General_W
Councilor & Merlot Noble
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)
(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.
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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.
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)
1) Research Plan
2) Wonder Plan
3) Settlement Plan
4) Infrastructure Plan
5) Defense Plan (with deference to the Defense Department)

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!

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– 3000 – 750bpt – (turn 182) <golden age ends>
* Corporation – 3000 – 750bpt – (turn 186)
* Steel – 4200 – 1,050bpt – (turn 190)
* Refining - 4800 – 1,200bpt – (turn 194)
Free Techs from Theory of Evolution: (Turn 195?)
* Atomic Theory – 6000
* Electronics – 5400
* Combustion – 4800 – 1,200bpt - (turn 198)
* Flight – 5400 – 1,350bpt – (turn 202)
* Replaceable Parts – 4200 – 1,050bpt – (turn 206)
* Mass Production – 4200 – 1,050bpt – (turn 210)
* Motor Transport – 4200 – 1,050bpt – (turn 214)
Advance to Modern Era!
* Industrialization – 3600 – 900bpt – (turn 174)
* Electricity– 4200 – 1,050bpt – (turn 178)
* Scientific Method– 3000 – 750bpt – (turn 182) <golden age ends>
* Corporation – 3000 – 750bpt – (turn 186)
* Steel – 4200 – 1,050bpt – (turn 190)
* Refining - 4800 – 1,200bpt – (turn 194)
Free Techs from Theory of Evolution: (Turn 195?)
* Atomic Theory – 6000
* Electronics – 5400
* Combustion – 4800 – 1,200bpt - (turn 198)
* Flight – 5400 – 1,350bpt – (turn 202)
* Replaceable Parts – 4200 – 1,050bpt – (turn 206)
* Mass Production – 4200 – 1,050bpt – (turn 210)
* Motor Transport – 4200 – 1,050bpt – (turn 214)
Advance to Modern Era!

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… then on turn 183 Athens can start on a Hoover Dam pre-build.
Theory of Evolution
600shields – 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 – 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 – 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 – 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’s some pretty expensive rushing) that puts completion at about turn 208. Shortly after flight… pretty dang good in my book.
Sun Tzu’s Art of War
600shields – 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’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’m close and we rush the Factory (after the Bank pre-build) then that gets us Sun Tzu around turn 200. Not great – but acceptable, I think.
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… then on turn 183 Athens can start on a Hoover Dam pre-build.
Theory of Evolution
600shields – 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 – 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 – 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 – 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’s some pretty expensive rushing) that puts completion at about turn 208. Shortly after flight… pretty dang good in my book.
Sun Tzu’s Art of War
600shields – 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’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’m close and we rush the Factory (after the Bank pre-build) then that gets us Sun Tzu around turn 200. Not great – but acceptable, I think.

* 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 – 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)
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!
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 – 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!

* So this part is more difficult to craft without access to Civ Assist – so please bear with me.
Now that we have so many towns – I'll be working off basic guidelines, rather than specific towns. If we can get CAII fixed – 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)
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)
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
Sub-Core Cities
Border Towns
Fringe Towns
Expansion – prebuild factories, start wonders, get econ/sci buildings
Consolidation – finish wonders, finish any econ/sci buildings
Cruise – build wealth, some naval power as available
Exterminate – build bombers
Consolidation – finish wonders, finish any econ/sci buildings
Cruise – build wealth, some naval power as available
Exterminate – build bombers
Sub-Core Cities
Expansion – Get econ/sci buildings and factories.
Consolidation – finish any econ/sci buildings, accept workers to get to full size.
Cruise – build wealth, some naval power as available
Exterminate – build bombers
Consolidation – finish any econ/sci buildings, accept workers to get to full size.
Cruise – build wealth, some naval power as available
Exterminate – build bombers
Border Towns
Expansion – build workers and settlers
Consolidation – get Courthouses and Libraries
Cruise – build wealth – get some specialists.
Exterminate – build artillery or Flack as needed.
Consolidation – get Courthouses and Libraries
Cruise – build wealth – get some specialists.
Exterminate – build artillery or Flack as needed.
Fringe Towns
Expansion – build workers
Consolidation – build workers till all land improved - Then Specialist Farm
Cruise – build wealth – Specialist Farm
Exterminate – build wealth – Specialist Farm
Consolidation – build workers till all land improved - Then Specialist Farm
Cruise – build wealth – Specialist Farm
Exterminate – build wealth – Specialist Farm

* Gbno1fan has made a great start. Domestic's only input is that we must keep at least average to the Nuts – and the weight of our power should be in offensive units for destroying an invading force.