Domestic Department - Term 9

I just changed Meleagerville to Palace to extend our factory prebuild for another turn.

We settled A-2 Wine 'N Fish in a previous turn. I think all that's left now (after turn 173) are B-11, C-6, and our jungle and swamp towns. I never thought we could complete our settlement this quickly, but I guess we actually have to make sure we don't build too many settlers now :crazyeye:.
 
Man! I totally forgot about the palace option for Meleagerville. I keep finding the save file from the Dnuts at 11pm my time… and I'm getting too old to up that late on a work night! :lol:

Thanks for catching that – and for the settlement update.

I actually have been watching our Settler numbers – we are getting this settlement done at an amazing pace!
Go MIA!!
 
I'd love to see the comments in the other forums regarding the pace of our settlement. We're even beating DNUTs' pace! Of course, unless they've traded maps, DNUT's can't really see KISS's land too much. But KISS should be able to see every single one of the towns we've plunked down in the last five turns.

Speaking of cash-rushing settlers, are we going to have money problems when it comes to rushing factories? There are some factories we want sooner than others, right? I'd imagine Meleagerville and Athens (once done with Copernicus) are prime candidates.

I'm just nervous we won't be able to have a cash reserve for Hoplite upgrades should we find we need a little stronger defense... Of course, factories are the priority right now. Is there a way to keep a cushion of cash in the bank? 800 or so? Is that realistic, or am I worrying over nothing?
 
Good concern Peter – thanks for bringing it up.

But I think we're going to be just fine. And I think we're pretty much done with rushing settlers now that our biggest KISS towns are pretty much under control. (Right Mr. President?)

Anyway – the only town we need to rush a factory in right away is Meleagerville. We should have plenty of time to accumulate a lot more money before we need to rush the other factories. We're doing 900bpt at 50% science right now!! :wow: so we can make a lot of money and still research at top speed while our GA lasts. (we're banking 400+ gold per turn right now) We may have to throttle back a bit to get 1,050bpt on the way to Electricity… but then we'll be positively rolling in cash when we only need to get 750bpt in getting Scientific Method.


And yeah… I'd love to be a fly on the wall in the other forums to see how they're reacting.
I'm certainly not getting as positive a reaction to my newspapers!! :lol:
 
The towns are definitely under control right now - it is just a question of how we want to use the remaining pop. I really like to have no more than 1 idiot per town to avoid problems later if we get general war weariness and so we don't need significant troops to guarantee no flips. The sooner we get them to size 1, the sooner we can start regrowing with MIA citizens and get effective specialist farms. I guess our choices are:

1. Continue rushing settlers - there aren't that many more settlers we need, so while we can rush a couple more, this may not get rid of all the idiots.

2. Rush workers - uses the pop but still spends money (although less than we have been spending on settlers).

3. Starve the towns - wastes the pop but saves money and time since this is probably the quickest way to get them to size 1, and then we can let them regrow (and become more useful) sooner.

4. Build workers by hand - this is a slow process because we will only be building a worker every 10 turns in general, and we can't let the town grow while we're doing this or the workers will not be slaves.

We can use any combination of the above - those choices are certainly not mutually exclusive.

Regarding rushing factories, I agree that only a very few towns should even consider that - only towns that are building the wonders we want (as opposed to the ones that may build wonders just because there are no better choices). I wonder if it is worth considering building/rushing a coal plant or two as well. We certainly don't want a lot of coal plants if we are going to get Hoover's because they are wasted at that point, but if one or two will help us get Hoover's significantly earlier, they may be worthwhile.
 
Well – I think we'll need less than 200 gold to rush the factory we need in Meleagerville. From there, if we want a coal factory first, we're looking at a much steeper cost investment. We also have the problem of losing out more time on our bonus shields from our golden age. I know those GA bonus shields go into the coal plant, but I'm not sure if the cost-benefit works out for Meleagerville.

However – for Athens (Hoover), EMP city (U. Suffrage), and Black Hole (Sun Tzu), I think Coal Plants make great sense.

I think we're going to pile up enough money while researching Scientific Method and then Corporation (both only at 750bpt… SciMeth. while in our GA) that we'll be able to rush those Coal Plants after a few turns of shield accumulation.

I don't think I'd want to build Coal Plants in any cities beyond those 3. With Hoover on the horizon and no major pressing shield needs… it just doesn’t seem worth it to me.
 
MIA Domestic Update:
Turn 174

Science Update: Electricity – 4200 - (4 turns left)

Treasury: 1,007 (-52?)

Black Purse: 175 (+2)

Golden Age: 8 turns left…

Domesitc Headline News:
* We discover Industrialism!
* Banks canceled in favor of Factories!


CivAssist Update:


* Waiting for Ainwood to Fix. :salute:

Proposed Domestic Orders for turn 174:

Cities:
* Chamnix’s Hold - Finish Settler, Start Worker
* Classical’s Chamber - Finish Settler, Start Worker
* Sword of General W - Finish Settler, Start Worker
* Polecat - Finish Settler, Start Worker
* Last Resistance - Finish Settler, Start Worker
* Woodridge - Finish Settler, Start Worker
* Parga - Finish Worker, Start Worker
* Filiatra - Finish Settler, Start Courthouse
* Gbno1fan’s Fortress - Finish Settler, Start Worker
* Grand Cleansing - Finish Settler, Start Worker
* Mpanana - Finish Worker, Start Worker
* Rollah Coasta - Finish Settler, Start Courthouse
* Sunshine Spa - Finish Worker, Start Worker
* Northern Easel - Finish Worker, Start Worker

* Meleagerville – Switch to Factory – and rush for 244 gold!
* Alakiamon Stronghold - Switch to Factory
* Virtuoso - Switch to Factory
* Black Hole - Switch to Factory
* EMP City - Switch to Factory
* Look Here - Switch to Factory
* Phoenopolis - Switch to Factory
* Antville - Switch to Factory
* Phi Beta Kappa - Switch to Factory
* Ephebe - Switch to Factory
* Heron- Switch to Factory


Settlement Plan 1.1:


Spoiler Towns to Settle and names :

(Order flexible, but ‘A’s first, then ‘B’s, then ‘C’s)

Locations to be Settled Next:

B-11 – Foothills of Glory

C-6 – Top of the World

J1 - The Nunnery
J2 - Sunset Mt.
J3 - Refuge Bay
J4 - Salt Mines
J5 - Cavalry Stables
J6 - MIA Oil Co. (optimistic that this desert will have it!)
J7 - Rubber Factory (Gotta be rubber around here somewhere...)
J8 - Intl Tribune HQ
J9 - Dyes Monopoly
J10 - Jungle Heart
J11 - Spice of Life
J12 - Sunrise Mt.

S1 - Eden Created
S2 - Land Subdued
S3 - Domination
S4 - Worker's Triumph
(All these swamp names celebrate the victory of our Workers over every land feature on our continent by this point!)

Locations Already Settled:
A-1 (Beakers for MIA)
A-2 – (Wine N’ Fish)
A-3 (MIA Study Abroad)
A-4 (Grape Grog)
A-5 (Rivers of Success)
A-6 (Far University)
A-7 (Plains of Victory)
A-8 (Northern Retreat)
A-9 - (NorthPort)
A-10 (Special Farm)

B-1 – (Hilltop Resort)
B-2 – (Victory Vista)
B-3 – (MIA Grand Forest)
B-4 – (Mountain View)
B-5 – (Mountain Fortress)
B-6 – (Iron Will)
B-7 – (Far West Port)
B-8 – (MIA Fur Company)
B-9 – (Rambuchan Tobac Fields)
B-10 – (MileHigh MIA)

C-1 – (Leo’s Neighbor)
C-2 – (Grand Junction)
C-3 – (Whispering Meadows) (thanks to my wife!)
C-4 – (Soylent Green)
C-5 – (Hero's Retreat)
C-7 - (Singularity) (nod to Black Hole)
C-8 – (Prison Colony)
C-9 – (Cellblock Tango)
C-10 – (Joy of MIA)


Please feel free to suggest new names or re-name some of my proposals!
Spoiler Towns to Settle and names :



Economy:
* Lux 0% - Science to 80%? (or just get it in 4 turns!)


Please post any and all comments or suggestions here!

From the Desk of the Domestic Minister:
* All our banks can now convert to Factories. I believe we want to do this – even in the towns that we’ll ultimately want banks in also. Get the higher shield factories while we’ve got our GA shield bonus, then get the banks with our factory AND GA shield bonuses.

* I’m not ordering any new settlers, so I believe we’ll now be building the exact number of settlers we need to finish (8) – due to computer troubles, I can’t double check this. If I’m off, please adjust orders accordingly.
Rush workers instead of Settlers as needed in our captured KISS towns to get the population down to 1.

:salute:

:science:
Spoiler Current Tech Plan :

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

* Nationalism– 3600 – 900bpt – (turn 170) done on target!

* Industrialization – 3600 – 900bpt – (turn 174) done on target!

* 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!
 
Due to a connectivity issue with my internet at home &#8211; should be resolved soon &#8211; I couldn't get at my e-mail last night. I have access to the save file now&#8230; but since I'm unable to open the file with CivAssist&#8230; I'm totally blind on the save.

Unless Chamnix is going to wait 8 hours to play the save &#8211; I won't be able to post orders in time.

@Chamnix &#8211; if you want to play the save before I post orders &#8211; please do. My orders have been pretty consistent, and I'm confident you can pretty much figure out what I'd order.

Lots of workers, no more settlers, courthouses in Border Towns, etc.

Basically following my Infrastructure Plan from the "Big Plan" on page 1 of this Domestic Ministry Thread.

Spoiler Infrastructure Plan :

: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​



Sorry I can't be more helpful!
Hopefully my internet will be fully functional at home soon!
(or the CivAssist error will get fixed!)

:salute:
 
You didn't hear this from me :mischief:, but maybe we should considering not starting any more workers except for slaves in the former KISS towns just to get their population down. We have 122 natives and about 44 slaves right now, and I think we have over 70 workers currently in production :eek:.

If we start building a worker now and take 10 turns to complete it, how much more work is there likely to be with over 200 workers already busy? There will probably still be some, but I think we may be better off letting those towns grow to their maximum specialist farm potential.

What do we build instead? Wealth is an obvious option, but I think the best option is bomber prebuilds. We are less than 30 turns from Flight if everything goes according to plan. If we start prebuilding now, we get 20-25 shields in each city, plus about 30 shields from forest plants/chops (what else are all those workers going to do at that point?), and each corrupt town can then build a bomber for somewhere around 100 gold.

After they each build one, then I'm sure wealth will be better, since tree chopping is a one-time benefit, and we won't be able to continually cash rush bombers from almost nothing, but being able to get an extra 50 bombers or so within the first 10 turns after discovering Flight (hopefully before the Dnuts get it!) will be very tough to overcome.
 
Now I am also rethinking our proposed tech path (aren&#8217;t you glad you are not running for Domestic Minister again, General? :D). I think we should forgo Hoover Dam and use the Theory of Evolution to speed our path to Flight. The plan calls for Hoover Dam around turn 208. However, we can get coal plants in almost all our factory towns within the next 10-15 turns most likely. Yes, coal plants cost maintenance and cause pollution, but getting those shields 15-20 turns earlier is huge.

The Electronics/Atomic Theory path is only useful for Hoover Dam and getting to the Modern Age. I think if we go for the kill earlier (are you with me, classical_hero? :mischief:), we can put the Nuts away before then.

By skipping Hoover Dam, we get to Flight 8 turns earlier than we would otherwise. Athens can build a half-dozen bombers instead of a dam. Combined with coal plants and bomber prebuilds, I think we can skip the Electronics/Atomic Theory path entirely. If we still need more research, then Replaceable Parts, Amphibious War, and Modern Transportation are more useful than something that only provides a wonder that we can really do without.

EDIT - one more note... once we complete the Theory of Evolution and our coal plants, we can even mobilize and really build those planes quickly.
 
The edit doesn't seem to be working so here it is...

EDIT - one more note... once we complete the Theory of Evolution and our coal plants, we can even mobilize and really build those planes quickly.
 
Good call &#8211; our development is proceeding much faster than I dreamed possible!

@ Chamnix &#8211; I'm not sure about your math there&#8230; but it doesn&#8217;t matter. We'll be under 100 shields in all our 1 or 2spt towns with plenty of options to store the shields on our way.

In fact, I'd suggest using an Aqueduct pre-build in all our 1-2spt towns&#8230; since Aqueducts and Bombers are both 100 shields, it'll make it simpler to see how close we are getting on the bomber pre-build.

Also &#8211; we need to talk about how many native workers we're keeping after every tile is fully improved. I was envisioning adding workers to any towns with marketplaces below full population&#8230; and then disbanding most of the rest to accelerate core builds and bring our unit support costs under control.
If we're going to build coal factories throughout the south, then I'm not sure how many workers (on top of the slaves) we'll need to control the pollution?

I'm sure we won't need 100 native workers&#8230; but how many will we need?

If the Grand Strategy is shifting from winning by spaceflight to winning by bombing the Nuts into oblivion and then invading&#8230; then skipping the Hoover Dam gambit makes perfect sense&#8230; but we should probably discuss it in the Grand Strategy thread.
 
MIA Domestic Update:
Turn 176

Science Update: Electricity &#8211; 4200 - (2 turns left)

Treasury: 527 (+97)

Black Purse: 179 (+2)

Golden Age: 6 turns left&#8230;

Domesitc Headline News:
* Palace Expands! Future Chamnix History Wing added?


CivAssist Update:


* Waiting for Ainwood to Fix. :salute:

Proposed Domestic Orders for turn 176:

Cities:
* Chamnix&#8217;s Hold - Finish Worker, Start Market (Bomber Pre-build)
* Classical&#8217;s Chamber - Finish Worker, Start Market (Bomber Pre-build)
* Sword of General W - Finish Worker, Start Market (Bomber Pre-build)
* Polecat - Finish Worker, Start Market (Bomber Pre-build)
* Last Resistance - Finish Worker, Start Market (Bomber Pre-build)
* Two Rivers &#8211; Finish Courthouse, Start Market
* Gorin &#8211; Finish Courthouse, Start Market
* Woodridge &#8211; Finish Worker, Start Library
* Gbno1fan&#8217;s Fortress - Finish Worker, Start Market (Bomber Pre-build)
* Swamp Shepherd &#8211; Finish Settler, Start Courthouse

* Convert all worker builds to marketplaces or Aqueducts as Bomber Pre-builds.
(too many to list here&#8230; and it&#8217;s late!)


Settlement Plan 1.1:


Spoiler Towns to Settle and names :

(Order flexible, but &#8216;A&#8217;s first, then &#8216;B&#8217;s, then &#8216;C&#8217;s)

Locations to be Settled Next:

J4 - Salt Mines
J5 - Cavalry Stables
J9 - Dyes Monopoly
J10 - Jungle Heart
J11 - Spice of Life

S1 - Eden Created
S2 - Land Subdued
S3 - Domination
S4 - Worker's Triumph
(All these swamp names celebrate the victory of our Workers over every land feature on our continent by this point!)

Locations Already Settled:
A-1 (Beakers for MIA)
A-2 &#8211; (Wine N&#8217; Fish)
A-3 (MIA Study Abroad)
A-4 (Grape Grog)
A-5 (Rivers of Success)
A-6 (Far University)
A-7 (Plains of Victory)
A-8 (Northern Retreat)
A-9 - (NorthPort)
A-10 (Special Farm)

B-1 &#8211; (Hilltop Resort)
B-2 &#8211; (Victory Vista)
B-3 &#8211; (MIA Grand Forest)
B-4 &#8211; (Mountain View)
B-5 &#8211; (Mountain Fortress)
B-6 &#8211; (Iron Will)
B-7 &#8211; (Far West Port)
B-8 &#8211; (MIA Fur Company)
B-9 &#8211; (Rambuchan Tobac Fields)
B-10 &#8211; (MileHigh MIA)
B-11 &#8211; (Foothills of Glory)

C-1 &#8211; (Leo&#8217;s Neighbor)
C-2 &#8211; (Grand Junction)
C-3 &#8211; (Whispering Meadows) (thanks to my wife!)
C-4 &#8211; (Soylent Green)
C-5 &#8211; (Hero's Retreat)
C-6 &#8211; (Top of the World)
C-7 - (Singularity) (nod to Black Hole)
C-8 &#8211; (Prison Colony)
C-9 &#8211; (Cellblock Tango)
C-10 &#8211; (Joy of MIA)

J1 &#8211; (The Nunnery)
J2 &#8211; (Sunset Mt.)
J3 &#8211; (Refuge Bay)
J6 &#8211; (MIA Oil Co.)
J7 &#8211; (Rubber Factory)
J8 &#8211; (Intl Tribune HQ)
J12 &#8211; (Sunrise Mt.)

Please feel free to suggest new names or re-name some of my proposals!
Spoiler Towns to Settle and names :



Economy:
* Lux 0% - Science to 70%? (or just get it in 2 turns!)


Please post any and all comments or suggestions here!

From the Desk of the Domestic Minister:
* Things are pretty straight forward I believe. Our research plan may now be out of date, but I&#8217;ll get it updated before we get Electricity in the bag.

:salute:

:science:
Spoiler Current Tech Plan :

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

* Nationalism&#8211; 3600 &#8211; 900bpt &#8211; (turn 170) done on target!

* Industrialization &#8211; 3600 &#8211; 900bpt &#8211; (turn 174) done on target!

* Electricity&#8211; 4200 &#8211; 1,050bpt &#8211; (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!
 
I have mixed feelings about converting all current worker builds to bomber prebuilds - that's a decent chunk of money we will be saving on cash rushing bombers, but do you think we have enough workers already? We probably won't get all the jungle cleared before Flight, and we won't be able to plant/chop very many forests per turn.

I will follow orders as always - we can change them back next turn if you reconsider.

EDIT - looking some more... I don't think either the library in Woodridge or the courthouse in Swamp Shepherd will be worth building considering our Golden Age will end soon. Both can probably comfortably start bomber prebuilds.
 
Well if we get RP, the need for more workers is lessened since we will have twice as fast workers and this should help our bottom line.

WRT city names, why not name some of them after the admin, in recognition of their great work?
 
Original KISS city yet to be renamed ... Senilityville, Paradise Hotel, Dresden, Swampland and Polecat.

I personally like Senilityville to be kept as is ... it is quite apt for their idiotic strategy.
 
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