Emperor Domination

well, no one will be surprised, but i vote for the fe approach. i envision us closing out the game around industrialism (i.e., force the war on nappy with artillery/infantry then close it out with tanks and then attack the backwards genghis ftw).

we will need the biologically-enhanced farms to help in our whip-draft military phases (which will be continuous at a certain point).

i just don't see us laying down a pile of cottages for such a limited period of research. if we were going for spacerace then no problem.

i think se is also easier at this point. simply trade for constitution and beeline bio. seems reasonable to me.
 
The report:
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rice for gems ...

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micromanaging Athens ...

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Khan gets Astronomy ...

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Yes, why not?

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Trade table ...

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researching Steam Power (as valuable trade tech) and rushing Market in Carthage ...

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WorldMap for cash ...

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sigh. Graet Artist was born ...

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Attachments

1) We have GreatScientist and GreatArtist. We should start the golden age. The question is "when?".

2) Carthage became great GP farm, as well as pretender to WallStreet after rushing Market. We can also build there temples to make use of Angkor Wat (there is Military academy in Carthage)

3) Drafted only 4 rifles. Maybe it was mistake. 3 of our cities are currently producing wealth. I propose to make them drafting outposts

4) produced some cannons. Nappy's army still is 3 times stronger. We should wait another 10 turns and then go to war

5) Steam Power seems to be logical choice since this tech is researched at the end by AI's. We can exchange it for Physics f.e. or Biology.

4) we can exchange Steel for Scientific Method or Constitution. I propose to exchange it for SM (from Mehmed) and wait some turns and exhcange it for Astro (from Khan). Nappy is not willing to trade at all.

5) started windmilling our Empire as well as watermilling production cities (Hamburg&Munich)

6) Next tech should be: Assembly Line (Corporation is needed first), Railroad or Communism. I think Communism is being researched by both Mehmed and Nappy. So we should go Assembly Line (cheap factories) or Railroad (all prequsities are known&faster movement). All depends if we have coal or not. Since no GE was born there is no need to go for Democracy. We should prioritize war techs, especially that AI's do not research them at the first point. I'd rather see Assembly Line, since Nappy has SM and is one step to Artillery.

7) I think we have 3 universities and 2 banks. It's good time to choose cities for more 3 universities and 4 more banks (Wall Street and Oxford University)
 
One more word about Golden Age: the best profit gives Universal Suffrage combined with Golden Age. Every Town produces additional hammer. However, in this particular case, we should not wait so long.
 
Hannibal is dead. We can't reach Alex's island getaway until Astro.

We might want to hold off on the Golden Age until our cities are grown to full size, and most hills have been converted to windmills, to get the most out of it.

Whoever ends up declaring should probably expect to play defence for a bit. The best way to deal with Nappy's excessively large stacks is to let him come onto our ground, then blow them away with massed cannons and cavalry, and rifles to pick off the inevitable pillagers.

johnny_rico, I believe you're up, with Galileo44 on deck.

peace,
lilnev
 
I think we should trade for constitution and target bio then military techs. with representation and bio-enhanced farms we should be able to research much more quickly toward the tech-advantage we want (artillery-infantry then tanks). it will also help us grow and regrow our cities faster for better whip/drafting. bio is also not beelined by ai so will be a good trade tech.

if we declare on nappy before getting industrial units yes i recommend playing defensive like lilnev suggested. i would prefer waiting for artillery, but am ok with attacking sooner if we have a plan in place. i would hate to see us lose ground to nappy though and with his power graph like that i am hesitant to suggest attacking. keep in mind attacking nappy also brings GW into the battle.
 
Sorry guys, I didn't realize I was up. RL has been quite intrusive and I have only logged only sporadically to check updates. Since there hadn't been any, I probably should have deduced it was my turn.

In looking at hermit's most recent post, I'm trying to figure why we should trade for constitution. If we built the pyramids, can't we already run representation. If we get to biology first, it has enormous trade value and it will be nice for our opponents to fatten up their cities for us before we take them.

Would someone mind explaining the usefulness of windmills? I rarely build them, usually opting for mines, exception of course being food, in which case I will build windmills to continue growing a city. I do see, with a golden age, that each windmill will produce an extra hammer and commerce. Still, won't it be time consuming to build so many windmills in multiple cities? Perhaps the windmills fit in better with the drafting strategy because of the extra food?

I'll probably grab the game tonight and have a look but won't post or play until friday.
 
@johnny rico:
Use the calculation as follows: 1 food = 2 hammers = 4 commerce

Windmills after RP have following stats:
2 food, 2 hammers, 1 commerce = 13 commerce

Mines have following stats:
1 food, 3 hammers = 10 commerce

Before RP windmills have following stats:
2 food, 1 hammer, 1 commerce = 11 commerce,

however it's difficult to maintain big cities before Reinasance (do not know the spelling). Besides if you windmill countryside before RP, you have to work 3 windmills or 1 mine. Windmills loose fight with grasslands, so it's good to work as few bad tiles as possible. That's why you choose mines, before RP. After RP, windmills grow stronger.

After railroad both windmills and mines are balanced:
(Mine) 1 food, 4 hammers = 12 commerce
(Windmill) 2 food, 2 hammers, 1 commerce = 13 commerce

but mines do not demand keep people happy so much.

to be continued ...

This calculation is 'about' type. Those numbers in fact depand on the age of the game, day of the week, skills and your play.

I trade a lot, so I do not have to have many cottages. I prefer enhanced workshops, cause calculation for me is different:
2 hammers = 5 commerce. But not all the time. At the beggining player desperately looks for commerce. And at the end of the game it does not matter if enemy has tanks and you not. I fight with numbers then.
 
Constitution is a pre-req for Corporation->Assembly Line.

I too mostly play with mines unless a city is hitting its food limits. But we've got 8 workers with little to do, and the Golden Age will mean 16 commerce per hill converted, before multipliers. Plus we're in a growth phase after the release from WW and the acquisition of overseas resource trades (from the screenshot, it looks like there might be more trading to be done with Khan?), so the food is welcome. As we max out in city size, we can re-assess and probably convert some back to mines, especially if we leave Slavery and/or research Railroads.

peace,
lilnev
 
krikey, sorry guys, i forgot we built the pyramids!!! so yeah it's only valuable as a prereq tech at this point (jails are ok though too). i guess bio is important for our econ then.
 
As was mentioned earlier in the thread, our research rate is not so good. I really think we should push for bio and pump up our research so that we can more easily gun for a tech advantage with which to face Napoleon. If we can't beat him with numbers, then I think we should attempt a tech advantage. Otherwise it could get a bit ugly.
 
OK, here's the scoop. I am going to play and post this evening, but it will be late. My goal is to work towards biology, and convert several hills to windmills to accelerate research during our golden age. If we going to focus on growth, perhaps switching to caste and bureaucracy makes sense. I'm not even certain 10 turns of play will switch enough of our landscape around to warrant kicking off the golden age. However, we probably shouldn't wait too long to begin preparing for the next war. Perhaps the civics shift aren't for the best (we'd have to switch back to nationhood and slavery) and those two lost turns might be enough to eradicate any gains from the windmills and GA.

I'd like to see most of us on the same page, we're entering a critical phase that is going to make or break us. Granted, if things don't go perfect, I think we've still got a victory here, however, I'm looking for smooth sailing for a higher score. Greed......is good.

Speaking of the pyramids, if we ever wind up in a bind concerning WW, police state is always an option. Question: Does the 25% boost in military production from police state generate more hammers in slavery and/or nationhood for cities whipping or drafting units?
 
Speaking of the pyramids, if we ever wind up in a bind concerning WW, police state is always an option. Question: Does the 25% boost in military production from police state generate more hammers in slavery and/or nationhood for cities whipping or drafting units?
for whipping yes
for drafting no
and switching to caste system while preparing for a golden age is :smoke:. You will use as many tiles as possible to benefit from the GA, so not a lot specialists will be used.
 
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