Nerds in Space

Sorry about the mismanaged production :blush: I was trying to build parts in our highest hammer cities, which are few and far between.

Just as you are thinking of preparing mass offensive army to take out a capital if necessary, we should also prepare a mass defensive army in case an AI gets the same idea in regards to us. We could try getting a defensive pact with Hatty perhaps.

Doesn't that SDI wonder add to SS part production? Should we use that engineer to rush that? Or is settling still better?
 
if there's no non-proliferation treaty, we could use the engineer to rush an ICBM. That would make taking out a capital much easier.

On defense, I've never seen anything to suggest that the AI is capable of a coordinated amphibious assault, but it's still wise to put at least six good defenders in the capital with another six on some transports just outside of nuke range.

That way, our only real threat is if the AI is smart enough to declare, nuke, and attack on the same turn. We don't, by any chance, have any non-coastal cities, do we? If we do, I'd move our capital to it.
 
There certainly isn't a non-proliferation treaty yet - we've had the chair since it was available and last I checked it was still listed as an available option to put up for vote. I never put that up because in my experience it tends to pass unanimously and I figured we wouldn't want to lock ourselves out of building nukes. Can the engineer rush an ICBM? Is that considered a unit or a building?
 
Oh yeah. I forgot that you can't rush units with a GE. Still, since we don't need more tech, it might be wise to turn off science to cash rush an ICBM (or any labs that we need to put into SS cities).
 
If we can get another GP pretty quick, maybe we could do another golden age? The cities currently building parts should all have labs - I did make sure there was a lab in place before building parts.
 
good job. Looking at the save, I have the following thoughts:

  1. we now have all required techs. That's great. Joao is down three SS techs, but will have fission next turn. Qin is down two SS techs. As long as those two don't trade with each other, that should buy us about 10 turns. Our production seems worse than theirs, though.
  2. I do not believe we have the right cities working parts. Absurd will finish its casing in 39 turns. I don't think we have 39 turns. Also, we have our life support (I think) in a 40 hammer/turn city. That will take 34 turns. I think we can probably manage production better than that.
  3. It might be wise to assemble a fleet of death for use in case someone launches first. Enough battleships/destroyers to take out either Qin's or Joao's capital defenses in one turn. Enough carriers to airstrike the defenses to half, and enough transports with troops to just raze the city, recalling the spaceship.

Bindy, do you still want to take this? I can play today or tomorrow if you don't want it.
I got it, I'll look into everything here and try to set it up for you to bring it home, Rex.
 
Okay, lots of stuff here that I'll probably forget.

I didn't really have an issue with the build locations. We have very few high hammer cities, given the map type. We did have some cities that were poorly optimized for building. I cleaned up a few with farms / workshops. The best of them, which I'll call Yaso, I did a lot of work with:

Before:


After:


There are three or four health buildings, plus Ironworks, that could have been built in this city besides, but at this point, it's too late. Bad on all of us on not taking better care of a city with that much food and production capability from the start.

I also did something else I wasn't supposed to, I'm building engine number 2. Given the current builds, I don't think it cost us much to do. More importantly, how stupid would the Enterprise look with only one nacelle!

Manhattan Project has not been built, and I wasn't going to use a SS city to build it, so no Nukes for you! On the plus side, we're not going to get nuked into oblivion either.

We had one GE, so I started the Space Elevator in a hammer-mediocre city, figuring if the next GP was an Engineer, we could rush it. Next GP was a GP though:



I believe a Golden Age right about now, (even before hitting enter) would just about do the trick.

Here is the spaceship:


Here is the build list:


Here is what I'm trying to do to slow Qin down:


Here is how well it's working :(


I've got a spy transport thing going, and a few spies gaining discounts in Chinese cities. When you get one to 50%, try to destroy a spaceship part.


One other note: Hatty's going cultural, but it's not showing on the victory screen. I'm worried that because Joao has a city that's better than any of Hatty's, it's showing him as the culture leader when she may have three cities a lot closer. Not much we can do but worry, really. (Oh yeah, if anyone comes knocking with a war declaration, I do believe we are pwned, as they say.)
 

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  • King Dork AD-1969-January.CivBeyondSwordSave
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if you have all the tech you need, convert those useless cottages to workshops.
 
I played a few extra turns this set. I hope no one minds. First, though, I took a couple of things to heart.

Bindy's advice to keep up the espionage carousel
Bindy's warning that Hatty was going cultural

This first was easy enough. Spies in Rome could airlift to Minoa, then take a transport in less than one turn to Chongqing, Qin's closes city. If you don't know, you can sabatoge a project from any city. Chongquing was great because it was close and it didn't have any anti-espionage buildings.

For Hatty's cultural aspirations, there was nothing I could do. Indeed, we couldn't see what she was up to (and I still don't know how Bindy knew this) because Lisbon was the only legendary city at the time. As we'll see, once Thebes went legendary, Hatty was the #1 culture threat and I could see her three best cities.

On to the game.

With all techs in, and an urgent need to create more espionage and wealth, I turned science down to 0%. It was only at 10% before, but I just couldn't see the gain in those extra 500 beakers per turn. I left EP at 60%, because I planned to buy a lot. For one thing, I wanted to buy a space elevator.

I had no idea the elevator was still unclaimed or I would have suggested it for our engineer long ago. Still, turns out that one engineer could only give us 1100/3000 hammers for it. (Actually, that engineer must have been sitting a while, because our next engineer (spoiler) could give us 2100 hammers for a rush.)

Anyhow, long way to say Science set to 0. Sorry.


Turn 590

Zara offers to trade Hit Musicals for Uranium



But I refused and renegotiated.



We also got a second engineer on my first turn.



This gave us two engineers and a prophet. The first was already in Kufah, where we had the elevator brewing. The second was in Rome. I but him on a transport (without realizing we had an airport there) and shipped him to Kufah. The prophet was sitting in Mecca and I moved him to Medina, our slowest SS builder. My plan was not to use any of the GPs until I was ready to strike.

If someone else took the elevator, I would use one engineer and the prophet for a golden age and settle the other engineer in Medina. If we made it, both engineers would rush the elevator and I would settle the prophet in Medina.

However, if I had realized that the second engineer offered more hammers, I might have used only him to rush the elevator and cash-rushed it the rest of the way, leaving our golden age still in tact.

Oh well.

Bindy had left me some spies in some of Qin's core cities. Unfortunately, they both had intelligence agencies.









This is the main reason I like sabotaging projects. No one puts agencies in their stupid outback cities, so they're ripe for the picking.

Turn 591

Engineer 2 arrives in Kufah, so I burnt them both.

Turn 592



Turn 593

Qin offers to trade Mass Media for Genetics. Negative Ghost Rider

Massawa finishes: SS Cockpit -- we're 9 turns from launching



Qin and Boudica sign a defensive pact.

Turn 594

Really pissed here. Our first two spies were caught in mission. And my first spy in Chongqing finally got to 50%--on the turn he was discovered.



But that was made an easier pill to swallow, because I also had a spy in Qin's city to our southwest arrive at 50% on that same turn. And I finally took out the bastard's engine.



Turn 595

And then I took out his cockpit next turn.



Turn 596

Rome finishes: SS Engine
Yasodharapura finishes: SS Casing



Turn 597
Mecca finishes: SS Casing

Got to take out Qin's life support





Turn 598

Don't know precisely when Thebes went legendary, but I noticed here that Hatty's on the victory screen.



No worries there, eh?

Absurd finishes: SS Casing. That's the last casing. I could have launched then, and I almost did. Two more thrusters means 6 turns later finish at this speed. We'll have two more thrusters in four turns. Launching then is two turns quicker, but exposes us to espionage attempts. The final call was that we're nerds. We don't half-ass our spaceships.

Launch delayed.

However, I realized that we were in the driver's seat. No need for any last minute offensive like in Science Scorning Spacists, so I pushed through a no nuke law.



Turn 599

Hatshepsut offers to trade Mass Media for Plastics and I said "why not?"

I've been setting all builds to defense that can reach the capital in time. Just in case anyone grew smarter in the last six turns. Still, we're not that bad off.



Turn 600

Mon Calamari finishes: SS Thrusters

Turn 601

Medina finishes: SS Thrusters



3...2...1...




Turn 602

Nothing to do now, but bring every troop I have to Rome and hit enter 15 times.

I've attached the save of the turn before. Take a look at the garrison in Rome. Pretty impressive, actually. Especially with the naval blockade.








(spoiler with autolog dump)

Spoiler :

------------------------------------------------
Turn 589/750 (1969 AD) [09-May-2010 14:02:52]
0% Research: 79 per turn
0% Culture: 944 per turn
60% Espionage: 1765 per turn
40% Gold: 554 per turn, 7459 in the bank
Yamama finishes: University

Turn 590/750 (1970 AD) [09-May-2010 14:02:58]
Diplomacy: Zara Yaqob (Ethiopia) offers to trade Hit Musicals to King Dork (Fanatics) for Uranium
Yamama begins: Guided Missile (12 turns)
0% Research: 75 per turn
0% Culture: 946 per turn
60% Espionage: 1789 per turn
40% Gold: 587 per turn, 8013 in the bank
Damascus finishes: Spy
Hawulti finishes: Grocer

Turn 591/750 (1970 AD) [09-May-2010 14:07:35]
Damascus begins: Missile Cruiser (49 turns)
Hawulti begins: Transport (27 turns)
0% Research: 75 per turn
0% Culture: 946 per turn
60% Espionage: 1793 per turn
40% Gold: 585 per turn, 8600 in the bank
Ridikulus finishes: Spy
Cumae finishes: Spy
Minoan finishes: Spy

Turn 592/750 (1971 AD) [09-May-2010 14:15:25]
Ridikulus begins: Transport (19 turns)
Cumae begins: Marine (19 turns)
Minoan begins: Marine (40 turns)
0% Research: 75 per turn
0% Culture: 950 per turn
60% Espionage: 1792 per turn
40% Gold: 587 per turn, 9185 in the bank
Kufah finishes: The Space Elevator
Tegulat finishes: Spy
Attitude Change: Qin Shi Huang (China) towards Joao II (Portugal), from 'Pleased' to 'Cautious'
Civics Change: Joao II(Portugal) from 'Bureaucracy' to 'Free Speech'

Turn 593/750 (1971 AD) [09-May-2010 14:21:39]
Diplomacy: Qin Shi Huang (China) offers to trade Mass Media to King Dork (Fanatics) for Genetics
Kufah begins: Marine (15 turns)
Tegulat begins: Intelligence Agency (21 turns)
0% Research: 75 per turn
0% Culture: 954 per turn
60% Espionage: 1794 per turn
40% Gold: 595 per turn, 9772 in the bank
Massawa finishes: SS Cockpit
Yeha finishes: Theatre
Civics Change: Qin Shi Huang(China) from 'Hereditary Rule' to 'Universal Suffrage'
Civics Change: Qin Shi Huang(China) from 'Environmentalism' to 'State Property'

Turn 594/750 (1972 AD) [09-May-2010 14:28:02]
Massawa begins: Airport (16 turns)
Yeha begins: University (150 turns)
0% Research: 76 per turn
0% Culture: 964 per turn
60% Espionage: 1801 per turn
40% Gold: 600 per turn, 10367 in the bank

Turn 595/750 (1972 AD) [09-May-2010 14:32:19]
0% Research: 80 per turn
0% Culture: 968 per turn
60% Espionage: 1800 per turn
40% Gold: 606 per turn, 10967 in the bank
Hoth Base Camp finishes: Submarine
Mar Sara finishes: Grocer
Tokonda finishes: Observatory
Civics Change: Zara Yaqob(Ethiopia) from 'Environmentalism' to 'Free Market'

Turn 596/750 (1973 AD) [09-May-2010 14:38:35]
Hoth Base Camp begins: Missile Cruiser (25 turns)
Mar Sara begins: Guided Missile (15 turns)
Tokonda begins: Guided Missile (15 turns)
A Workshop was built near Medina
0% Research: 80 per turn
0% Culture: 968 per turn
60% Espionage: 1808 per turn
40% Gold: 603 per turn, 11573 in the bank
Rome finishes: SS Engine
Zeila finishes: Transport
Isvarapura finishes: Bomber
Yasodharapura finishes: SS Casing

Turn 597/750 (1973 AD) [09-May-2010 14:45:08]
Rome begins: Spy (1 turns)
Isvarapura begins: Marine (13 turns)
Yasodharapura begins: Airport (5 turns)
0% Research: 80 per turn
0% Culture: 968 per turn
60% Espionage: 1805 per turn
40% Gold: 615 per turn, 12165 in the bank
Rome finishes: Spy
Mecca finishes: SS Casing
Berbera finishes: Lighthouse

Turn 598/750 (1974 AD) [09-May-2010 14:56:02]
Rome begins: Mechanized Infantry (3 turns)
Mecca begins: Missile Cruiser (3 turns)
Mar Sara begins: Bank (50 turns)
0% Research: 78 per turn
0% Culture: 959 per turn
60% Espionage: 1799 per turn
40% Gold: 615 per turn, 12780 in the bank
Absurd finishes: SS Casing

Turn 599/750 (1974 AD) [09-May-2010 15:08:02]
Diplomacy: Hatshepsut (Egypt) offers to trade Mass Media to King Dork (Fanatics) for Plastics
Diplomacy: King Dork (Fanatics) accepts trade of Plastics to Hatshepsut (Egypt) for Mass Media
Tech traded to Hatshepsut (Egypt): Plastics
Tech acquired (trade, lightbulb, hut, espionage): Mass Media
Absurd begins: Jet Fighter (11 turns)
A Farm was built near Addis Ababa
0% Research: 76 per turn
0% Culture: 954 per turn
60% Espionage: 1790 per turn
40% Gold: 628 per turn, 13435 in the bank
Mecca finishes: Missile Cruiser
Baghdad finishes: Customs House

Turn 600/750 (1975 AD) [09-May-2010 15:14:38]
Mecca begins: Jet Fighter (2 turns)
Baghdad begins: Guided Missile (18 turns)
0% Research: 76 per turn
0% Culture: 958 per turn
60% Espionage: 1799 per turn
40% Gold: 600 per turn, 14063 in the bank
Rome finishes: Mechanized Infantry
Mon Calamari finishes: SS Thrusters
Yasodharapura finishes: Airport
Attitude Change: Hatshepsut (Egypt) towards Joao II (Portugal), from 'Friendly' to 'Pleased'

Turn 601/750 (1975 AD) [09-May-2010 15:18:29]
Rome begins: Mechanized Infantry (3 turns)
Rome begins: Mechanized Infantry (3 turns)
Rome begins: Mechanized Infantry (3 turns)
Rome begins: Mechanized Infantry (3 turns)
Rome begins: Mechanized Infantry (3 turns)
Rome begins: Mechanized Infantry (3 turns)
Mon Calamari begins: Mechanized Infantry (7 turns)
Yasodharapura begins: Mobile SAM (4 turns)
0% Research: 76 per turn
0% Culture: 958 per turn
60% Espionage: 1810 per turn
40% Gold: 614 per turn, 14663 in the bank
Mecca finishes: Jet Fighter
Medina finishes: SS Thrusters
Yamama finishes: Guided Missile

Turn 602/750 (1976 AD) [09-May-2010 15:21:02]
Mecca begins: Guided Missile (1 turns)
Medina begins: Mobile SAM (5 turns)
Yamama begins: Guided Missile (12 turns)
0% Research: 76 per turn
0% Culture: 954 per turn
60% Espionage: 1809 per turn
40% Gold: 601 per turn, 15277 in the bank
Mecca finishes: Guided Missile

Turn 603/750 (1976 AD) [09-May-2010 15:26:06]
Diplomacy (Embargo Request): Sitting Bull (Native America) asks King Dork (Fanatics) to stop trading with Boudica (Celtia); King Dork REFUSES.
Marine promoted: City Garrison I
Marine promoted: City Garrison I
Marine promoted: City Garrison I
Marine promoted: City Garrison I
Marine promoted: City Garrison II
Marine promoted: City Garrison II
0% Research: 76 per turn
0% Culture: 946 per turn
60% Espionage: 1810 per turn
40% Gold: 727 per turn, 12929 in the bank
Rome finishes: Mechanized Infantry
Attitude Change: Sitting Bull (Native America) towards King Dork (Fanatics), from 'Pleased' to 'Cautious'

Turn 604/750 (1977 AD) [09-May-2010 15:30:24]
Mechanized Infantry promoted: City Garrison I
Mechanized Infantry promoted: City Garrison I
Mechanized Infantry promoted: City Garrison I
Mechanized Infantry promoted: City Garrison I
Mechanized Infantry promoted: City Garrison I
Mechanized Infantry promoted: City Garrison I
Mechanized Infantry promoted: City Garrison II
Mechanized Infantry promoted: City Garrison I
Mechanized Infantry 2 (Rome) (Mechanized Infantry) promoted: City Garrison I
Mechanized Infantry 2 (Rome) (Mechanized Infantry) promoted: City Garrison II
Mobile SAM promoted: City Garrison I
0% Research: 76 per turn
0% Culture: 942 per turn
60% Espionage: 1813 per turn
40% Gold: 719 per turn, 13656 in the bank
Yasodharapura finishes: Mobile SAM

Turn 605/750 (1977 AD) [09-May-2010 15:31:25]
0% Research: 76 per turn
0% Culture: 942 per turn
60% Espionage: 1813 per turn
40% Gold: 782 per turn, 12565 in the bank
Medina finishes: Mobile SAM
Fasil Ghebbi finishes: Forge

Turn 606/750 (1978 AD) [09-May-2010 15:33:13]
Medina begins: Jet Fighter (4 turns)
Fasil Ghebbi begins: Jet Fighter (38 turns)
Mobile SAM promoted: City Garrison I
Mobile SAM promoted: City Garrison I
Infantry 2 (Mon Calamari) (Infantry) promoted: City Garrison I
0% Research: 76 per turn
0% Culture: 942 per turn
60% Espionage: 1814 per turn
40% Gold: 780 per turn, 13057 in the bank
Rome finishes: Mechanized Infantry

Turn 607/750 (1978 AD) [09-May-2010 15:38:58]
Kufah begins: Grocer (15 turns)
Isvarapura begins: Bank (16 turns)
Mechanized Infantry 3 (Rome) (Mechanized Infantry) promoted: City Garrison I
Mechanized Infantry 3 (Rome) (Mechanized Infantry) promoted: City Garrison II
Mobile SAM 2 (Medina) (Mobile SAM) promoted: City Garrison I
0% Research: 76 per turn
0% Culture: 942 per turn
60% Espionage: 1819 per turn
40% Gold: 779 per turn, 13837 in the bank
Mon Calamari finishes: Mechanized Infantry
Kufah finishes: Marine

Turn 608/750 (1979 AD) [09-May-2010 15:40:10]
Mon Calamari begins: Mechanized Infantry (7 turns)
0% Research: 76 per turn
0% Culture: 942 per turn
60% Espionage: 1817 per turn
40% Gold: 777 per turn, 14616 in the bank
Absurd finishes: Jet Fighter
Attitude Change: Sitting Bull (Native America) towards King Dork (Fanatics), from 'Cautious' to 'Pleased'

Turn 609/750 (1979 AD) [09-May-2010 15:41:01]
Absurd begins: Guided Missile (5 turns)
Yamama begins: Hospital (38 turns)
Hawulti begins: Bank (43 turns)
Mechanized Infantry 4 (Mon Calamari) (Mechanized Infantry) promoted: City Garrison I
0% Research: 78 per turn
0% Culture: 950 per turn
60% Espionage: 1817 per turn
40% Gold: 766 per turn, 15393 in the bank
Rome finishes: Mechanized Infantry
Medina finishes: Jet Fighter
Cumae finishes: Marine
Massawa finishes: Airport
Isvarapura finishes: Marine
Attitude Change: Joao II (Portugal) towards King Dork (Fanatics), from 'Cautious' to 'Pleased'
Attitude Change: Hatshepsut (Egypt) towards Joao II (Portugal), from 'Pleased' to 'Friendly'

Turn 610/750 (1980 AD) [09-May-2010 15:41:57]
Medina begins: Missile Cruiser (7 turns)
Tokonda begins: Bank (50 turns)
Mechanized Infantry 5 (Rome) (Mechanized Infantry) promoted: City Garrison I
Mechanized Infantry 5 (Rome) (Mechanized Infantry) promoted: City Garrison II



Very fun game. I'm sorry it dragged some times. Many, many good reports from the nerds.
 

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  • King Dork AD-1983-January.CivBeyondSwordSave
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When I first started the espionage, my mind was on preventing Qin from building more. It was only after that I recalled that you can destroy existing parts. And only at the end of my turnset did I notice that you can destroy them from any city, not just the capital. And only well after my turnset did it occur to me that you could pick a loser city to sabotage the spaceship from.

On the Hatty thing, she had 219 turns left on Plastics or somesuch(ETA you can see her at 177 in your first screenshot). Whenever an AI turns their research slider off, they're going culture.
 
Nice job bringing it home, guys! It was an honor to play the game with you - Thanks for including me :)
 
Hey, we won! Sorry I couldn't play the last several sets, but you all pulled it together. Guess there's not too much thanks to me. :p But I'm glad to see a victory. Sabotaging enemy spaceship parts is pretty cool.

Not sure why you brought all the troops to Rome, Rex. Doesn't look like it mattered, but I don't think that the AI has ever dog-piled me just because I launched the space ship.

Anyway, it's been a ton of fun nerding it up with everyone! Hope we get a chance to play again sometime.
 
great game :)
Nice to see some familiar faces, and even get a reference to the Musketeer's game we've had million years ago :scan:
 
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