Husky-01

Well I like to have about 18 slaves on land masses that will get polluted. With RP we should be able to clear a mountain or two non mountain tiles.

If that is off a bit them we can ship one or two more back. Lots of players like to keep natives for cleanup, but until I exceed the unit count with free support I do not want native workers.

I am happy to use 2 slaves and save the 1 gold. We may not get to the point that we have that much free support with this many workers. We would need to ICS the rest of the contient and that may be the way to go.

As to other civs, I too do not fear an invasion we are now invasion proof. What I wanted to avoid is having lots of frigates bombarding tiles. It is not a big thing in any event, just a pain.

Without bombers frigates are hard to stop as I do not like to make attack ships in any numbers.

The other two considerations for me is 1- I do not want to speed them to the next age and 2- I do not expect to get any help in research at this point forward.

IOW I pretty much shut down dealing with backward AI's from here on. They get no techs from me, except for lux. In fact I would probably go with the slider and not trade at all. Now that is not a recommendation, it is because I am going to cut their heads off as soon as I get transports and I am in no hurry to have them get infantry.
 
Whomp said:
I rarely use wealth since most of the time I'm still producing workers and settlers out of the corrupt cities. My bad.

How one goes about using or not using wealth is not constant IMO. In this game at the stage I had the save, we were upside down about 180 gpt.

So I had to either raise money via trades or income, else I had to unload workers and units. I could not add towns.

I did not want to do any trades as I pretty like the fact that they were in the previous age and was loathed to help them get closer to us for gold or any optional techs.

That meant my best choice was to raise income with wealth. Now many towns had nothing better to do than be on wealth, we sure did not need more workers or units after I popped out a bunch of workers.

New towns (IMO) are just fine with instant specialist. I put the new citizen right on tax or science. The place does not need to grow as it is an immediate income I needed. You could later let it start growing, IF you get a sure source of lux.

The problem with growing them is that if they do not have a food bonus and they did not have rails and in some cases even a road, growth is slow. If not on a river they cannot go past size 6 without an expensive aqua. I am not letting them have one of those and spend the next 100 turns building it.

So what can I expect in that town? If +2 food, it will take 10 turns for size 2 and finally 50 turns to size 6. What do I get in those turns? At size 6, I can have how many specialist? Well if each is making 2 food, I get one specialist. Same as I had day 1, but I missed out on 150 beakers or 100 gold.

Ok if I can get some rails and some irrigation, then I can get more than 1 specialist. That may take me a bit, or it may not. I can come back around at such time and let it grow then. That was what I mentioned at the time.

Towns on a river are another story. So at some point I would maybe add in workers to these towns to get them up faster and get the extra specialist and reduce worker cost at the same time. That is what I mentioned some place, I hope.

Whomp I suspect you know all of this and this is not so much for your benefit as it is others. even if I am wrong, it is still worth mentioning.
 
I finally got a chance to load the save and just took a peek at two cities and an overview of the land.

One of the things that could come into play is another war with Japan. That is why I suggested a fair amount of the workers on that land to rail/road tiles on the border. I wanted to get them away from that area soon.

The later it is that they come back to work those tiles the more the chances are that they will come under attack. The irrigation and rails in the safer areas can wait a bit.

I would also want to see at least rwo road crews to road any tile without one. I want to see them railed so when pollution hits, it can be cleared immediately.
 
York making a factory. Ok, this is just my perspective, but why do it? I am not a fan of making factories all over the place, especially in a calkwalk game. It makes 37 shields, about half are lost to corruption. So we net about 16 and will spend 15 turns to get 8 more. What are we going to do with those extra shields?

We do not need to make anything in York and you are creating more pollution to deal with. I just do not see it. If this was some tough game where we need to be cranking out units, fine. It is not the case.

Now if you want to talk about space part, well those are not going to be an issue. The core can do it. I do not see this game lasting to then, unless you want it to last that long.

I would rather see York get irrigation to get the food up to 24 with as few citizens working as possible. Then we could have a bunch of scientist and be better off.

This is the position I would take with all but the core.

Arties are being made in some places. This is not a bad thing, but since it is not AW and we are not even at war, why bother. Let those place go to wealth as well. We have at least 19 cannons, that is plenty for our needs. We can just upgrade those units as we have the cash. Maybe a strong city could make an artie and you could disband a cannon for each one that is finished.

Four to six arty on each land mass is plenty for any trouble. We will be having bombers in the near future anyway. I know a lot of players like to bring arties to invasions, but I oppose that as you seldom have enough landing craft to bring them over and defenders are better. Bring bombardment on the second pass.

Hastings is making a market, no real need for it. It is size 7, has 4 happy faces. If we put as many citizen as specialist as we can feed, after rails and irrigation, it will be fine. Why spend the shields and miss out on the wealth? Not is is only making 3 gold, so it will not need a market.

Whomp did some short rushing and I think it si fine for that be shown, I do not do it as a personal thing as I feel it is an exploit. I should have done it to deminstrate how.

Much of these things are not necessary for this game, but it is just a habit. I am playing a AW sid variant right now and it does require that you turn over most stones.

The variant is I will not declare war, but once someone does I will not ever give peace. This saves me the trouble of tring to determine if I should go Monarchy or Rep, it a closed issue.
 
OK vmxa brings up some good points. Regarding rails to Japan we still have about 12 turns before we can fight there so there's time to get workers to the area and finish railing there.

Next question is should we go for a domination win or finish with a spaceship? Either will happen the difference being domination will happen faster since all we need is to finish the Japanese and some land on the Egyptian/Mongol/Iroquois continent. If we go domination we can stop trading with the Iroquois. If we go space we want them to fund our research to a spaceship.

I would like Chukchi tell us what he wants. What would be more fun for you Chukchi? The game is ours to win and we can choose so what would be most fun for you?
 
Great posts! :hatsoff: What don't you mind CH?
 
In that case consider that it may be useful to see an invasion on this level at the stage it will occur. In any event it would speed up any victory type, except UN.

I do not have the game up right now, but I was wondering if we had any infantry builds going on? I know we have at least 1 city making cavs.

I would take a look at some of the places making factories on the homeland. If their shield counts are a multiple of 20's or 30's after they get one, do not build a coal plant now. Have two of them build infanry.

You can soon join native workers with the faster task now. We will need at least 1 and probably 2 infantry armies for invasion. Infantry attack at the same level as cavs and are better deterents.

We need to fit into 80 for cavs and 90 for infantry, so that is are target in those cities. Just trying to keep the overflow down. If it needs a coal plant to do it, so be it. So 34 or even 24 is fine.

Note those shield counts are net, so look at the blue ones, not the total.
 
Ok, I looked again at the homeland. Here is something to thing about. First how hard do you want to go on getting ready to kill the next civ?

If it is not going to be blitz, then I would slow my roll on troop production and reorder things a bit.

Bird: It is making 43 shields gross. Move the pop on the coastal tile to a forest tile and go to 51 gross. This is perfect as it has 5 corrupt shields and will net 45. That is a 2 turn infantry factory. Switch to infantry and forget the coal plant. If you get to making tanks you can either have Hoover or build a hydro. You can alway pop a coal plant.

PDL: 36 switch it to US (have to switch Seville first). Mine 3 plains tiles to up the shileds. There is no great rush to build this puppy as no one has Industry.

Seville: switch to army, we need to get that third one and then some and of course the Pentagon some place.

Toledo: switch to wealth after cav is done.

Logonro: switch to uni, then consider either settlers or wealth.

That gives you cav and inf coming out and soon PDL can make troops, when war is near.

We have to consider our frigate count soon. You will need at least three to escort any armada. Even if we wait for transports to come in, we do not want to wait for DD's, unless you go on with a preubuild for at least two.

14 transports will handle 4 armies or a 5th, if we have it. Then 1 settler and 63 units. 58 units if 5 armies. That will be ideally 20 cavs and the rest infantry. More cavs, if we do not have the infantry.

That will be plenty to handle any attackers, if done right. A second load can come with a bunch of arties and some workers. Workers to make an airfield as we probably would have fligth by then and soon to rail.

If two of the armies are infantry, we will be soild. We need to figure out the number of turns till invasion to try to get units in place.

Settlers will be needed in a short while to fill the land of the Japanese as we probably do not want to hold many of their cities. I would expect them to be badly placed.

You could hold some, if the war can be pressed quickly enough. It depends on if they get Nationalism or not. That is one of the other consideration I had with moving everyone along the tech path.

I do not see the AI helping in research at the level and stage, except if you get them into the next age and they are scientific. Then you could maybe get a tech from them. In this game, the only tech would have been Nat and they are not going to trade that.
 
OK well if we're going domination then many of the factories and coal plants are not necessary versus going for a space victory. With enough cavs, arty and infantry we can land our SoD and finish off both the Japanese and start on either the Egyptians or Mongols. Iroquois can still fund our research when we need them and even help us in a MA if necessary.

I would focus on Japanese first and eliminate them. This will give us gems and then we start on one of the others.
 
Whomp--played
Chukchi Husky--up
Punkbass2000-- may need a skip
Birdjaguar--
Mirc-- may be back in the action
<Lurker>
 
Changed the marketplace in Hastings to wealth. Moved coastal population in Birdjaguar Hills to forest.

1380 AD: Pollution near Chukchi Huskyville. Toledo builds cavalry, next build wealth. Mongols building JS Bach's Cathedral. Finished building railways on the main island. What should I do when they finish?

1385 AD: Egypt building JS Bach's Cathedral. Iroquois building Smith's Trading Company.

1390 AD: York builds factory, next build wealth. Puerto de Lobos builds coal plant, next build Universal Sufferage, and changed Seville to army.

1395 AD: Corporation researched, next technology Refining in 7. Birdjaguar Hills builds coal plant, next build cavalry. Egypt building Magellan's Voyage.

1400 AD: Punkbass Canal builds cavalry, not sure what to build next so left it on cavalry. Logrono builds cavalry, next build university.

I'm sorry if I messed it up.
 

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See post 453. There is no point to make a factory and then go to wealth, do you see why? You pay a price in upkeep and pollution to gain extra shields, but then build nothing, so no sense in doing that, hence do not make the factory, if it is not needed.

As to what to do after the rails on the homeland, you will need a crew to handle pollution there. So have about 18-20 slaves or its equivalent. Eventually you may want to swap some natives off the home to the other land for slaves, if we have that many.

Reason is that native can be added into any towns/cities once they are not needed and lower cost and not risk foriegn pop.
 
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