Domestic Ministry - Term X

Turn 191

I'm going to post these orders in the Instructions for the President thread as well in case General_W wants to play the save, but if anyone disagrees with anything, post here, and I will consider editing my instructions if it is not already too late.

Complete Replaceable Parts, start Refining.

Builds

Athens completes galleon, start galleon.
Black Hole completes cavalry, start cavalry.
EMP City completes cavalry, start cavalry.

Complete Refining, start Steel.
Complete Steel, start Combustion.

Meleagerville completes Theory of Evolution, start cavalry.
Antville completes cavalry, start cavalry.
Ephebe completes galleon, start galleon.
Phoenopolis completes cavalry, start cavalry.
Olympia comletes cavalry, start bomber prebuild.
Phi Beta Kappa completes factory, start

Set mobilization level to war-time.

Lots of changes to make since we are mobilizing. I figure I will just go through every town (sorry General!). Generally infantry are bomber prebuilds.

Athens to cavalry (move a citizen in Heron to the coast, Athens gets the mined BG for 80 spt).
Chamnix's Hold to infantry. Draft citizen?
Northern Retreat to infantry. Definitely draft citizen.
Manifest Destiny to infantry.
Heron to cavalry - might regret selling the barracks, but a cavalry in 1 is too good to pass up.
Tree House to infantry.
Classical's Chamber to infantry.
Sword of General_W to infantry.
Day 2 Kissoff stays on wealth.
Tower of Azzaman to infantry.
EMP City stays on cavalry - consider short-rushing by disbanding a worker and rushing settler.
Polecat to infantry.
Meleagerville stays on cavalry.
Last Resistance to infantry.
Look Here stays on cavalry.
Senilityville to infantry. Sell walls.
The Two Rivers stays on cavalry. Draft citizen?
Psaria Pylos stays on wealth.
Flaxon Musk to infantry. Sell walls.
Special Farm stays on wealth.
Antville stays on cavalry - consider short-rushing by disbanding a worker, rushing a settler, and MM to 50 spt.
Gorin stays on cavalry. Draft citizen?
April Fools to infantry.
Woodridge to cavalry - take the hill from Parga to get it in 1.
Ephebe stays on galleon.
Aliakmon Stronghold stays on cavalry.
Phoenopolis stays on cavalry.
Chuck Norrisville to infantry. Sell walls.
Peter's Mountain Retreat to infantry.
Tarkingrad stays on galleon.
Ceasaria to infantry.
Parga to infantry.
Ithaca to infantry.
TNT Redemption to infantry. Draft citizen?
Olympia stays on cavalry.
MIA Study Abroad stays on wealth.
Filiatra to infantry.
Monkey Fodder to infantry.
Gbno1fan's Fortress to infantry.
Hindus River stays on cavalry.
Pure Green to infantry.
Fe's Winery to infantry.
Dadia Refuge to infantry.
Pale Dove to cavalry for bonus shields - I think this will still end up as galleon.
River of Success to infantry.
Agrili stays galleon. Draft citizen.
Regent Mansion to infantry.
Dresden to infantry.
Grand Cleansing to infantry.
Sparta to infantry.
Mpanana to infantry.
Greek Guy's Redoubt to infantry.
Abdera to infantry.
Dismal Swamp stays on wealth. Sell walls.
Miletus to infantry.
Rollah Coasta to infantry artillery.
Tha She Blows to infantry.
Rhodes to infantry. Draft citizen.
Phi Beta Kappa stays on cavalry.
Kurtz to infantry. Sell walls.
Ivory Tower to infantry.
Donsig's Factory to infantry.
Olympus Camp to infantry. Sell walls.
Deep Vault to infantry.
Strider's Revenge to infantry.
Sunshine Spa to infantry.
Ginger Ale's Stand to infantry.
Northern Easel to infantry.
Old Lagoon to infantry.
Shadow Mountain to infantry.
Gathering Storm stays on wealth.
Swamp Shepherd to infantry.
Lost Civ's Bulwark to infantry.
Beakers for MIA to infantry.
Grape Grog stays wealth.
Far University to infantry.
Plains of Victory stays wealth.
Wine 'N Fish to infantry.
Hilltop Resory to infantry.
Northport to infantry.
Victory Vista to infantry.
Iron Will to infantry.
Far West Port to infantry.
MIA Grand Forest to infantry.
MIA Fur Company to infantry.
Mountain View stays worker.
Mountain Fortress to infantry - am I almost done yet?
Rambuchan Tobac Fields to infantry.
Mile High MIA to infantry.
Singularity to infantry.
Prison Colony stays worker.
Leo's Neighbor to infantry.
Grand Junction to infantry.
Whispering Meadow to infantry.
Soylent Green to infantry.
Hero's Retreat to infantry.
Cellblock 24601 stays worker.
Joy of MIA to infantry.
Salt Mines to infantry.
MIA Oil Company to infantry.
International Trib HQ to infantry.
Rubber Factory to infantry.
The Nunnery to infantry.
Refuge Bay to infantry.
Top of the World to infantry.
Sunset Mt. to infantry.
Foothills of Glory to infantry.
Sunrise Mt. to infantry.
Dyes Monopoly to infantry.
Jungle Heart to infantry.
Meleet's Shrine to infantry.
Domination to infantry.
Worker's Triumph to infantry.
Land Subdued to infantry.
Cavalry Stables to infantry.
Spice of Life stays wealth.
Final Glory stays wealth.



Sliders

Luxuries at 0%.
Science stays at 0% up to 30%(?) - all taxmen back to scientists. I'm ordering science to 0% temporarily for safety's sake in case we want to rush stuff. As long as we have our specialist farms cranking, we can turn science to 100% next turn and get Combustion in 3 keeping us on schedule. It occurred to me that we may need 10% luxuries at some point if the Nuts manage to get us to war weariness. I can't check the save now, but 30+90+90+90 should be as good as 0+100+100+100. If we can use less than 30% this turn, and still make it in 3 @ 90%, then we should go as low as we can.

I will probably change my mind on several of those builds (I'm not sure about all the cavalry - maybe some artillery? Also, maybe some frigates) if you give me time, but I thought I'd get something up in case you had to play early. Check for edits often :lol:.
 
I think I'm going to do more drafting than anticipated. I wasn't planning on drafting from our core towns, but I think I am if the town has specialists with no tiles to work. It costs us 5 gpt (3 from the scientist and 2 in unit support), but will gain us extra security (not that we really need it) and 22 shields from disbanding eventually. As long as we disband within 18 turns (which is essentially the end of the game), it seems like a good deal. The unhappiness should be easily manageable.

Post soon if you disagree :p
 
I don't really see a huge need for conscript infantry.

As far as security goes - if we need the units, we can draft and move them on the same turn... so why not let them keep working as scientists till we need them?

Am I missing something?
I'm cool with a few more conscripts than you originally called for... but it seems like too many is just a waste!

After all - when we go to "return the favor" to the Dnuts... we'll be doing it with Bombers and Cavalry. Not conscript Infantry.
 
It's not critical - but if the Nuts attack Rhodes, then I'd like to kill as many as possible making it easier for us to clean up with cavalry. Conscript infantry are favored to win - hoplites and cavalry are not.

You are right that we will not be using infantry to attack later, but each of them will provide 22 shields in a corrupt town saving us 88 gold on a bomber rush.
 
oh man - I read too quickly over the 22 shields saved part.

Sorry! No further objections!!

:agree:
 
Turn 192

I'm going to post these orders in the Instructions for the President thread as well in case General_W wants to play the save, but if anyone disagrees with anything, post here, and I will consider editing my instructions if it is not already too late.

Builds

Athens completes cavalry, start cavalry.
Virtuoso completes cavalry, start cavalry.
Look Here completes cavalry, start cavalry.
The Two Rivers completes cavalry, start cavalry.
Gorin completes cavalry, start cavalry.
Aliakmon Stronghold completes cavalry, start cavalry.
Mountain View completes worker, start wealth.

Draft infantry from Chamnix's Hold and EMP City.

Change Ithaca from infantry to walls and rush them (and move citizens to high food tiles).
Don't bother - the first cannon that hits will take down the walls. Saving one hp of damage is not worth it.

Change Woodridge from infantry to artillery.
Change Rollah Coasta from infantry to artillery.
Change Ephebe from infantry to artillery.

Sliders

Luxuries at 0%.
Science up to 100%.
 
Turn 193

I'm going to hold off posting these orders in the Instructions for the President thread. This is a very critical turn for us, and I don't want to encourage the General to play quickly :p.

Builds

Athens completes cavalry, start cavalry.
Black Hole completes cavalry, start cavalry.
Heron completes artillery, start infantry.
EMP City completes cavalry, start cavalry.
Meleagerville completes cavalry, start cavalry.
Antville completes cavalry, start cavalry.
Woodridge completes artillery, start infantry.
Ephebe completes artillery, start infantry.
Phoenopolis completes cavalry, start cavalry.
Tarkingrad completes galleon, start infantry.
Rollah Coasta completes artillery, start infantry.
Prison Colony completes worker, start wealth.
Cellblock 24601 completes worker, start wealth.

Sliders

Luxuries at 20%.
Science down to 80%.

War weariness is at 50% right now - there are a few towns in our core that would still be rioting at 10% luxuries, so I'm ordering luxuries up to 20%. Even still, there are many corrupt towns where the luxury slider doesn't help that will need extra specialists.

Well, it looks like my 0% gambit for a turn backfired, as I'm not sure we will be able to reach Combustion in 2 anymore. See what you can do to get it in 2 General, but it's not that critical. Dnuts probably turned off research to rush many of the troops we are looking at, so an extra couple turns won't matter. Besides, we could push them to war weariness as well slowing their research.
 
I was so distracted by the Nutters that I forgot to look through our towns to see if any builds should be changed. In general, I am not intending infantry to complete - I think all the infantry builds are in non-barracks towns and are prebuilds for something else.

If any infantry builds can be changed to artillery to complete in 1, then do so. Any coastal infantry builds can be changed to boats if it will complete in 1 - I will check the save in about 7 hours, or use your discretion if you want to play before then.
 
Also, depending on how the battles go, you have discretion to draft infantry as needed.

And it's my thread, so if I want to post 4 times in a row, then I can post 4 times in a row.
 
Turn 194

I'm going to post these orders in the Instructions for the President thread as well in case General_W wants to play the save, but if anyone disagrees with anything, post here, and I will consider editing my instructions if it is not already too late.

Builds

Athens completes cavalry, start cavalry.
Virtuoso completes cavalry, start cavalry.
Look Here completes cavalry, start cavalry.
Aliakmon Stronghold completes cavalry, start cavalry.
Sparta completes artillery, start infantry.
Phi Beta Kappa completes artillery, start infantry.

Change Heron from infantry to galleon (the Advisor claims we will waste 4 shields, but if we had set it to galleon last turn, then it wouldn't have completed because we wouldn't have gotten the mobilization bonus).
Change Ephebe from infantry to galleon.
Change Ceasaria from infantry to artillery.
Change Pale Dove from infantry to artillery.

Sell the granary in Polecat.

Sliders

Luxuries at 20%.
Science at 80% (pick up a few taxmen if possible while still getting Combustion in 1).

War weariness is still at 50%, but we have a bunch of towns that grew and are now threatening to riot. Keep those specialists coming :).
 
What are we going to do with all those workers that we have? Since we have RP now, we can efectively half our worker squadron. So that means what are we going to do with our worker reducement plan then?
 
The plan is to finish the basic improvements before getting rid of any workers. By basic improvements, I mean all jungle/marsh cleared, all tiles irrigated or mined, and all tiles railroaded. Since we have Replaceable Parts, we will get this work done twice as fast (instead of taking the same amount of time with half the workers). I estimate that will take another 5-6 turns.

Once that is completed, we have two options. One is that we can get rid of many of the native workers (we will certainly keep all slaves), either by disbanding or adding them to towns (I'm not sure how many we can add to towns without running into starvation or unhappiness problems).

The other option is to use them to chop rush bombers in the corrupt north. I believe a group of 9 workers can plant a forest, chop it down, and then reirrigate a tile in one turn. Those workers cost us 18 gold for that turn, but we get 10 shields for that 18 gold which is much cheaper than straight cash rushing.

In an ideal world, I would prefer to use the second option, but I am concerned about our budget with the 20% luxuries necessary and our military costs about to skyrocket again. We may end up going with the first option (or of course, some combination of the two) and just have fewer bombers - I think after our spaying of the Nuts last turn, we probably don't need as many bombers as originally thought.

Essentially, nothing will happen to our workforce until the work is completed, then we will see.
 
Turn 195

I'm going to post these orders in the Instructions for the President thread as well in case General_W wants to play the save, but if anyone disagrees with anything, post here, and I will consider editing my instructions if it is not already too late.

Learn Combustion, start Flight.

Builds

Athens completes cavalry, start cavalry.
Black Hole completes cavalry, start cavalry.
EMP City completes cavalry, start cavalry.
Meleagerville completes cavalry, start cavalry.
Antville completes cavalry, start cavalry.
Phoenopolis completes cavalry, start cavalry.
Ceasaria completes artillery, start infantry.
Pale Dove completes artillery, start infantry.

Change Parga from infantry to transport.
Change Agrili from infantry to transport.

Sliders

Luxuries at 20%.
Science at 80% (all taxmen back to scientists).

It is Domestic's opinion that all galleons should be upgraded to transports, and all hoplites and conscript infantry should be disbanded in corrupt towns.
 
Chamnix said:
The plan is to finish the basic improvements before getting rid of any workers. By basic improvements, I mean all jungle/marsh cleared, all tiles irrigated or mined, and all tiles railroaded. Since we have Replaceable Parts, we will get this work done twice as fast (instead of taking the same amount of time with half the workers). I estimate that will take another 5-6 turns.

Once that is completed, we have two options. One is that we can get rid of many of the native workers (we will certainly keep all slaves), either by disbanding or adding them to towns (I'm not sure how many we can add to towns without running into starvation or unhappiness problems).

The other option is to use them to chop rush bombers in the corrupt north. I believe a group of 9 workers can plant a forest, chop it down, and then reirrigate a tile in one turn. Those workers cost us 18 gold for that turn, but we get 10 shields for that 18 gold which is much cheaper than straight cash rushing.

In an ideal world, I would prefer to use the second option, but I am concerned about our budget with the 20% luxuries necessary and our military costs about to skyrocket again. We may end up going with the first option (or of course, some combination of the two) and just have fewer bombers - I think after our spaying of the Nuts last turn, we probably don't need as many bombers as originally thought.

Essentially, nothing will happen to our workforce until the work is completed, then we will see.
How vital is it for us to have these completed ASAP? Is it more vital for us to have a lower unit cost than it is having some tiles cleared up faster? So basically you are having faster cleanup for five or six turns. That in the end will cost us 700 gold for those turns. Do you think that this is a wise investment for the return that we are getting?

EDIT. When are we going to get some cahs, because we will not be able to do all that we want since we are trying to research so fast, but just do not have the money to continue fast.

I am also thinking that we could go for Mass Production first and get us some subs for some silent warfare against some ships, since they will not be able to see us and we can safely scout the sees without them suspecting a thing and we can kill them off. Also this way we can start to get some cash ready for our eventual bomber brigade. Considering that we do not have the money to continue this pace of research, this might be a good alternative.

BTW it seems that I am the only with a dissenting opinion. :D
 
We need to keep them around anyway so that they can be used to help cash - rush our bomber fleet. Worker gangs will plant forests and clear them, as well as being disbanded into towns to jump-start the cash-rushing.

I think 700 gold (an exagerration, I'm sure) is well-worth the cost of a larger bomber fleet 1 turn after the discovery of Flight.
 
Interesting... as mentioned, keeping workers to chop-rush is better for our economy than directly cash-rushing. As long as we are not going to run out of money and have to turn our research down and miss our 4-turn goal (and we are not - our remaining projects will be 4 turns each), it is better to keep our workers around to generate shields through forestry operations than it is to get rid of them and generate shields through saved cash.

The part that is interesting is maybe that is what our workers should be doing now. The question of whether we are better off starting forestry operations now instead of bothering with the swamp/jungle is a good one, and I will have to think about it some.
 
OK, I don’t think we need to clear jungle anymore. To clear a jungle tile, railroad it, and irrigate the grass takes 17 workers now (i.e. costs 34 gold). An additional +4 fpt tile is worth 1 specialist for the rest of the game = +3 bpt generally, or occasionally +2 gpt. Since we only have 13 turns left in the game, clearing jungle just barely pays for itself before the game is over, but as mentioned earlier planting/chopping is still very beneficial.

The only reason we would want to continue clearing jungle instead is if we thought we would run out of tiles to plant/chop on before the game ended. IIRC we have about 170 workers (counting slaves as half a worker), so over 13 turns, they can plant/chop 246 tiles. I’m pretty sure we have more corrupt grassland/plains tiles than that.

Workers are the President’s domain, but my advice would be that from this point on, all workers (except those that are needed to clear pollution each turn) should become lumberjacks. Things to remember:

1. I think it takes 4.5 workers to plant a forest – use an odd number of slaves to avoid waste.

2. Each tile can only be used once. KISS probably chopped some of them, so some will not give us shields, and there is nothing we can do about that, but we should chop them in some pattern that is easy for us to remember which tiles we have chopped so that we don’t waste time chopping the same tile more than once.

3. Make sure none of the towns will accumulate more than 90 shields before Flight completes – we have no prebuild costlier than infantry.
 
I can understand classical_hero's point of view. I echo his sentiments. Can there be some sort of compromise here? Keep the workers and proceed with the forestry operations but let's get mass produciton and build some subs. We should control the seas just as we will control the skies. Besides, it would be fun to send subs against their wooden fleet! Can't we have some fun on our way to victory?
 
As part of my ongoing effort to spam my thread, does anyone think it may be worth delaying Flight and getting Mass Production first? Flight obsoletes the colossus which is worth 24-48 gpt to us (depending on science percentage). The downside of course is that would be another 4 turns before our first bombers complete.

Just throwing it out there...

EDIT - oops, I missed classical_hero's edit and I X-posted with donsig when I wrote that - I thought I was being original :sad:...
 
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