Domestic Department - Term 9

General_W

Councilor & Merlot Noble
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Domestic Department
(Term 9)

We shall not fail or falter; we shall not weaken or tire...Give us the tools and we will finish the job. (Sir "W" Churchill)

Welcome to the center of all Domestic Activities.


Here we'll discuss the domestic progress of the Empire.
Please post all comments and domestic-related discussion here.

[
Big Plan v1.1


This is still just a draft – but it's pretty much done - so I'm looking forward to lots of comments, questions, and suggestions.


Goals & Objectives:
The goal of this plan, is to bring about 4 things.
1) The rapid settlement and development of the entire MIA continent
2) The maintenance and extension of our technology lead over the Dnuts
3) The trimming of our military force to a level sufficient for defense without excessive cost
4) Rapid industrial development to prepare for air and nuclear conflict, and an eventual space race.​

Plan Outline:
In service of the 4 objectives, we'll need to coordinate 5 categories of Domestic development. They will all be addressed individually below, but hopefully the synergy between them will be apparent.
1) Research Plan
2) Wonder Plan
3) Settlement Plan
4) Infrastructure Plan
5) Defense Plan (with deference to the Defense Department)​


:science:#1 - Research Plan:
We are now employing so many scientists, I believe 4 turn research appears to be a continuing possibility for MIA. Our golden age (14 turns left) should give us plenty of cover to get enough towns with scientists going to keep up our rapid pace even when the golden age ends.
If someone sees a hole in this assumption – please speak up.
Also – on the techs on the way to flight, there's a good chance these will be even cheaper than expected, due to us following the Dnuts…at least initially.

I’ve planned to start work on Industrialization before heading for Scientific Method. This is so we can rapidly get factories in our key towns (especially the wonder builders). By using banks to pre-build for factories, we should be able to rush finish Factories in our key wonder towns on turn 174, then start our mass wonder building program on turn 175 with factories in place and 8 turns left in our Golden Age! :drool:

So here’s the full plan at this point…
* Nationalism– 3600 – 900bpt – (turn 170)

* Industrialization – 3600 – 900bpt – (turn 174)

* Electricity– 4200 – 1,050bpt – (turn 178)

* Scientific Method&#8211; 3000 &#8211; 750bpt &#8211; (turn 182) <golden age ends>

* Corporation &#8211; 3000 &#8211; 750bpt &#8211; (turn 186)

* Steel &#8211; 4200 &#8211; 1,050bpt &#8211; (turn 190)

* Refining - 4800 &#8211; 1,200bpt &#8211; (turn 194)

Free Techs from Theory of Evolution: (Turn 195?)
* Atomic Theory &#8211; 6000
* Electronics &#8211; 5400

* Combustion &#8211; 4800 &#8211; 1,200bpt - (turn 198)

* Flight &#8211; 5400 &#8211; 1,350bpt &#8211; (turn 202)

* Replaceable Parts &#8211; 4200 &#8211; 1,050bpt &#8211; (turn 206)

* Mass Production &#8211; 4200 &#8211; 1,050bpt &#8211; (turn 210)

* Motor Transport &#8211; 4200 &#8211; 1,050bpt &#8211; (turn 214)

Advance to Modern Era!​



:culture:#2 - Wonder Plan:
The plan is to acquire 5 wonders. This may seem aggressive, but we've got enough fully developed towns without anything pressing to do that can start pre-building factories, then launch into Wonder mode on turn 175.

These are the wonders we want, where, and a guess at when.
Copernicus Observatory
400shields, +100 science
Pre-build has already begun in Athens. Anticipate completion on turn 179.
From there, Athens can start work on a Factory, finish it by (with rushing) turn 182&#8230; then on turn 183 Athens can start on a Hoover Dam pre-build.

Theory of Evolution
600shields &#8211; 2 free techs
A must have. Plan to build in Meleagerville (2nd highest spt count) Assuming we can average 30 shields per turn, that gives us Theory of Evolution on turn 195. (this may be a faster if can do better than 30spt on the front end)

Universal Suffrage
800shields &#8211; Reduced War Weariness in All towns
This one isn't one to die over, but I think we've got the spare production to work on it, and it'll buy us a lovely amount of insurance if the Dnuts start a war with Flight.
My pick for this would be to have EMP City get a bank and a factory, then start work on Universal Suffrage around turn 185 (will require some rushing of the bank and factory). Assuming a SPT count of 22 (15 base shields plus a factory) - that puts our completion date at turn 221. Now &#8211; hopefully the Hoover Dam will be in place before then, and shave several turns off that amount. Which should make the completion of the wonder shortly after Dnuts get flight. It's a big investment, but given our other options for EMP city, I think it's worthwhile.

Hoover Dam
800shields &#8211; Hydro plant in every city
With Athens at an estimated 33spt with a factory (and no Golden Age) Hoover Dam is just 25 turns away. If we knock the factory out in 5 turns (that&#8217;s some pretty expensive rushing) that puts completion at about turn 208. Shortly after flight&#8230; pretty dang good in my book.

Sun Tzu&#8217;s Art of War
600shields &#8211; Barracks in every city
I say we put Black Hole to work on this bad boy. With a factory and better railroad improvements, I estimate about 25 turns from completion of the factory. (it&#8217;s a tricky calculation, to make due to ending golden age in the middle, the factory bonus partially in the GA and largely out, and depends on when the rails get laid down) Anyway, assuming I&#8217;m close and we rush the Factory (after the Bank pre-build) then that gets us Sun Tzu around turn 200. Not great &#8211; but acceptable, I think.​




:food:#3 - Settlement Plan:
* My first draft calls for 47 more towns to be added to KISS land!
Rather than name each location, I've opted for a very rough numbering system, that I think will be most efficient.

I've labeled my top picks as "A" sites, then "B" sites, then "C" sites.
After that, I labeled all our jungle sites as "J" sites, and our swamp sites (to be settled after the swamp is drained) as "S" sites.
Here's the site totals:
A = 10
B = 11
C = 10
J = 12
S = 4

I'd like to see the "A" sites settled first, then on down the list. The numbers don't matter &#8211; they are just there to aid discussion.
Since we'll be settling so rapidly, I'm just envisioning all the A sites being settled in order of whatever is closest.

Here's updated version 1.1:

And my start on some city names (and re-names)
Spoiler City Names :

Rename:
Frozen Lake to "April Fools" (closest to KISS)
Effing Whomping Rower to "Day 2 Kissoff" (last town captured)
Simpleton to "Chamnix's Hold"
Devil's Soul to "Fe's Winery"
Knucklehead to "Gbno1fan's Fortress"
Ignoramus to "Classical Hero's Chamber"
Gilfach to "Peter's Mt. Retreat"
Jetterson to "Sword of General W"
SKWTD to "Tower of Azzaman"
Stogeville to "Lost Civ's Bulwark"
Dinoysus to "Greek Guy's Redoubt"
Apefish to "Strider's Refuge"
Wilde Side to "Donsig's Factory"

Notes:
* All former TNT names on coast nearest their former homeland.
* Black Hole not included, because he already has a town named after him.
* Otherwise, all MIAers active in the last month or so have been included.

New Towns:
Grape Grog
Far University
MIA Study Abroad
Special Farm
Northern Retreat
River of Success
Plains of Victory
Beakers for MIA

Please suggest ideas for this list!
Especially you former TNT types!




:hammers:#4 &#8211; Infrastructure Plan:
* So this part is more difficult to craft without access to Civ Assist &#8211; so please bear with me.

Now that we have so many towns &#8211; I'll be working off basic guidelines, rather than specific towns. If we can get CAII fixed &#8211; then I'll be more detailed.

The basic plan is to divide towns into 4 groups, and have them work in 4 stages.

The Groups are:
Core Cities (Our high commerce, high shield, low corruption core)
Sub-Core Cities (high commerce, high shield, moderate corruption)
Border Towns (moderate commerce, modest shield, medium corruption)
Fringe Towns (1-2 spt towns, weak commerce)​

The Stages are:
Expansion (right now till all land is settled and fully developed)
Consolidation (from full settlement to every town at maximum output)
Cruise (from max output to development of Flight)
Exterminate (From Flight till we win)​

So application looks like this:
Core Cities
Expansion &#8211; prebuild factories, start wonders, get econ/sci buildings
Consolidation &#8211; finish wonders, finish any econ/sci buildings
Cruise &#8211; build wealth, some naval power as available
Exterminate &#8211; build bombers​

Sub-Core Cities
Expansion &#8211; Get econ/sci buildings and factories.
Consolidation &#8211; finish any econ/sci buildings, accept workers to get to full size.
Cruise &#8211; build wealth, some naval power as available
Exterminate &#8211; build bombers​

Border Towns
Expansion &#8211; build workers and settlers
Consolidation &#8211; get Courthouses and Libraries
Cruise &#8211; build wealth &#8211; get some specialists.
Exterminate &#8211; build artillery or Flack as needed.​

Fringe Towns
Expansion &#8211; build workers
Consolidation &#8211; build workers till all land improved - Then Specialist Farm
Cruise &#8211; build wealth &#8211; Specialist Farm
Exterminate &#8211; build wealth &#8211; Specialist Farm​



:strength:#5 - Defense Plan:
* Gbno1fan has made a great start. Domestic's only input is that we must keep at least average to the Nuts &#8211; and the weight of our power should be in offensive units for destroying an invading force.
 
MIA Domestic Update:
Turn 161

Science Update: Steam Power – Due in 1

Treasury: 2,601 (+86)

Black Purse: 149 (+2)

Countdown to Golden Age: 2 turns to go!

Domesitc Headline News:
* TNT treasury evacuated to Athens… held for safekeeping.


CivAssist Update:
From Save File 161 (pre-play)

Cities: 18
Towns: 32

Economy_161.jpg


CityProduction_161.jpg


Proposed Domestic Orders for turn 161:

Cities:
* EMP City – Finish Market, Start Barracks
* Look Here – Finish Knight, Start Knight
* Chuck Norrisville – Finish Worker, Start Trebuchet
* Tarkingrad – Finish Barracks, Start Knight
* Abdera – Finish Courthouse, Start Trebuchet


Economy:
* Lux 0% - Science DOWN to 50%


Please post any and all comments or suggestions here!

From the Desk of the Domestic Minister:
* All those turns of running at 100% science finally pay off! We can now drop our science rate all the way to 50% and actually start making some money again. SteamPower is due next turn! Hooray!

* I would really like to build a Library in Abdera. However – if we DO trade for Military Tradition, then we just don't have time. If we can't get a trade for Military Tradition, then I'd like to spend our time in Abdera on a Library, and not on a Trebuchet.

:salute:

:science:
Spoiler Current Tech Plan :

* Tech – Cost – BPT target – (Estimated discovery turn)
-----

* Steam Power – 3600 – 720bpt – (turn 162)

* Military Tradition – 1920 – Trade with KISS or Nuts?

* Nationalism– 3600 – 720bpt – (turn 167)

* Industrialization – 3600 – 514bpt – (turn 175)

* Corporation – 3000 – 600bpt – (turn 180)

* Refining - 4800 – 600bpt – (turn 188)

* Steel – 4200 – 700bpt – (turn 194) – assuming we can afford more by now

* Combustion – 4800 – 685bpt - (turn 201)

* Flight – 5400 – 771bpt – (turn 208) – may require deficit research
 
I would prefer that we go towards Replacement Parts because getting Infantry and Artillery cannot be understated and plus our workers will be twice as fast and that is a great help in any game. Also it will allow us to get engineers and thus it will make building much easier for corrupt cities should we want to do any builiding, so that is a very good option for our tem to take.
 
The defense ministry favors the path to flight. In my opinion, nothing compares to the use of bombers in this game when the other team doesn't have flaks. We need to get there first.
 
Artillery are a very powerul unit to overlook because they are the first unit that can go beyond one square of bombardment and this is a powerfull weapon to have because we can take lots out of our enemies and be for a safer distance. having a ten defence unit is somehing that will be hard for any team break down and thus could be a real killer for us.
 
We actually just finished a discussion of this in the Term 8 domestic thread.

Here's the key points that finally convinced me&#8230;

Chamnix in Term 8 said:
If we are not going to Scientific Method, then the question is do we go for Flight or Replaceable Parts first. I love the double worker speed of Replaceable Parts, but it shouldn&#8217;t be that relevant except for reimproving captured KISS land &#8211; our land should be done. Replaceable Parts is also much cheaper to get to than Flight.

The problem is that I don&#8217;t see Replaceable Parts being useful against the Donuts. As good as a defender as infantry is, they can&#8217;t stand up to bombardment plus cavalry. I&#8217;m having a hard time imagining how many infantry we would have to land on Battle Isle to withstand a railroaded Donuts initial assault. On the other hand, with bombers we can destroy their infrastructure and clear a safe landing zone for our ground troops. I think when it comes to Dnut-attacking time, we want bombers first, and we want them comfortably before Dnuts get air defenses if at all possible.

I know I&#8217;m jumping the gun a bit. We haven&#8217;t even started a war with KISS yet, and I&#8217;m already planning the Dnut assault once KISS is eliminated. However, I think that Replaceable Parts and Flight are equally effective against KISS. Replaceable Parts would be preferred only because we can get it sooner. But I think there is a reasonable chance we can hit KISS hard enough early that we don&#8217;t really need either RP or Flight for fighting them. In that case, we want Flight ASAP for the Dnuts, and if we go to RP, and Dnuts go directly to Flight, then we will not get there much before them if at all.

The other thing to remember is that in the KISS war, we have the ability to call &#8220;time out&#8221; whenever we want. KISS will have a very hard time attacking us through our protective jungle, so if our attack is stalling, and we need additional techs, we can lie low for a while until we get what we need. So if we start to go to Flight, but the war with KISS doesn&#8217;t go well, we can change to RP without too much trouble, but as I mentioned, if we go RP first, then we may not get air power much before Dnuts.

As far as the sneak attack by the Nuts, I would still rather have cavalry than infantry. Once we are railed, we should not have to defend. Artillery would certainly be nice, but I hope we can survive with just cannons.

I don't want to get to Flight a little behind Dnuts or even a little before them. I would really love to get there 10+ turns before them so we can bomb like mad (converting many prebuilds to bombers) before they have a chance to defend themselves.

You are right that I completely forgot about civil engineers. However, civil engineers cannot be used to produce units - we can build walls and things like barracks and harbors, but since no units, civil engineers have limited use.

If that still doesn&#8217;t convince you (like it convinced me) please feel free to continue the discussion here.
 
I am leaning towards Replaceable Parts and then Flight ... our initial target is KISS and while we are scrambling in the mud better artillery will be very usefull ...
Bombers will have more of an impact of Battle Isle assault but this will happen after we have broken the back of KISS on our own Green Continent.

If Nuts join KISS (and I'm not sure this will happen until later) the artillery will assist in defending against the shipping and coastal landings.
 
Regarding Eureka Stockade ... are you sure that keeping the Library build will be of any benefit?

I assume the worker will be intigrated into population now that we have a silk road.

Surely it will only be around for a short term ... so why not complete the walls and switch to CASH and science generation.
 
I don't think it's worth adding that worker to Eureka Stockade since that town cannot support more than 1 specialist unless we clear some jungle. The worker can either road some more tiles (other silk?), wait for transportation home, or just be disbanded for 2 shields.
 
If the town can only support 1 specialist, then I say we just disband the worker for a 2 shield boost to building some walls.
With things going south with the Dnuts in a hurry, I think that's our best bet.

Turn update and orders coming soon.
 
What good will walls do? If I'm not mistaken, we only have 1 MDI defending the town. If the town is attacked, it will fall - walls or no walls.

Unless we plan on rushing a barracks and some riflemen there to defend the town, I don't see the need for walls. And I'm not sure if we have the funds to spare for that.
 
I do not see why we would not first go for RP since we are attacking KISS ATM and once we have done the deed and researched RP, then we can go for Flight since we should be nearing the destruction by the time we would need to have flight. Here is what i would have for my tech plan with MT as the first one to research.


If we have some leeway, I would like to see a side track towards SM and get ToE and get ourselves some free techs, which is always something good to have, plus we need to stop other teams from getting it.
 
In one sense, the Dnut fallout may have helped us - it will now be at least 8 turns before we get Nationalism and have to choose between RP and Flight, and we will already have been at war for a few turns, so we may have a better idea if Replaceable Parts is necessary.
 
MIA Domestic Update:
Turn 162

Science Update: Steam Power Learned! Start work on Military Tradition &#8211; 4 turns

Treasury: 2,703 (+102?)

Black Purse: 151 (+2)

Countdown to Golden Age: 1 turn to go!

Domesitc Headline News:
* We discover Steam Power! Mass Rail Roading begins.
* Treachery of the Dnuts continues &#8211; MIA forced to get Military Tradition on our own.


CivAssist Update:
From Save File 162 (pre-play)

Cities: 18
Towns: 32

Economy_162.jpg


CityProduction_162.jpg


Proposed Domestic Orders for turn 162:

Cities:
* Woodridge &#8211; Finish Trebuchet, Start Trebuchet.

* Athens &#8211; Switch to Newton's University!
* Eureka Stockade &#8211; Switch to Walls


Economy:
* Lux 0% - Science STEADY at 50% (get it in 4 turns!)


Please post any and all comments or suggestions here!

From the Desk of the Domestic Minister:
* I don't have access to the actual save (only to CivAssist) &#8211; and it doesn&#8217;t show Military Tradition being any cheaper. :confused: I've never really paid attention to how much the beaker cost is reduced for each civ that knows a tech&#8230; so consequently can't figure out what % science we need to run to get M.T. in 4 turns. Someone want to educate me?

* Eureka Stockade should switch to walls, in my opinion, because we've already got 10 shields invested in a build that will be totally wasted if we just switch to wealth. I know we'll never hold E.Stockade, but if we put walls there, we might force the Dnuts to send a few more units there, or waste some money investigating the city to see what we've got&#8230; and don't forget, we'll get at least a 1 turn warning for when the Nuts are coming to take the town (thanks to being surrounded by jungle) &#8211; it might be nice to at least have the option of rushing a rifle in that town&#8230; just to be a thorn in the side of the backstabbers.

* Good news &#8211; even though things are looking grim internationally&#8230; we'll start our Golden Age next turn! Yaay! Hopefully this will allow us to shave at least 1 turn off getting Nationalism. It still won't be in time for the start of the war with KISS&#8230; I think we want to hit them right away on turn 167 &#8211; see my post in the Grand Strategy Thread.

:salute:

:science:
Spoiler Current Tech Plan :

* Tech &#8211; Cost &#8211; BPT target &#8211; (Estimated discovery turn)
-----

* Steam Power &#8211; 3600 &#8211; 720bpt &#8211; (turn 162)

* Military Tradition &#8211; 1920 &#8211; 480bpt &#8211; (turn 166)

* Nationalism&#8211; 3600 &#8211; 720bpt &#8211; (turn 171)

* Industrialization &#8211; 3600 &#8211; 514bpt &#8211; (turn 179)

* Corporation &#8211; 3000 &#8211; 600bpt &#8211; (turn 184)

* Refining - 4800 &#8211; 600bpt &#8211; (turn 192)

* Steel &#8211; 4200 &#8211; 700bpt &#8211; (turn 198) &#8211; assuming we can afford more by now

* Combustion &#8211; 4800 &#8211; 685bpt - (turn 205)

* Flight &#8211; 5400 &#8211; 771bpt &#8211; (turn 212) &#8211; may require deficit research
 
Disclaimer - I have not actually seen this turn's save yet.

Woodridge IIRC is at its maximum size with a full food bin. Although I hate building settlers during our Golden Age, I was thinking towns like Woodridge, Sparta, and Olympia could build settlers once they maxed out on growth. We can already use 1-2 settlers on turn 167 in the central jungle that KISS hasn't gotten around to yet.

Regarding Eureka Stockade - clearly the library build isn't going to work. I think we have 10 shields there now, and if we disband the worker, then we are up to 12, so comparing switching to wealth and wasting shields or building walls is asking would we rather have walls there or 8 gold (the 8 turns we will not be producing wealth). The walls will probably never see action because we will abandon the town at the first sign of trouble, but on the other hand, we could sell the walls for a handful of gold then if we chose not to defend it. 3-4 gold or walls? Not sure there's much difference.
 
I have and we have plenty of coal around. I think we have about ten 17 sources of coal. Also at the rate of 50% we can get +115 gpt, if we have all our specialists as taxmen. Here is a screenie of our resources. :lol:
 
Woah! :wow:

I guess we don't have to worry about KISS pillaging our source of Coal! :lol:

Thanks for the updated reserach numbers C_H! :salute:

P.S. I'd still be interested in knowing how the discount works for techs that another team knows... if someone is willing to explain it to me.

EDIT: Oh &#8211; and on Eureka Stockade&#8230;

I really think I want the Flexibility of having the Walls in E.Stockade. Even though the Dnuts are clearly treacherous, we still don't know when war with them will come. They may not join KISS in fighting us right away. (Hopefully, anyway.) If the town survives long enough for us to be in a stable/victorious position against KISS, it might very well be worth our while to make Dnuts bleed if they want to take the town.

It may never matter &#8211; but I think it's worth the few gold to find out.
 
Um... wow on the coal. And I was worried we might not have any. Hopefully, some of those are in good locations - that's a lot of extra shields we get.

The tech prices go down by 1/7 of the monopoly beaker cost for every civ that knows it. If 2 civs now have Military Tradition, it should cost us 64*30*5/7=1,372 beakers.



1/7 because there are 4 civs in the game. I think the general formula is 4/(7*civs in game).
 
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