Husky-01

I ran CPRsuite's viewer and looked. It is like the viewer you get at the end of the game. It will depict a number of events and GA is one of them.

I ran it as I did not know if we had a GA and I had disbanded the lone UU. So I checked on the civ that were still alive and saw those two.
 
Birdjaguar said:
Oh my. Well as the guy who started the japanese war prematurely, I do appreciate all your hard work to fix my errors, as well as, the effort to point them out. Nicely done!

The war had to be started then or soon anyway. The only mitigating factor to me is if we knew how much longer we needed for peace to wring out WW.

The two main issues, IMO, is that we did not have our rails or even roads in some cases up to speed and could not afford to move more troops into position. That could have let us get Nara out safely.

As it turns out, it never did really send out anything, but a lone warrior. We could have also gotten a musket to Kyoto to take up the defense, instead of elite cavs. We only lost one, in the city.

That and the exposed lone MDI's were sitting ducks, but we only lost one. Really you did not do anything all that wrong and we came out smelling pretty good.
 
For the next turn player, I wanted to remind them that we have 2 or 3 starving towns. Kyoto will need to be look at each turn. If it is red, leave it alone. If not, swap all pop to taxmen and let to drop till it is size 1.

It is a flip risk, if we move out the troops as it is on their border and is a former capitol iirc. The other I know of is size 2. Once it goes to size 1, swap the pop to tax/sci and it will not need any more.

Note all the expandsion each turn as best you can. Those places will need to be checked. If they just got their 10 culture, sell the temple and see if pop needs to be reassigned.

The third item is the wonders. Seville and the cap are making factories. Then they get a coal plant. I would suggest Seville then make an army. It should take 8 turns.

After that it can make Sufferage, while the cap does the ToE. Now the thing is you will have already started a new tech, maybe two. You want to see how many turns the ToE will need.

Check the current tech and if the ToE would finish first, build a unit or two to time the ToE with the research. It is fine to finish the research a turn or two earlier than the ToE. Then just go to no research and make some cash for rushing or upgrades or negative research.

If you see that you have 4 or 5 turns, look at one of the optional techs we skipped and see if it can be done during that time. I often can get Ironclads done in 4 or 5 turns then.

It has one advantage, ironclads can be upgraded to destroyers. You can also trade that tech later, especially for lux or alliances. It won't hurt you as it leads to nothing and frigates are about the same as clads.

Anyway for those that have not done this ToE bit. If you can time things so that the research finishes the same turn as the wonder, you get the tech first. You go to the drop down and select AT.

The ToE finishes and you are given AT. You then select Electronics and it is given. You then select your real new research project. It will usually be Replacement Parts.

The two reason to go AT/Elec are that
1- they are the more expensive ones
2- you want to start the Dam.
Now in this game, you could go AT and then RP and forget Hoover for now. Start The Corp instead.

Why you ask, because we have a big lead and hoover does little for us. Why, we only will have 2 factories and we could build hydros quickly in those places and use the fast workers to get the rails done and then shed some of them.

Do note that if you do go to zero research, be sure to have selected AT as whatever you are working on is what you get from the ToE.
 
Wow I know it is a holiday weekend in the States, but man no one even downloaded either save to have a peek? The first one was the 24th and the last the 26th.
 
I just got back in town and will pick it up and try to play some tonight. It will probably only be for 5 turns now that we're in the industrial age.
 
vmxa I see a load of settlers but didn't see anything in the turnlog about where they are headed.
 
I don't recall any settlers, let me take a look. I though I had used most of them. It has been quite a few days, so I could be confused.
 
Ok we have 2 settlers, but they were intended to replace captured/razed town. IOW we have no sites available right now.

I think I started with 5 settlers. So I really cannot say what they were meant to be used for, but that is what I wold have done with them. Now we just sit on them, until a war breaks out.

I forgot about being religious, so you could elect to go to a war time government. In this game, that is probably not the best way, at least until you invade.
 
They were in galleons along with another settler on a marsh island west of the english holdings. I'll reload them and wait for action on the last continent.
 
I will have to load the game tomorrow. I don't guess I ever saw them, if that is the case. I mean you guys had so many settlers, it was quite expensive.

I believe in the just in time theory in std games, no sense in making units to sit around. If this was some very large map and AW, then maybe having 6-8 settlers on hand could be justified. That is a very rare game.

Those settler represent a loss of production and income. It took shields and pop to make them and gold to pay for the support. That many is a fair amount of lost production.

I also do not like to make towns on 2-3 tile islands. It cost you in corruption, production and defense. I would rather drop units to sit on the tiles or smash anyone trying to settle on them.

They are just a pain to have to deal with as well. I do recall finding a few galleons with some settlers floating around, but I brought them back and used a few of them, so are you saying there was even more that I did not see?

14 galleons were spread all over the place, I don't really see why they were built. We were only invading a contient that was a couple of tiles from our home? 2 or 3 ships could have handle that and saved a lot of shields and 10-11 gold every turn for as long as they were around.
 
Good advice Vxma. I appreciate all your comments.
 
Whomp I do not find any other settlers in the 1345AD save. Here is what it looks like, am I missing something or do you not have the lastest save?
 
Ah shoot. I loaded the wrong save. :(
I played the 1305 save. I will play it from the 1345 save tonight and tomorrow.
 
You had me scared. I thought perhaps I had lost my mind. She who must be obeyed has said as much a few times. Lucky I never pay her any attention.
 
Birdjaguar said:
Good advice Vxma. I appreciate all your comments.

Great as the idea was to see if I could impart something useful to someone. You guys could win without any help, but a few ideas may come in handy in another game.
 
Pre-turn: Notice we're real happy so I turn down lux to 0%. Start by checking the diplo and there's no deals with the Mongols and Egyptians. Hiawatha is willing to give quite a bit for physics and the others have nothing to offer. By adding a ROP and territory map I structure this deal.

chukchitrade18lh.jpg


I figure we'll need a factories in the core so switch a couple cav builds to factories. Do a little short rushing on the factories by rushing another build then switching back to the factory. This cuts off a few turns off the builds. Then decide it's time to disband some vet pikes and MI. Our unit support is huge and I'm comfortable with cavs and rails. The disbands reduce the build on the factory in the capital to 2 turns from 4 and Seville from 3 to 2. Change some taxmen to scientists which reduces science to 50% and it allows us to save 4g.

IT
1350 Japanese wouldn't trade physics for gems last turn because they just finished research. I contemplate offering mag for 56g and gems but decide we will let our peace deal expire and take it from them instead. :evil:

IT electricity comes in and start replaceable parts.
1355 Hire a couple scientists and turn research to 100% and will get replaceable parts in 4. Decide to wait a few turns before making a trade since we'll want to renegotiate when our lux deals expire. Factories finished in Seville and CHville. MM to get both in 4 turns. Birdjag and Puerto will finish their factories in 4 and 3 respectively

IT
1360 short rush, rail and irrigate

IT
1365 short rush, rail and water the specialist cities.

IT
1370 Lose our spices and furs so now it's time to deal. The Mongols and Egyptians haven't had much other than that to offer so I start with the Iroquois on Theory of Gravity. ToG because magnetism will give them boats and ToG doesn't really give much. Also notice they have navigation and they won't give any more than 8gpt plus the Japanese/Mongols and Egyptians don't have nav so I sell ToG for this deal.

chukitrade26tj.jpg


Then move to the Egyptians and make this deal.

chukchi36ra.jpg


Then I dial up Genghis and throw in a map to complete this deal.

chukchi43ps.jpg


With Toku I can get 19gpt for navigation but I don't want to tie us down to 20 turns on a deal with him so I take his bank.

chukchi53jd.jpg


We've now got everyone's gold, 8gpt from the Iroquois, a couple new luxs and only had to give ToG to the Iroquios. Not a bad day's work. :D

Take 5 turns off a uni build in Dog Town by short rushing. We have 25 scientists and if we had 1 less we'd add another turn to replaceable parts. Since both of our coal plants finish next turn our timing is good. Short rush a market in Hastings by rushing a cav and then back to the market and take off two turns to get it in 3. Our main island is railed outside of the tundra.

IT Replaceable parts come in and start corporation. The coal plants finish in Chukchi Huskyville and Seville plus a factory in Birgjaguar. Start the ToE in the capital, Univ Sufferage in Seville and a coal plant in Birdjaguar.
1375 Faster workers are nice. I'm replacing irrigation by watering all the grasslands in all the corrupt cities for more growth and specialists. Upgrade 3 muskets to infantryfor 45g apiece and 3 cannons to artillery pieces for 65g apiece at Aarhus since it has barracks for upgrades. I'm able to get corporation in 4 turns at 70% science. This will give us more upgrades next turn since we'll run +253gpt. However I notice the Iroquois researched economics so I trade magnetism for it.

chukchi68qb.jpg


This improves our gold to +260gpt. Convert a couple of scientists to taxmen and we get gpt to 270gpt.

Summary
These turns took awhile because of all the railing. If you want to take 5 turns from here it will be less onerous.

ToE is due in 11 turns so getting corporation in 4 and refining in 6 would make sense. Then set research at 0% on atomic power. ToE will give us atomic power and then get electronics for free.

Puerto de Lobos has +7fpt so some of the plains tiles can be converted from irrigation to mines. It only needs 24. After this is done you could probably put these workers on auto pollution.

map6zd.jpg
 

Attachments

Whomp said:
ToE is due in 11 turns so getting corporation in 4 and refining in 6 would make sense. Then set research at 0% on atomic power. ToE will give us atomic power and then get electronics for free.
lurker's comment: Hey Whomp, you might already know this, but science is calculated before shields in the interturn. So Corporation in 4 and Refining in 7 would work, too. If your research power allows, you might want to consider slowing the ToE down one turn and research Corporation, Steel and Refining in 4 turns each, then switch to AT when your advisor asks you what to research next and complete the ToE in the same interturn.

Just ignore this post if it wasn´t news to you. :)


edit: Sorry vmxa, I had overlooked that. :blush: I´ll better hide again.
 
Twonky I had already mention possible timings for research and the ToE, but it does not hurt to reiterate.

The 4 and 6 is best in that we will raise a bunch of cash with that one turn of zero research and we will need to upgrade a lot of things.
 
Whomp I am with you on all the trades, except the last one. I would not want to put frigates into the AI's hands any sooner than they could get it.

We got 15 gold for Mag and now the others will get frigates much sooner than otherwise. This is not a problem, if no wars breakout prior to them getting it anyway. But, we just do not want the 15 gold that bad and Econ is of no value at all, if you do not build Smiths.

In this game Smiths is probably not worth making as we have little use for banks and none for stock exchanges.

I would have also been careful about my map. It will show some open spaces and they could try to fill them, before the culture covers it. Probably not an issue in reality, but I would want to warn the others about that concern.

Good catch on the WW dropping and being able to lower the slider. We should soon be able to add in some workers (natives only) as the land is railed. Leaving mostly slaves to finish off the irrigation. I think we had over 100 native workers, a very big drag on research and troop strength.

With factories and no current war, you could build new units rather than upgrade some of the real old stuff. I personally do not care to pay to upgrade MDI to guerillas as they are not use much anyway.

Muskets though are worth making infantry out of for deterents. They can be used to cover workers and attackers and the AI will often leave them alone, until Flight.
 
@vmxa--You are correct on the last trade. For some reason I thought econ would improve wealth creation. I read it wrong. I rarely use wealth since most of the time I'm still producing workers and settlers out of the corrupt cities. My bad.

With the Iroquois I think they will be the only civ that helps acclerate our research so getting them to pay for techs along the way will be helpful. I'm not too concerned about any incursions from them since each island has sufficient units to handle them if they tried. We are railed from end to end on each continent.

As far as upgrades go the only units I'd suggest upgrading are the cannons and muskets. I disbanded most all of the vet MI and swords so the only ones left are elite units for MGL farming.

Merging the remaining native workers on the Spanish continent would make sense since the whole continent is railed. There's some mining of plains that can be done at Puerto de Lobos to replace the irrigation since there's plenty of food there. On the old Viking/Otto/Japanese island I was also replacing mines on grass to irrigation so more specialists could be hired as we go forward. I would finish this then move the native workers back to our core to build the pop or build some of the smaller cities on that island for more specialists.

How many workers are needed for pollution cleanup? I forgot.

Thanks Twonky on the research cycle. I want to make sure we finished research before we get our free techs. I've made that mistake before so I don't want anyone to experience the same thing.

Chukchi do you understand the plan?
 
Back
Top Bottom