Post Assembly Line
I hadn't put a lot of thought into
what I'm researching after Assembly Line. Anyone?
I figured instead of looking back at some old games, I'd just re-invent late game. But now I looked at the tech tree, and unfortunately, I kinda want
Astro next
but only cus I want the
Physics path. Again, I can't take Astro or my army & transports get erased.
Rifling leads to Rocketry, but also needs Physics to go any farther.
Combustion. Does what?
Conclusion:
After Assembly Line (289), I need to build like
400 triremes!
At least I don't care if I have to pay maintenance on those
Let's see...I'm sacrificing 6 per turn at T289. If I want to buy myself 30 turns to get my house in order, I'll need ~400.
That's 40,000 hammers. Kinda like one huge tech.
Maybe 30 turns is too many. 5 turns to get ready for Liz. 10t to kill Liz (I'm still moving units across the ocean)
5-10 turns to transport the army back for MP duty? maybe just let them die.
I also need the army to do the vassal creation business, recapturing, etc.
I could be brave and do only 20 turns of triremes. That's
220 triremes.
Is there a Safety net?
So I try 20 turns of trireme protection, but do I have any backup plan?
Checking the sacrifice priority....
If it came down to saving my transports, it looks like the cheapest unit is
knight.
I believe new knights would get picked before my experienced army knights overseas. Not sure tho.
I guess if they all die, I'd have to ship muskets over to finish the fighting, but those types of military all die too unless I make galleons (160h) to sacrifice.
So I guess I can manage one way or another. I don't see the point of putting 40,000 hammers into Triremes.
- Still thinking out loud...
How long will it take to get 220 triremes?
Every coastal city with Mining Inc can make one every other turn.
I currently have ....(counting).... 39 coastal cities with Mining--adding more for a while yet, but let's go with 40.
It would take ~
11 turns to make 220 triremes. Some more cities will join the 40, but some will need to also build sushi execs.
Maybe I should let Assembly line slip to T290 so I can start now?
Well, 40 cities building triremes instead of 50 research means I lose
2000bpt
I'd like to invest food instead of hammers
I'll probably take slavery, OR: T289.
- I could try to whip triremes. One whip is 168h which puts me way over. I'd just end up making overflow gold.
50 hammers in, whip, another 50h when it resolves = 268/100. But you'd make
3 triremes over 4 turns.
- An idea I had last night was to cold-whip them (at 0h). A whip is only 112h then + 50 organic hammers = 162.
I would produce a 2nd trireme with the overflow. One every turn if I whip every other turn. That's only 2-3 whips cus now 40 cities can do 200 in 5-6 turns.
Saves me 10,000 beakers.
Small snag here is that a lot of my islands are size 1. And some others may not want to whip for that reason. Sushi spread also gets in the way. So figure at least 6 turns.
Conclusions
I'm going to continue my plan to get Assembly T289 and make just enough Triremes to survive.
Then go crazy on tri's for an undetermined amount. I was just planning to revisit my sushi spread plan today, so now is the perfect time since I can try to get sushi to the coast first.