strain on some of the pre-builds since there is one less turn.

I need a break from this but I'll try to come up with something getting us superconductor in 5 turns with maybe only one or two insurance pre-builds and see if that works.
 
The pre-builds:
Spoiler :
Code:
Pre-b	Mob sh	tot sh	turn	Target	over	City
800	400	650	265	640	10	The Aerie
1000	454	684	264	640	44	The Arboretum
500	440	660	264	640	20	The Igloo
	0	500	270	500	0	The Gulag
160	122	542	269	500	42	The Treasury
200	0	372	269	320	52	The Admiralty
	0	320	272	320	0	The Chamber
	0	360	270	320	40	The Institute
200	204	324	265	320	4	The Meeting Room
	0	324	270	320	4	The Silo
200	107	162	264	160	2	Chamsuri's Cove
200	160	190	264	160	30	The Marina
200	202	242	264	160	82	The New Yard
200	176	216	264	160	56	The Nursery
200	172	192	264	160	32	The Shallows
MM stuff:
Spoiler :
Turn 264:
The Phoenix gives two tiles to The Arboretum which uses two cops to work them.
Chamsuri's Cove - forest to lake. The Igloo - lake to forest.
Turn 265:
The Shallows - mbg to coast. The Marina - mbg to sea (with cop and tax man). The Aerie takes the two mbgs.
Turn 270:
The Gulag gets the tile from The Admiralty which gets a tile from The Chamber.
Turn 272:
The Chamber gets a tile from The Treasury which then works a free mountain.
Chamsuri's Cove - forest to lake. The Igloo - lake to forest.
Other notes:
Spoiler :
  • The Meeting Room has to lose 5 shields during mobilization and all must me made up after demobilizing.
  • The New Yard must lose at least 3 shields during mobilization. They do not have to be recovered.
  • The Gulag, The Chamber, Chamsuris' Cove, The Meeting Room and The Silo all have overages of 4 shields or less. Mine some irrigated fields for insurance.
  • Might be able to build a manufacturing plant in The Chamber on turns 270 - 273 and still build a 320s part. :dunno: Would cost about 120g in lost wealth.
Pre-build notes:
Spoiler :
During mobilization:
  • UN in The Arboretum.
  • Manhattan in The Aerie.
  • Battlefield Medicine in The Igloo.
  • Airport in The Treasury.
  • All others use battleships.
After Mobilization:
  • Palace in The Igloo.
  • Apollo in The Gulag.
  • Battlefield Medicine in The Treasury.
  • All others can use manufacturing plants.
Research:
Spoiler :
  • Space flight on turn 265.
  • Superconductor on turn 270. 5 turns @ 90% science with 18 scientists per turn. About 50 :science: insurance.
  • Satellites on turn 275. 4 turns @ 90% science and 1 at 40% with 3 scientists per turn for insurance.
Summary:
Turn 265: Learn space flight
Turn 270: Learn superconductor. Make peace with Babe and demobilize.
Turn 271: First turn without mobilization shield bonus.
Turn 275: Learn satellites. Build Apollo.
Turn 276: Launch.

Someone else will have to figure out which turn the invasion begins. :gripe:

EDIT: I forgot to say something about our treasury! If my figures are correct then the lowest our treasury will reach is 632g on turn 275 (the turn we learn our last tech and build Apollo). For the last turn we can turn research off. The plan also has all four extra pre-builds (one for each size category).
 
Superconductor on turn 270, then Satellites in 4 turns should mean turn 274 no?
 
Superconductor on turn 270, then Satellites in 4 turns should mean turn 274 no?

We can't do satellites in 4 turns. At 90% science (the max we can do since we need the 10% lux) we generate 1757 :science: (not counting scientists). For 4 turns that's 7028 :science: Satellites is 7800 :science: so we need the fifth turn at 40% giving us a total of 7803 :science: We run 3 scientists each turn as insurance against pollution. 5 turns at 90% is 8785 :science:. This is only 235 :science: short of the 9000 for superconductor. 235/5=47 and 47/3=15.6 so by running 16 scientists for those 5 turns we top 9000 :science: We change a couple more cops to scientists for pollution insurance and we also get superconductor in 5 turns.

:dance: I don't have to change the plan. (Until the orange and light blue transports or stealth bombers show up.)
 
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