Husky-01

Mirc said:
The second link doesn't work.
And BTW I got an error with that advisor compilation.

Yeah it does not, so here is one more try. Not sure I know what you mean on the advisor compilation.
 
Mirc said:
And BTW I got an error with that advisor compilation.

Oh I guess you mean the beakers. Well if you use CAII and go to the tech page, you can see the stats. In the old days I made an xls to track it manually. We were making, I think, 59 beakers per turn, so 8 turns were needed.

Flipping one pop to a beakerhead, we go to 61 (rounding loss) and that is enough to get to 7 turns. Flipping 3 more to beakerheads should get us to 69 or 70 beakers. Enough to do 420 and we only need 417. If rounding cost you one, then add another scientist.

You may in fact want to make a number of beakerheads and then drop the slider to gain gold, it all depends.

The F1 will often not reflect the new value, until after the turn completes and it then drops to the proper number of turns. I have done it lots of times.
 
That's how I was able to run science to 50% and get invention in 2. There are plenty of foreign citizens that can be converted to scientists.

The city will not be productive so to me it's better to have native population inside those cities. I guess it's old habit to starve out foreigners so a city won't flip.
 
Yeah, I did not go to the other towns, just the two with resisters as that is a freebie. Freebie as it has no production anyway. As you say, we get rid of some foriegn pop that is a potential problem, until their civ is eliminated and that may or may not be soon.

I just wanted to give a concrete example of what you were talking about, that hopefully was easy to follow. Then C_H could take the save and apply some of this stuff to see how it could work out.

The idea of making peace for the workers and tech is not all that bad either. I did not look at the people to see how much they are sick of war about now. I presume the war was started by us, but after peace it would probably not be hard to get them to delcare to finish the job with a happy boost.
 
Actually I was talking about the advisor faces (domestic, cultural, millitary, science, trade, foreign). They have women faces. There's is a thread in the C&C "Compilation of female advisor faces" or something like that. I couldn't get it work.
 
Oh, those. I don't have the name, but the text file calls them Femme Fatals. They are Penthouse girls or at least some are. I think some files have to go into vanilla folders and some into C3C.

I run with happy face popheads and the Metallic Interface as well.
 
Pre-turn: Spend some time reviewing our advisor screens. These can be very useful since they tell us a lot.

We are running 20% science and 20% lux. Invention is due in 8 turns.

We are paying 90gpt unit support.

militaryadvisor4ch.jpg


As well, we are building Sun Tzu in the capital which will need to change. Since most of the main island already has barracks and Sun Tzu would only count for that island (similar to the English island with the pyramids) it's unnecessary. We can either dump the build and lose 40 shields or see if there's something else to do. Well with invention Leo's can be built. We'll need to get invention finished faster...more on that in a minute.

If we are going for a space victory we are going to want to run a much leaner economy and not build things that cost money without benefit. For instance, a library in a city that can't support the costor produce beakers is not necessary same goes for barracks if we can't make units in a reasonable amount of time. These corrupt cities can be beneficial. They can focus on settlers, workers, galleys, buchets(don't need a barracks) and occassionally a harbor for food. When these cities grow they may be capped at 6 pop and that's when you maximize food beyond 12 fpt and start using either tax or science specialists. The specialists will accelerate the pace towards shooting a space shot.

A few things will help us towards our cause.

Start by disbanding, as Chukchi suggested, a number of regular warriors, archers and spears and upgrade a few vets. MP's are not necessary in republic unlike monarchy. In fact, I plan to disband or use in war all of our regular swords in the Viking war. If they can't promote to veteran status we don't want them in our army.

Next, I notice we have 2 luxuries on the Viking continent that are not available to our Spanish continent or English continent.

luxs7gn.jpg


Rush a harbor in Alesund for 112g. This will bring those luxs to all our cities, give us 4 native luxs and allow us to lower our luxury slider to 10% (~17gpt) and allow more citizens to work the fields. Not a bad investment.

Science...ok well we can either turn science up to 80% to get invention in 2 turns however we'd lose ~143gpt. Instead we convert some of the corrupt Viking citizens into scientists. This allows us to get invention in 2 turns but science at a 50% rate losing ~43gpt. We will lose even less once the luxuries come online next turn.

The Japanese warrior standing two tiles away from Blue Eyes which holds a pile of artillery. This makes me nervous. As well, there's a galley outside of our English holdings where we have no units garrisoned. Rush a archer in Blue Eyes for 24g and I'll send back a galley with swords to England.

Last, I wake a bunch of workers on the Spanish continent and send them to a mountain. Mountains can be powerful shield producers for cities that have the food to support the lack of food.

OK here we go...

560 Japanese warrior walks into our borders. A Viking galley drops off a reg. MI at Trondheim. Alesund finishes its harbor, Blue Eyes get its archer and Canterbury trains a worker.

In the battle for Copenhagen we lose a couple reg. swords but they've done enough damage that our elites finish the job. Get some slaves.
The reg. MI that is dropped off near Trondheim needs some attention. We only have one unit in the area but he's elite.
We attack and...:dance:

sbrigade4oy.jpg


I think about rushing the FP but decide to make an army of MI instead. This may come in handy with the Japanese closing in on samurais. We may need it.
Like Copenhagen, we start with reg. units and finish off Odense with vets and elites. Cash rush a court in York. This town has some good potential on the english continent. Rush a settler in Hastings. Move all but one artillery unit out of Puppyville in case the Japanese warrior does something funny. Land the swords back in England. More units on their way back to England.

570 Japanese warrior continues past Puppy. Phew.... Invention finishes and start research on theo. We want to get education (for universities in our core cities) and towards astronomy for our UU and our eventual GA. York finishes its court and starts a rax. Nice improvement for the city. Puerto de Lobos trains a MI and starts another, Seville the same, Hastings trains a settler and starts a harbor, Toledo pike to MI, Punkbass MI to a lib, Tereul galley to temple for food. Nice add ons to the palace with some spires, landscaping and a 2nd floor. Iroquois finish Sun Tzu! :eek: Well we really lucked out there since we finished invention we can move it to Leo's Workshop. Let's give hard thought to building wonders. If they can help us in a space shot, fine. The best one to consider IMO is ToE and Hoovers. We have a fair amount of time before we'll need that.

580Mongols ask us to join their Egyptian war. Nah but thanks. Birdjag MI to a market. Frozen Tundra galley to settler. Egypt starts SoZ and finishes it. Well that should make that war a little more interesting. Move on the final city.

590Whack a Viking spear/settler and get some free workers. Move units along mountains towards Stockholm.

Puppyville finishes a harbor.

600 Lose some regular units again but...

vikesdone3xd.jpg


610Cleo asks us to join her cause versus Genghis. Nope. Would be prudent. Puerto MI to FP this should be changed to something else. Knight?. Turn science to 0% with 1 scientist to get theo next.

620 Toledo MI to MI. Dang! Both the Japanese and Ottomans get theo this turn. Japanese start Sistines.
Notice the Iroquois have chivalry. Dial him up and structure this deal...

iroquoistrade5oo.jpg


The cool thing about this deal is since the Iroquois and that continent don't know the Ottomans or Japanese they are willing to pay monopoly prices for theology. A very good thing we know everyone because we can get monopoly prices on a lot of techs. Same goes for chivalry now with the Japanese and Ottomans.
Knights are a strange build at 70s. 14s gets them in 5 turns and 10s in 7 turns. Kind of weird numbers. Anything more or less is not enough or too many shields. Still we need some speed. Start one in Seville. Since Knights of Templar doesn't cost unit support I switch from Leo's in 22 to KT in 4. Should help us to have a 5/3 unit against sams and possibly sipaphis later.

After that trade we get this one from Japan. I don't want to give him chivalry since he can build samurais with them. The extra lux helps a few cities.

japanesetrade8ac.jpg


630[b/] York rax to knight (10 turns :eek: weird number I tell you. ) Conventry trains a worker and starts a settler.
Iroquois begin Sistines.

640 Trondheim worker to settler, Aarhus same, Logrono duct to rax, Mircy Waters settler to harbor. Iroquois move KT and Japan starts Leo's.

650 Reykjavik worker to worker, Blue Eyes from temple to worker, Dog Town from 'duct to MI.

Summary
Things are looking really good. Our unit support is still high at 60 gpt but we only have vets and elites. There are few swords that we could disband or upgrade since they are becoming inferior units. We should send our free units to the Viking continent to be prepared for a war with Japan. Japan with samurais are dangerous but I think we can avoid them but using the army against them. We will get education and should start on astronomy for our conquistadors and GA. We still have 17 turns left on our deals with the Japanese and Iroquois so don't start a fight with them.
Here's the impact of those luxuries...
Before

cityscreen17dw.jpg


and after...Chukchi has been mm'd for commerce since it will finish KT next turn. You can put it back on shield tiles next turn. Many times I'll move off shield tiles to commerce tiles when it doesn't impact the finish time. Puerto can be switched to another wonder if you want. It's probably not best suited for the FP.
cityscreenlate6dj.jpg
 
Whomp are you sure about the Crusaders not having maint cost? I will check soon, but AC's have maint cost.

As to the harbor, I think I called for one after my turn to get our lux to them, now it is really a must. What happened to the barbs, did the AI get them?
 
:hmm: You may be right vmxa. I always thought those unit producing wonders were without unit support cost. If so we can move to Leo's but I'd rather have the capital pre-build towards a university anyhow.

The harbor helped a lot. Those extra luxs are nice.

I got the barbs and 25g.
 
Looking good team! Don't forget to do some infill settling on The Other Continent!

You need to make sure you know the locations of the iron and horses in the Japanese and Ottoman lands. Those are some dangerous UUs... and you will likely have to fight one after the other, unless you can goad the Japanese and Ottomans into fighting each other.
 
I'm inclined to start on the Ottomans since sipaphis are seriously dangerous and I signed a deal with the Japanese for another 17 turns. I think we could bring the Japanese with a MA by offering them chivalry when we're ready. They could use their GA fighting the Ottos on their west coast with samurais while we march north and east with the army, MI and buchets.
 
I just tested it and they do require maint of one gold. I would not sweat the UU of the Ottoman. That means calv for us and we will be using armies and they won't. We could be using cannons and they won't.

We will use some sort of massed attack and they will be peacemeal. I actually fear the Sami more as iirc it has a defense of 4. So it will be tougher to kill than the Siph. The Siph's will do more damage, but I am more concerned about killing them.

The peace treaty or trade is the road block, unless they can be made to break it. If a war breaks out between Japan and the Ottoman, then jump in on one side or the other.

Really I suspect it would be wise to be at peace for those 17 turns anyway. This starts to clear out any WW hanging around. Of course one could always switch to Monarchy.

One thing I dislike about getting AI's to fight each other is that one may gain a lot of ground on the other. If Japan had its UU, it could do damage to the Ottoman, if they are otherwise equal.
 
Oh, one more thing in favor of going for Japan is that you can get the gems back for keeps.
 
CH is up. Ready Chukchi?
Whomp--
Chukchi Husky--UP
Punkbass2000--
Birdjaguar--
Mirc--
<Lurker>
 
:blush: Oops my bad. will have it up tonight so you can play tomorrow Chukchi.
 
Here's the save CH.

Any thoughts on what we should do here? We still have 17 turns on a deal with the Japanese so we can't mess with them.

Would you like to take the army, some MI and trebuchets and stick it to the Ottomans or would you prefer to play some peaceful turns. Either is fine.
 

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Take the army and stick it to the ottomans! :D Or not.
 
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