Long post coming….
Based on classical_hero’s response to my question in the Quick Answers thread, this game just got a whole lot easier. I think it may be possible to conquer about 30% of Battle Isle in 1 turn pushing us over the domination limit so we don’t even have to deal with abandoning towns and a second wave (I don’t believe in thinking small ).
I believe based on our turn 183 save, that Flight will be possible in 4 turns at 100% science. If Flight is possible in 4, then so is everything else.
Here is my new plan for everyone to poke holes in.
First, complete the Corporation on turn 187. I’m guessing the Nuts are researching Replaceable Parts now. If they finish it by turn 187, then we will do Replaceable Parts next. The reason is that we will still have bombers well before the Nuts, and I’m wondering if we might not want to do quite as much damage to their road system as I thought. If we are not going bombing crazy, then the double worker speed is the most important benefit.
If the Nuts do not finish RP by 187, then we probably do Steel. Whatever tech we research will complete on 191 along with the Theory of Evolution. We choose Refining and probably either RP or Steel (whichever one we didn’t research). By 195, we complete Combustion, Flight on 199, Mass Production on 203, and Amphibious War on 207.
If anyone’s wondering, the earliest the Nuts could get Flight right now is 205 – if they in fact do go to RP first, then they are looking at 209. In either case, we should be fine.
Turn 208, our marine completes, and we attack. Our bombers empty one city. Our marine captures it. We unload many cavalry with movement points remaining and capture 40-50 towns pushing us over the domination limit.
What’s going to limit us?
Number of cavalry – we will build more. If the team buys this theory, bank builds will be changed to cavalry since there will be no down research time before the game ends. More cavalry will be built where appropriate. Once the Theory of Evolution completes on 191, we will mobilize and get even more units.
Number of transports – frigate builds will be changed to galleons, and we will look for other places to build transportation.
Number of bombers – who knows how many we will need to empty towns. More is obviously better.
Dnuts rail network – this is the tough one because it is out of our control, but by turn 208, they should be pretty good, especially if they get Replaceable Parts within the next few turns.
Other things to watch for – jungle in their territory. Even if railroaded, our cavalry cannot go through jungle in their territory in 1 turn. Hopefully they will have much of it cleared. In case they don't, what we need to look at is what order the Nut towns were founded in. If 2 towns are equidistant from a tile, and neither have culture, then the older one controls that tile (actually I think it is the one listed first in the database, but we have to assume it’s the older one). We need to make sure we can town-hop effectively.
What other problems are there?
EDIT - one potential problem... a lot of their towns may autoraze. Hopefully they will let them grow a bit in the next 25 turns. If not, we may have to build a few settlers at the last minute to bring along - it shouldn't be a big deal because many of our corrupt bomber prebuilds will have roughly 30 shields by then so we could just change them to settlers. Of course, we also would need more boats to carry the settlers... but I still think it is worth heading down this path. Worst case, we don't take quite enough to reach the domination limit so we abandon towns, we don't have quite as much infrastructure as we could have, but the Nuts are still absolutely devastated.
Based on classical_hero’s response to my question in the Quick Answers thread, this game just got a whole lot easier. I think it may be possible to conquer about 30% of Battle Isle in 1 turn pushing us over the domination limit so we don’t even have to deal with abandoning towns and a second wave (I don’t believe in thinking small ).
I believe based on our turn 183 save, that Flight will be possible in 4 turns at 100% science. If Flight is possible in 4, then so is everything else.
Here is my new plan for everyone to poke holes in.
First, complete the Corporation on turn 187. I’m guessing the Nuts are researching Replaceable Parts now. If they finish it by turn 187, then we will do Replaceable Parts next. The reason is that we will still have bombers well before the Nuts, and I’m wondering if we might not want to do quite as much damage to their road system as I thought. If we are not going bombing crazy, then the double worker speed is the most important benefit.
If the Nuts do not finish RP by 187, then we probably do Steel. Whatever tech we research will complete on 191 along with the Theory of Evolution. We choose Refining and probably either RP or Steel (whichever one we didn’t research). By 195, we complete Combustion, Flight on 199, Mass Production on 203, and Amphibious War on 207.
If anyone’s wondering, the earliest the Nuts could get Flight right now is 205 – if they in fact do go to RP first, then they are looking at 209. In either case, we should be fine.
Turn 208, our marine completes, and we attack. Our bombers empty one city. Our marine captures it. We unload many cavalry with movement points remaining and capture 40-50 towns pushing us over the domination limit.
What’s going to limit us?
Number of cavalry – we will build more. If the team buys this theory, bank builds will be changed to cavalry since there will be no down research time before the game ends. More cavalry will be built where appropriate. Once the Theory of Evolution completes on 191, we will mobilize and get even more units.
Number of transports – frigate builds will be changed to galleons, and we will look for other places to build transportation.
Number of bombers – who knows how many we will need to empty towns. More is obviously better.
Dnuts rail network – this is the tough one because it is out of our control, but by turn 208, they should be pretty good, especially if they get Replaceable Parts within the next few turns.
Other things to watch for – jungle in their territory. Even if railroaded, our cavalry cannot go through jungle in their territory in 1 turn. Hopefully they will have much of it cleared. In case they don't, what we need to look at is what order the Nut towns were founded in. If 2 towns are equidistant from a tile, and neither have culture, then the older one controls that tile (actually I think it is the one listed first in the database, but we have to assume it’s the older one). We need to make sure we can town-hop effectively.
What other problems are there?
EDIT - one potential problem... a lot of their towns may autoraze. Hopefully they will let them grow a bit in the next 25 turns. If not, we may have to build a few settlers at the last minute to bring along - it shouldn't be a big deal because many of our corrupt bomber prebuilds will have roughly 30 shields by then so we could just change them to settlers. Of course, we also would need more boats to carry the settlers... but I still think it is worth heading down this path. Worst case, we don't take quite enough to reach the domination limit so we abandon towns, we don't have quite as much infrastructure as we could have, but the Nuts are still absolutely devastated.