DGIT # 2-Krafty Koreans

Keep it as ToE, but the MGL should be used for a SPHQ. A Palace move makes no sense in communisum, but the SPHQ would drop corruption to damn near nil. If we don't use Wonsan's palace pre-build for Hoovers, then we need to start it somewhere else now. Hoovers will make our Space parts much quicker, once we get factories set up in the core.

Sandrock, it's been so long you may want to go back and read the last turn post too and see where we left things off.
 
This will be very short. If someone wants me to post what was built in each city, I will, but it will take me a good twenty minutes to do it, so it won't be done now. Turns ran from 1650-1700 AD

Pre-turn:
Switch Ta-Tu from Colosseum to Marketplace
Switch Seoul from ToE to Rifleman(no shields wasted)
Switch Wonsan from Palace to ToE(due in 8 turns)

Palace Improvement

1665
Atmic Theory is Complete, I switch to Corporation which will finish right before ToE, thereby allowing me to switch to the most expensive tech when we get ToE.

1685
Ivory Deal with Spain ends, I renew for World Map, 9GPT, and a lump 20
We get Corporation, I switch to Electronics(5 turns), the most expensive tech I can choose.
Wonson finishes ToE, we learn Electronics, I switch to Radio(due in 6).
We learn Radio, I switch to Steel
Wonson gets put on Hoover Dam, due in 33.
We get a palace improvement and I believe our palace is finished.

1690
Chonja finishes Iron Works

Those are the highlights. It took me to hours to play and there were no battles. Just improvements and road building. I fortified the privateers because I couldn't stand moving them around. We can virtually see the whole map now anyway. I didn't build as many workers as I should have, probably an effect of having to move close to 100-125 workers each turn. We are on a good pace, and have over 200 turns to finish. I suspect we will need 100 at most.

1700 AD Save :king:
 
Looks like a great set. Nice move with the techs to get the best use of the ToE. We seem to be cruising now. :goodjob:

We were building a Colosseum? Yikes. Good switch. I know somewhere around the forums there is a good comparison of the value of each of the culture/happiness improvements. And the colosseum came out dead last. Marketplace equals happiness plus more moola. Nice switch.

So, let's see, who next gets to move 100+ workers around each turn. Oh yeah. That's me! :D Got it.
 
And you have to remember that my computer does not run Civ3 all that well, so those moves were all the more painful. At this point we'd have to disband all of our cities to lose. It's just a matter of teching up and building spaceship parts. Are we saving our leader for rushing Apollo?
 
I think there is still merit in a palace move.
-The spaceship is kept in the capital. If our capital gets captured, we lose all our spaceship parts.
-Seoul is vulnerable, and it's in an iffy location, wasting the benefit of absolute zero-corruption.
-The only victory condition is spaceship, meaning the AI may put some effort into capturing our capital.
-Better safe than sorry.
-We haven't got much to lose from moving the palace.
 
I don't know. All this talk about using our MGL. Palace, army, small wonder... I'm up, so maybe I'll build a nice big... TEMPLE! :p

So let's look at the benefits...
a) move palace - no real improvement except better production out of chosen city. But can pick safer location for launch race.
b) army - have to pick a fight to get army victory, to keep fighting, to get more leaders to maybe rush small wonders in the future.
c) SPHQ - reduce corruption nationwide
d) temple - um, yeah.
e) other small wonder - I can't see them being more important than a or c at the moment. Let's worry about Apollo when we get there.

Only real options are a or c. I'm not too concerned about our palace getting whacked from where it is. We're going to build the mother of all navys and air forces to protect it, right? Plus it sure would be fun if the AI did go after our palace. Sure would make this game interesting.

Personally I like c. We can get the SPHQ up nice and quick which helps our whole nation for quite a while. And at the rate we're moving, the AI will be lucky to even be able to launch an attack at us by the time we're airborn.

But I won't do anything on that until the group decides. No real hurry since we won't have the opportunity to generate another one for a while.
 
I think we should move the palace... It's a real waste to have it in it's current location... It should go to one of our highest-production/commerce towns... The SPHQ is not urgent, it can be built in any of our productive cities...
And anyway, if the AI do actually go for our capital, it will be interesting to see them trying to mount a successful invasion and tehn attempting to follow through. That gives us two chances to laugh at them, rather than one with teh current location. xP
 
I'd go for C, SPHQ as well, SpikeIt. Why does it matter if we get One city a bit more productive? Most of our high production core will benfits more from SPHQ then moving the palace to another location. And if we do move the capitol, there is no promise that where we choose will bring us less corruption. Sometimes I've moved the capitol and it's made things worse even when it looked like it should improve it. SPHQ will make our core productive enough that we can build all the space ship parts within 10 turn of building Apollo. And there isn't a chance in hell that any other Civ will ever be able to 1) get that far ahead of us in Tech. 2) Be able to produce as quickly... we are only on Regent. 3) Be able to launch an attack on our capitol from another contient... the AI isn't capable of a successful assult like that, even on SID level. If you're concerned, then we'll do this... set our mid-productive cities to making units to ring the city, and we can use some of those workers to build a ring of forts around the city... I've found a fort with 3-4 MI is damn near impossible for the AI get past...

I vote for SPHQ.
 
Okay, fine... So we'll fortify the capital...
It's annoying when you start thinking of plotting against the AI and then realize they're dirt stupid and that you'll win anyway.
Happens to me so often. :cry:
 
Okay. 3 votes for SPHQ so far. Doesn't really matter yet, as I don't think I'll be able to build it on my turn.

I'm two turns in. Mostly worker moves. We learned Steel and started Refining due in 4 with some loss of gpt - working towards our modern navy and airforce. We have plenty of money though. Heck as communists, what else are we going to use our money for? I was surprised we are building Smith's. I thought we were waiting on that GA. Anyhow, I left it building as there is plenty of time, and within a few turns, I might be able to swing a deal to get Free Artistry from Persia and use the build to maybe steal Shakespeares from them. We'll see. I'll have to investigate them first. Its interesting that Persia has the most disposable income at this point. Spain is pretty spent money-wise. The Celts will have some cash once our deal with them runs out. I'll probably renew that deal handing over Steam Power to them. Spain and Persia already have it, but the Celts can't afford it yet. Hopefully they won't research it first. BTW, I sent some gunpowder over to Spain to help them hold off the Celts. The Celts have taken another city or two already. With Sandrocks deal last round, I'd hate to see it broken by a Spanish conquest.

I switched some builds to factories and started them elsewhere. Seoul completed the first factory and now brings in 39 spt. I moved the Hoover build there for now, due in 20 turns.

I should be able to put some more time into this tonight. Figured there was really no point in waiting for input as the game is basically railroad, railroad, railroad. Plus build up some cities that need improved lands first. The Korean Railroad, brought to you by the labor of our conquests! :D

In the north, I'm contemplating planting another city or two. Is there any value to this? There are a couple locations that actually would not overlap too much with other cities and can be quite productive. But are they necessary?
 
How many turns does the Smith build have? Would it be quicker to move Hoovers there instead of started in fresh, taking 20 turns?

Good deals there... The celts are a pain in the arse, and slowing down our space race because he's causing the other AI to reduce research, which means no tech trading.:( We may want to consider going to war with him just to prevent him from warring against the others on his contient.... and to prevent this game from getting *TOO* boring.;)

Another good call building the faactories... how close is our rail network to being complete? We'll we be able to reach polution fairly quickly? If not, we may want to limit factories just to our core cities that will produce the rail componets... BTW- Is our core completely improved? We may want to move a group of 20-30 workers down to just take care of the core and make sure our first ring is 100% improved.

Sure, build the cities, but the only value they'll have is as being stuck on worker production. Otherwise, if they grow beyond size 1 or 2, they'll bring to much corruption to the table. But if you want to build them, go ahead and set the queue to worker, and MM so growth and build comes in 10 turns.
 
I think the Smiths build was started on Sandrock's watch. There are approx 28 or 29 turns left on it. Hoovers won't build faster there - no factory. Once a couple more factories come on-line, Hoovers may build faster elsewhere. I'll be watching for that. ;)

The rail network is in pretty good shape. Almost all the cities are connected except for a couple of the Sumerian holdings. The core is pretty much completely built up. I'm focusing on completing some rails there (railroading hills and such which were overlooked). Also, some of the close by Sumerian cities (Bad-tibra for one) can be very powerful and desperately need rails and improvements. And our iron works city needs some help. We should be humming by the end of my turns.

Since we're commie, any city can be a valuable contributor. We just need to get them up to par. A number of our conquests are set for too much growth and not enough production. Some mines could help them out. Heck, there are bonus grasslands unimproved apart from rails. No mines or irrigation! Something to work towards...

As for the new cities, they just might not be worthwhile from the standpoint they are just more cities to deal with. But at least one of them couple be very productive. From a corruption standpoint, they would be a non-issue. Corruption is rather minimal right now and we don't even have the SPHQ built yet. We can easily absorb 2 more cities. ;)

As for the Celts. Don't they say the best defense is a stong offense? :hammer: War with them would liven the game somewhat. Seriously, even if the AI's weren't warring, we are so far ahead tech-wise, that their combined research wouldn't really be a factor.
 
I'm sure we'll be improving this land after we launch... I'm half tempted to automate the workers, but they're such a chore to recapture afterwards.... How's the second half coming SpikeIt?
 
[0] 1700AD
Don't change much. We're about 7 or 8 techs ahead at this point. Switch a few builds to factories. Switch Colosseum build to market. We have cities with Colosseums and no markets, why?

We lack two luxuries at this point. Spain and Celts are still fighting.
Japan is an age behind with silks available.
Spain - have 6 turns on money for tech deal. They don't have money to deal with currently. May prop up with some saltpeter.
Vikings - backwards
Persia - 1/2 age behind (tied with Spain for AI tech lead) The great money leaders. (6) turns left on gems deal. (9) on wines for fur and ivory deal. Will pay good money for iron.
Rome - way behind with no money
Celts - AI power leader. Lack Steam Power though and can't pay for it. (5) turns left on dyes, spices, 46gpt for iron deal.

Trade ivory, furs, Banking to Japan for Silks and 9 gold.
Steel due in 2.

IBT
Spain lost another city.

[1] 1705AD
Decide to trade saltpeter to spain. Izzy's been good to us. Salpeter for WM, 4gpt, 38 gold
Lots of worker moves.

IBT
Learn Steel. Start on refining.
Factory in Seoul comes on-line. 39spt now! Starts Hydro plant temporarily. Will swith Hoover build...


[2] 1710AD
Hoovers due in 21 in Seoul. Wonsan switched to factory. We're building Smith's? I thought we didn't want to trigger our GA. I'll keep building for now. If we pick up Free Artistry, we can start Shakespeares here... Persia wants a tech for it.

IBT


[3] 1715AD
Work, work, work.
Investigate Persepolis to see if worthwhile pursuing Shakespeare - due in 14 turns. Probably not.

IBT
Ouch. Mini map shows spanish losing two more cities. They're falling fast now.

[4] 1720AD
Workers working...
Celts 1 turn left on deal.

IBT

[5] 1725AD
Celts don't break deal. Let's see how Celts perform without iron, so end iron deal.
Trade Celts Steampower (hey, Persia and Spanish both have it), furs, and ivory for dyes, spices, 28gpt, 16 gold and WM.
We'll lose some gold from the Spanish next turn. Hopefully we'll make it back from Persia.

IBT
Lose Gems
Learn Refining, start Replacable Parts due in 4

[6] 1730AD
Move boats toward the Celtic city of Valencia. Spanish galleon drops off 1 cav! They are spent.
Oh, we have 6 sources of oil.
Don't replace Gems for now.

IBT
A number of we love the king days end.
Spanish are down to 3 cities on the main land.

[7] 1735AD
First Stock Exchange built.

IBT


[8] 1740AD
Workers working.

IBT
I watch Celts raze Spanish city of Murcia AND get a leader.


[9] 1745AD
I end the wines for Korean furs and ivory deal with Xerses.
Trade Xerses Medicine, Iron, Furs for Gems, Wines, Free Artistry, WM 190 gold, 117gpt.
Check out Persepolis again - Shakespeares still due in 13 - that's unexpected. Could Persia have had a GA somehow? Switch Inch'on Smiths build to factory, Seattle switched to Shakespeares due in 9.

IBT
We learn Replaceable Parts, start Combustion, due in 4.
We have 5 sources of rubber.

[10] 1750AD
Persia learned Nationalism.
Workers working. Faster.

Well, we have several factories on-line with many building. Chonju, our iron works city is pulling in 40 and the factory build is still 1 turn away. We have faster workers now, so the rest of the railroading and improving should go a lot faster. Shakespeares, Hoovers, and Universal Suffrage will complete in the next two rounds. The Celts have yet to clear out the Spanish mainland, but they are close. Persia is officially a power now. They have the most AI money (but they are giving lots to us! ;) ) and are the most tech advanced. Maybe they'll make life difficult for the Celts... maybe. Anyhow, the AI is nearing an age behind now in techs as we are humming along at techs every 4 turns... Be sure to let the AI research Sanitation for us. We're in no hurry to get it. We may still want to backtrack for Espionage for our SPHQ, but we're so far ahead, we might not need to bother.

Oh, one last thing. We can build infantry now for defense. Time to spend some cash on upgrades...

Oblivion, man your pick axe!
 
Oblivion's up!

1)SolarKnight
2)SandrockLQ
3))SpikeIt <== Just Played
4)-Oblivion- <== Up
5)alerum68 <== On Deck
6)Smellincoffee
7)Blasphemous
 
Our productive cities...
DGIT2_1750AD_Cities.jpg


And the tech race. Persia has Medicine and just learned Nationalism. Yawn!
DGIT2_1750AD_KoreanTechs.jpg
 
Well done! :goodjob:
I think what we need to do is wait for our deals with the Celts to end, and then dogpile them. Sign military alliances against them with every single civ in the world. Whatever it costs us, it's worth it. It will weaken them all. Then once that's done, if there's still any need, we can do the same to the Persians.
All the while we have to build very good perimiter defense, meaning a navy that can knock out carrier stacks before they get in range, and an airforce that can knock off anything that gets past the navy. We are in position to wage a puppet war, so let's do it!
 
Damn, Blas you read my mind. Yeah, we need to dogpile Persia ASAP. How much longer do we have on deals with them? The moment all GPT/lux deals end, we have to do it. It's the only thing that *MAY* save spain. I'm sure some of the AI over there have been waiting to take on the celts, and will jump at the chance to do it.
 
The best would be if we could get both the Celts and the Persians to be at war with *everyone* else (including one another) at the same time... But regrettably that's not possible... We need to dogpile whichever we deem a bigger threat, then wait twenty turns and dogpile the other. Or dogpile both of them at the same time... But then they may form an alliance and gain more than they loose.
Unless we intervene, that is. ^^
 
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