Husky-01

Where are you going?
 
Have fun Chukchi.

I fiddled around with the game before I started last night.
We are in good shape with 19% of the land and 41% of the population. There are only 3-4 Viking cities left and 2 will fall next turn.

However, here are a few things we should discuss regarding empire management. This will help acheive our space victory faster.

If we're going to acheive a space victory we need to be aware of our finances so I'll pose the situation and follow with some questions. It may be useful for you to look at the save and see how you think we can improve the situation before I play the rest of the turns.

Here are some of the numbers.

--We are paying 90gpt for unit support. Are there things we can do to reduce this cost?

--We are paying ~45gpt for entertainment. Our luxury slider is at 20%. Can you see a way to reduce this cost other than through making citizens clowns/scientists or taxmen? Hint: it will cost us about 112g but will likely reduce our entertainment cost to zero.

----British island. There are no units on the island and there's a Japanese galley at the doorstep. If you figure out how to reduce the luxury slider is it worthwhile giving the Japanese a ROP, 2 luxs for 1 gems before the next turn and why? Or are the Japanese our next enemy?

--Culture flips are always a concern. How do you reduce the risk of flips and benefit the economy at the same time?

--Our science rate is 20% and invention is due in 8 turns. We can turn up science to 80% and get invention in 2 turns but we'd lose ~145gpt doing it (we can do this because we have ~750g in the bank). However, I found a way to get invention in 2 turns but losing only ~45gpt. Can you tell how I did this?

--We are building Sun Tzu, along with 3 other countries, in the capital. If we are going for a space victory do we need Sun Tzu for a space victory? Is there another wonder that might be more useful financially?

--Workers should work. There are a few workers that can be awaken to build some roads and mines on the mountains in our core cities. If they didn't have anything more to do is there something we could do to reduce the cost of carrying these workers? What are the cost of slaves?

--Many of our corrupt cities are building things like libraries or 'ducts. Is there something else we could build that will help improve our unit support cost?

I can post pictures tonight if that's more helpful while I'm playing the turns.
 
Whomp said:
We are paying 90gpt for unit support. Are there things we can do to reduce this cost?
Are there still some warriors left?
Whomp said:
We are paying ~45gpt for entertainment. Our luxury slider is at 20%. Can you see a way to reduce this cost other than through making citizens clowns/scientists or taxmen? Hint: it will cost us about 112g but will likely reduce our entertainment cost to zero.
Build an improvement or wonder?
Whomp said:
How do you reduce the risk of flips and benefit the economy at the same time?
Libraries?
Whomp said:
Our science rate is 20% and invention is due in 8 turns. We can turn up science to 80% and get invention in 2 turns but we'd lose ~145gpt doing it. I found a way to get invention in 2 turns but losing only ~45gpt. Can you tell how I did this?
I don't know.
Whomp said:
We are building Sun Tzu, along with 3 other countries, in the capital. If we are going for a space victory do we need Sun Tzu for a space victory? Is there another wonder that might be more useful financially?
One that increases science output?
Whomp said:
Workers should work. There are a few workers that can be awaken to build some roads and mines on the mountains in our core cities. If they didn't have anything more to do is there something we could do to reduce the cost of carrying these workers? What are the cost of slaves?
I don't know.
Whomp said:
Many of our corrupt cities are building things like libraries or 'ducts. Is there something else we could build that will help improve our unit support cost?
Courthouse?
 
Awesome Chukchi!
BTW anyone can chime in on these questions.
Chukchi Husky said:
Are there still some warriors left?
Yep you got it! There are six regular warriors we can disband. There are some regular archers and some spears too.
Chukchi Husky said:
Build an improvement or wonder?
Yep an improvement. Which one?
Chukchi Husky said:
Libraries?
That's one way however there's a cheaper and faster way to reduce flips but increase science.
Chukchi Husky said:
I don't know.
OK let's see if someone else has an idea.
Chukchi Husky said:
One that increases science output?
That would work but none are available. There are two wonders that are at our disposal. Sun Tzu and Leo's Workshop (when we finish invention). What are the benefits of each?
Chukchi Husky said:
I don't know.
OK let's see if someone else has an idea.
Chukchi Husky said:
Courthouse?
Yep in some cities these could be a benefit. For instance, one where we have a lot of corrupted shields (say 10s) or corrupted gold (say 15-20). We don't want to build courts in cities where they can't support the 1gpt we have to pay every turn. I'm thinking of another way these cities can produce something that can increase how many units we can support?
 
Remember that Sun's is not global. It will only pay for barracks on the mainland and that is not much. Worse all the barracks you want and probably too many are already build there, so no value to the free barracks either for a lot of shields, we get little.

Better to let them build it some place and then capture it and get free barracks in the new land, right where you can use them.
 
Whomp said:
Yep an improvement. Which one?
Colloseum?
Whomp said:
That's one way however there's a cheaper and faster way to reduce flips but increase science.
I don't know.
Whomp said:
That would work but none are available. There are two wonders that are at our disposal. Sun Tzu and Leo's Workshop (when we finish invention). What are the benefits of each?
Sun Tzu puts a barracks in every city, Leo's Workshop makes upgrades cheaper?
Whomp said:
I'm thinking of another way these cities can produce something that can increase how many units we can support?
I don't know.
 
Chukchi--you could build colloseum's to reduce the risk of flipping but that would cost 2gpt and a lot of shields that corrupt cities can't produce. To acheive a space victory we want to research fast and lower costs (IE no buildings should be built unless they pay for themselves).

What I'm thinking doesn't cost anything. I'm thinking more things we can do with the foreign citizens rather than making buildings.

Sun Tzu puts a barracks on every city on the continent it is built. Since we already have barracks in most of our cities on the main continent this won't help us much. Leo's will be more valuable long term because we can upgrade obsolete units at half cost. As vmxa said it's better to let someone else build it on another continent and capture it.
 
Whomp said:
--We are paying ~45gpt for entertainment. Our luxury slider is at 20%. Can you see a way to reduce this cost other than through making citizens clowns/scientists or taxmen? Hint: it will cost us about 112g but will likely reduce our entertainment cost to zero.

C_H, start with a look at Aarthus. It has something like 5 pop and one resister. The resister means no production, so no need to build anything and a spear is of no value. This is not a war game and you have plenty of troops, what would a spear do for in some distance turn?

What if you kick all pop (can't do it with a resister) to specialist and go on wealth? Well you net 9 gold, not a bad thing.

Now look at the tech. We have gathered 756 bearkers and need 417 more. This pace leads to 8 turns and some 47 wasted beakers.

Now go back to Aarthus and flip one taxmen to a scientist. what happens, we now drop to 7 turns and 10 wasted beakers.

If we examine all towns, we could find many improvements at no cost and they are instantaneous. Looking at the new numbers, you can see that 61 beakers per turn is the current level. If we divide 417 by 6 and we see that it will take 69 bpt to drop to 6 turns.

That is only 3 additional beakerheads, we have that many new taxmen in Aarthus now. So we could drop to 6 turn with only looking at one town.
 
Whomp said:
----British island. There are no units on the island and there's a Japanese galley at the doorstep. If you figure out how to reduce the luxury slider is it worthwhile giving the Japanese a ROP, 2 luxs for 1 gems before the next turn and why? Or are the Japanese our next enemy?

--Culture flips are always a concern. How do you reduce the risk of flips and benefit the economy at the same time?

I am never a fan of giving out RoP's unless it is a special situation. First I do not allow myself to do rapes. Second, I do not want them to do any to me.

In a demigod or deity pangea game, I may give one early in the game to a civ that is returning home form a war with a neighbor of mine. This lets them leave my land before the decide they want some of it.

If I was trying to do some peaceful game at deity or sid, I would entertain an RoP. Nah why would I be playing a peaceful game?

We may be too late to go after the Japanese as they will be heading for Sami's and a respite is going to be needed from War or the cost of happiness will go sky high.

I think you know I do not believe in giving 2 lux to any civ, unless I have a gun at my head or they are reduced to insignificance.

Culture flips should be of little concern at this level. You are already the culture leader or close to it. None can occur in England or the homeland, so all we have is the new junk towns.

One thing to consider is to make peace with the Vikes for Monarchy and the 2 workers. Now we can switch to Monarchy, if we have a flip and take it back with no WW issue. You are Religious right?

Anyway this reduce the WW pressure and lets you build the HG, if you want. That would make the capitol free of happiness issues and add one content to all the others in the contient.

I never build it myslef, but it is an option. Anyway two things I hate to see 1) jokers outside of anarchy 2) happy faces and resisters. I see Bergen fits the second one as well as Aarthus did.

Bergen is set to a pike? No production while in resistance and 30 turns for a regular pike? Sami's and Knights are coming, so that is not a useful build. Either set it to wealth or a worker and once resistances end rush the worker.

Worker turns are valuable, so having one sleep while roads are not build on tuntra tiles, is ill advised. It could always be sent to England or the new land.
 
Chukchi Husky said:
Do that with every town that has a resistor?

Unless you would put it into starvation AND you do not want it to starve. Usually you do want it to starve, but not always. The other consideration is flipping. I do not think you have to worry about that at Monarch, but in Sid games that is an issue.

In that case, you may be forced to put them as entertainer to try to prevent a flip. When to do so is a matter of experience with the particular game and settings. If this was an AW emperor game, I may protect myself from flips as well. Then I use half of the specialist as jokers.

As long as you are at war a flip can be recaptured. In a real flip concern, I would remove my troops and sit them next to the town. Maybe leave one for resisters. You are not in that sort of game.
 
Whomp said:
--Many of our corrupt cities are building things like libraries or 'ducts. Is there something else we could build that will help improve our unit support cost?

This is where I think it is always a good idea to vist your towns and cities. see what they are doing and if it makes sense for that town and this time in this game.

I know lots of people are in love with libs, BUT if the town makes 1 or 2 beakers and is never going to do better, what is the point? If you are not scientific and they are not half price they are not the best way to get culture either.

Aqua's are a bit different IMO. I would say that in a std map it probably is not wise to spend 80 turns building them in corrupt places. If this is some huge map and you are playing conquest only, then you can get your money out of it. If you plan on going commie (again probably not in a std map), then it could make it a value.

Since those two towns are on the mainland, it is probably not all that bad. Logrono is surely ok, the other has few shields, but after a market and maybe a CH, it can make settlers to fill in the new conquest. The free support will pay for the cost of the duct.
 
Here's my thinking. If someone could put up a few pictures we could discuss a few of the changes. I can't do it till I get home but here are the screens I think we can discuss.

1. F1 screen--viewing the builds and management of the cities is important. It will probably be 3 pictures to get all our cities. I would arrange them by shield output.
2. The resource advisor screen (I think that's the F2 domestic advisor?)
3. The military advisor screen (click units so we can see which units we have)
 
Whoops to quick, here is sorted by Shields:

Well I sure got these messed up. Since I do not know how to string them all on one post, I shall leave it to others.

Edit this was messed up, so deleted the link.
 
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