Husky-01

We are way ahead in techs. At least 5 or so per civ.

Industrialization is nice because of the 50% production bonus.
Pollution is a bit of a nuisance but can be cleaned up by workers.

Would it make sense to get industrialization and say replaceable parts for free by building ToE? We'd research electricity, medicine and scientific method to do this.

BTW we could also build this in another city other than the capital since we have 3 cities doing 20 spt. That city could pre build the ToE wonder by starting a palace and switching to ToE after we learn scientific method.
 
Whomp said:
Would it make sense to get industrialization and say replaceable parts for free by building ToE? We'd research electricity, medicine and scientific method to do this.
It might make sense, I don't know.

Is replaceable parts the tech that allows rubber resources?
Whomp said:
Would we be able to time this so that the capital finishes ToE right after we get scientific method?
I don't know.
 
Whomp said:
Would it make sense to get industrialization and say replaceable parts for free by building ToE? We'd research electricity, medicine and scientific method to do this.
Chukchi Husky said:
It might make sense, I don't know.

Is replaceable parts the tech that allows rubber resources?
Yes sir it is and I'd bet with all those jungles we have plenty of it.
Whomp said:
Would we be able to time this so that the capital finishes ToE right after we get scientific method?
Chukchi Husky said:
I don't know.
Well we'll have to do some maths. I don't have the beaker cost for those 3 techs off the top of my head but the question is guessing how many turns it would take to research those 3 techs?

We know 3 our cities can generate 20spt and ToE costs 600s so it would take 30 turns before it would finish.
I'm pretty sure we could start a prebuild (with the palace or military academy) within in the next couple of turns, say in Seville, and switch the palace prebuild to ToE right as we learn scientific method.

Does any have the cost of those techs? We will have a really good idea what our science output is after we finish Newtons next turn.
 
Not to come down on any side of the question, but one thing else Elec does that was not mentioned is irrgation anywhere.

This may be of no use at this time in this game, but I just wanted to note that in some games this can be a big deal. If you are sittign on a bunch of places that could grow to city size, but lack food and water.
 
Another thing in regards to free techs and Rep Parts, is the cost for AT and Electronics. They are very expensive and getting them free is usually so much better.

You may even be able to research Parts while the ToE is going up, if not some optional tech that was skipped to fill the time. Else pile up some cash.

Factories will let you build that wonder twice as fast, once you have a coal plant added to the factory. As to pollution, I tend to only build a few of them, unless it is some massive AW game which will require lots of tanks.

CH in a game were you are far ahead in research you do not have to time the ToE. You may wish to do it and you can, but it may be just as well to use the time to build something else and go for a smaller prebuild.

Often I like to time it so I can research one more tech before ToE is done. I even will shift pop to slow down the build to get the tech done. As long as they have no way to beat me to it.
 
vmxa makes good points. We can research a few of these techs and start the prebuild later. So industrializtion may make a lot of sense so we can start making factories like Chukchi suggested.
 
Lurker comment: You should also note that the ToE is less expensive than UniSuffr (600 vs 800). Now if you can't properly time finishing research of a tech and the completion of the ToE, you can hold off completion by setting production to US instead. Then when the tech comes in: Big Picture -> Domestic Advisor and switch back to ToE. Of course you will waste some shields, but other options (slowing research, taking citizens off tiles) might be less desirable. It depends on the situation.

 
I like ToE. I like industrialization for Sufferage and factories. I like to use ToE to grab a few techs and beeline for tanks. The first one to tanks has a huge advantage gets to have lots of fun. :D
 
I hope I didn't mess it up too much.

1160 AD: Chukchi Huskyville builds Newton's University, with the next build a bank. The Knights Templar builds a crusader. Trondheim, Stavanger, Kafa, Husky Coast builds a worker, building another worker. Around four cities have celebrations. Punkbass Canal builds cavalry, building another. Moving troops to the Japanese border, and putting workers to work.

1170 AD: Istanbul, Sinop, Badajoz builds worker, building another. Dog Town builds a privateers, next build cavalry. Cadiz, Elche builds settler, next build worker.

1180 AD: Edrine, Bursa, Alicante, Whomper Room builds worker, buinding another. Logrono builds marketplace, next build cavalry.

1190 AD: Bergen, Madv's Hideout, Wolf's Lair builds worker, building another. Seville builds bank, next build military academy. Iznik builds settler, next build worker. Toledo builds musketman, next build cavalry. Mircy Waters builds cannon, next build worker.

1200 AD: Steam power discovered, next technology to research is industrialisation. No more Knights Templar. Uskudar, Aydin builds worker, building another. Birdjaguar Hills builds bank, next build cavalry. Cordoba builds musketman, next build library. We don't have any coal, but there's some in an unroaded jungle within our borders near Wolf River, and some in a roaded hill outside our borders near Istanbul. Sent a worker to connect the jungle coal.

1210 AD: York builds cavalry, next build bank. Nottingham builds musketman, next build university. Hastings builds frigate, next build library. Reykjavik, Husky Coast, Lurkerborough, Wolf River builds worker, building another. Built a city. Wolves of the Twilight.

1220 AD: Stockholm, Wolf Mountain builds worker, building another. Valladolid, Teruel builds cannon, next build library.

1230 AD: Deal with Japan ended. Civil disorder in Bergen, created a scientist. Deer Valley, Zaragoza builds worker, building another. Treasury low, reducing science to 50%. Built a city, Nightwolf Howling.

1240 AD: Chukchi Huskyville builds bank, next build cavalry. Puerto de Lobos builds university, next build bank. Birdjaguar Hills builds cavalry, building another. Canterbury, Konya builds worker, building another. Ankara builds harbour, next build library. Increased science to 60%.

1250 AD: Blue Eyes, Aarhus builds worker, building another.
 

Attachments

What is value of making Privateers? I never make them, all you need is a few firgate to cover your caravels/galleons.
 
I just looked at Seville to see if it makes sense for that to be the place for the MA and it is fine, but see the +2 food at size 12? That is just a waste so we should mine the irrigated grassland to gain one shield.

Oh my all this land an no coal. I see are friends the Nipons have some, so we should take it form them now. At this point we do not need to worry about reps as we will be doing no gpt deals anyway. They also have at least gems.

I am not too fon of making muskets at this point in the game as calv are more useful and infanrty is not far off.
 
Very nice work CH! Good job getting those workers to the coal. We'll need it. As vmxa suggested where we are at size 12 and have excess food, like Seville, we should shift from food to production.

:blush: I built the privateer for fun so we could sink some Japanese galleys.

I think we can either trade with the Japanese or wipe them off the continent. What do you all think? Samurais fortified in cities can be a difficult foe for cavs unless we bring lots of cannons to the battlefield.

Whomp--finished off the Ottos
Chukchi Husky--Just went. Great turnset.
Punkbass2000-- up
Birdjaguar-- work crisis= no play;
Mirc-- started a war with the Ottos.
<Lurker>
 
I don't see any problem with messing around with privateers, as long as we say that it is just that.

Ok I see we have some coal, just not in our borders, one is not enough as it could disappear.

I was wondering about what some of the towns are up to at this time. I see Pamplona makiing a 60 turn unit with no barracks? Why not switch to a worker and put it on wealth. We are paying some 158gpt now for support and they lazy bums are doing nothing to earn their keep.

I forget if this is emperor or what, but I doubt we need muskets anyway.

Wolf Stream making a wall, again what are we afraid here? Walls are for invaion towns, not for little nothing towns. Move the pop off the forest, no value in shields here, so may as well get food to grow to get some specialist or even switch to it now.

Drop the wall and take a worker and then wealth or just go straight to wealth. I would probably just let the shields go and grow as one one pop lets you get 12 food and then the next two are free scientist or taxmen.
 
Copenhagen has a pop on a mountain for 1 shield? Put it on either a jungle with a road that is being cleared or make it a specialist. I am not sure I like making anything here as it is at 18 food and could go on wealth and have three specialist for now. After rails many of these places could get more specialist with irrgation and rails.

We already have 5 settlers sitting around, so why rush out more right now and pay for the up keep? At least wait till you are taking someones land.
 
Ok I am not going to go through all the towns to see what is going on, but the turn player should. You don't have to in order to win, that is obvious, but you have someone that is learning, so why not show them some things to watch out for?

Now maybe it is just me, but I try hard to get Steam and then to get those rails up. You have been racing for steam, but made no preparation for getting it.

I mean I still see individual workers forted up on Engalnd. They should have have been gathered in one place and ready to roll. All workers not doing critial task, should have been headed to one place on each land mass.

Chopping jungle is not a critical task. Roading a misc moutain is not a critical task.

Once you see that you had a single coal and it was not in out culture, you MUST get it in the fold. That is best done in this case by sending a worker over their to make a colony.

Boom we can now rail. Nothing that was going on is more important than that for my money. With rails we are free from any invasion concerns. We can reduce much of the overhead from excess units. We can also get more from of land.
 
Chukchi Husky said:
Would it have been better if I put some of the cities that are building workers to wealth?

After reading what I posted and looking at some of the mentioned towns, how do you see it? Does it make some sense in some of those case?

To me, when you are paying so much support, you are well off to not make any regular units and if the place is corrupt, wealth is not a bad thing.

Please note that does not mean all towns, you must weight each one to see what it is best off doing for the empire.

Please know that you are not alone in over looking some of this stuff and you at least have an excuse as the game is new to you. We are suppose to point out some of these ideas, so you can improve.

What you often see in games is that as the amount of land owned grows, the players get complacent. It does not matter in this game, if we do, but I want to be sure that you can at least be aware of some of the concepts. Then you can choose to use them or not.
 
vmxa said:
mean I still see individual workers forted up on Engalnd. They should have have been gather in one place and ready to roll. All workers not doing critial task, should have been head to one place on each land mass
There were at least 4 teams of workers I sent back that are fortified around the capital and another group (of 3 teams?) around the Forbidden Palace waiting for coal. The other workers on the Viking/Ottoman continent could either build rails to Japan or be transported back to the core for railing.
 
That is good. I just wanted CH to know about the idea. Actually there is a stack of 6 off by themself on the homeland. I just want to see them all one one stack, if we have the time and we did.

That way you increase you chances of getting the max rails laid in the first turn. You can be carefull to use the slaves and workers in a way to minimize wasted turns. By that I mean if it takes 6 native workers to rail one tile, don't go worker worker worker worker slave worker worker and use 6.5 turns.

You don't move workers to the next tile to finish one that was being railed and passing over unrailed ones. This occurrs when workers are in several stacks, rather than one massive one.

In England I see a few workers that are all alone, that is crazy. I am speaking to those that do not realize this and not those that do. It is better to have 12 worker turns ( 2 slaves is one native, so slaves are .5 turns) make two rails, than say 6 partial rails.

This is because those two tiles are immediately railed and gaining the movement and the boost, if any, in food/shields.
 
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