Pmod01 - A lightly modded SG

I won't be able to play until Thursday at the earliest. If someone would like to swap, that would be good.
 
OK - since I'm after Pnax, I can take the next turnset, and then maybe pnax can go after me.

I'll play my set later tonight.
 
Does adding hydro damns remove the coal plant :yuck:?

A little late to the comment here, but my understanding is that nuclear and hydro remove the :yuck: from coal. Essentially, once the power is 'upgraded', the previous power source is for all intents and purposes 'turned off'.

(it does leave the question of - what if oyu have both nuclear and coal, and you'd rather deal with :yuck: than fallout? I suppose the answer to that is simple: if you want to stay with coal, don't build nuclear ;))
 
Review current status:
- looks like tech is refrigeration followed by superconductors for laboratory
- 6-8 cities are 1-2 :yuck: - not unmanageable. Not necessarily seeing a downside to switching to environmentalism - as we have no corporations to be concerned with increases maintenance. The +1 trade routes we have now is kinda nice though. Punt this issue for further discussion (in the meantime, we'll see what supermarkets/hospitals/etc do for :health:)
- bleeding 190 :gold: per turn, but can decrease to < 20 :gold: per turn with -10% science. Since we have > 4000 :gold:, keep :science: high.
- Other than that, keep power up there and shoot for the stars.

Should be a quiet turn set (yes, I like to tempt fate every now and again)

Turn 355:
zzz

Turn 356:
- London: drydock > three gorges dam
- canterbury: battleship > public transportation
- coventry: battleship > battleship
- newcastle: observatory > hospital (2 :yuck:)

Good event: -10% inflation, or spend 400 to get -25%. Go with -25% for 400 bucks please, Alex.

Results in going from -190 :gold:/turn to ~-120 :gold:/turn.


Turn 357:
- refrigeration in, tech superconductors (she can manipulate reactions - 10 points to whoever can claim the reference without looking it up!)

Turn 358:
- zzz

Turn 359:
- canterbury: public transportation > supermarket
- chaco canyon: customs house > supermarket
- newcastle: hospital > supermarket

Turn 360:
- york: hospital > supermarket
- nottingham: tank > supermarket queue another tank
- hastings: hospital > supermarket
- coventry: battleship > battleship
- warwick: destroyer > bureau (dont need anyone walking in unchallenged to steal our space tech!)

Turn 361:
- Mound city: hospital > supermarket
- newcastle: supermarket > university

Turn 362:
- superconductors in, tech computers (gateway for some space ship stuff, plus we might want the internet to keep our backwards AI friends from catching up)
- annoying event: cigarette smoker burns down theater in cahokia, spend 50 :gold: to rebuild.

Turn 363:
- notthingham: tank > laboratory
- canterbury: supermarket > observatory (mine as well get labs here to build SS casings or something)
- coventry: battleship > lab
- national park: university > bureau
- Apollo program completed!

Turn 364:
- york: supermarket > laboratory
- hastings: supermarket > laboratory
- cahokia: tank > laboratory
- newcastle: university > laboratory
- brighton: tank > observatory

Turn 365:
- mao asks us to switch to State property. Nah. (although on 2nd thought - the extra 10% :hammers: might have been nice). Oh well - Mao can suck it
- chaco canyon: supermarket > observatory
- good even in chaco canyon results in +4 :hammers: from coal plant

Stopped here

- from here on out, the game will be a push to the space race, which means relatively uneventful. So maybe the next turnsets should be a bit longer like 20 turns. Just a thought - I'm fine either way.
- we are mostly out of the :yuck: issue - but there is 1 :yuck: in a couple cities.
- building labs for :science: and SS production
- continued having a couple cities build units just to keep power up.
- TGD almost done in london, so dont waste :hammers: on coal or hydro in cities.
 

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I too think there's no need for civic change..
We too should think about investing 3 turns into Massmedia to make sure we'll land the UN to prevent a diplo win for eather Obsolete or charly..

Forgot about that, good idea. Don't need to be going good and lose by a cheezy diplo
 
I too think there's no need for civic change..
We too should think about investing 3 turns into Massmedia to make sure we'll land the UN to prevent a diplo win for eather Obsolete or charly..

I'd advice caution, actually, on building the UN too early. Look at the population numbers first. We almost got caught in that trap in Silk01, where we built the UN to keep Zara (who vassalized just about the entire damn other continent) from winning a diplo victory.

As soon as the UN was built, he had enough votes to become sec gen, and started immediately calling for a diplo victory. He never won, but he got within 5 votes multiple times.

The lesson: being the one to rush to build the UN in trying to prevent a cheese win by the other side can certainly backfire. Analyze alliances and population numbers first. If the numbers are close, it may be worth waiting and getting your city pop numbers up.

(not saying we shouldn't do it here, but just pointing out what can happen).
 
You're right silk..
But the reason why building the UN (or at least right after Charly or Obsolete got MM) ist that Mao would be our opponent in the election and truly noone likes him! So in case we build the UN right at the moment either mao or us would becom general.
 
Inherited turn:

I don't do a full checkup, because my initial look reveals we're just kicking ass. So that's good. I do note that Wang Kon has Fission, and we don't, so I reallocate our (massive) spy resources on him. Hopefully we can make some use of that. If not, well...meh. This game is won.

Turn 1:
Computers -> genetics
Lab -> Internet in Nottingham
Observatory -> Industrial park in Canterbury
Supermarket -> Industrial park in Mound City
Observatory -> Supermarket in Brighton

Obsolete gets a great engineer.

Turn 2:
Wang offers Mil. Science + 140 cash for Radio. I take it. Why? Because 140 cash is almost another full turn at 100% research, and it's not like he's gonna catch us in tech.

Reminded by this deal, I sell bio to Mao for 510 cash.

Lab -> Supermarket in Cahokia
Tank -> Supermarket in Dover

I decide that Brighton is only producing 113 science, but could be a badass production city. Time to pave over the towns! Farms/workshops it is.

Turn 3:
Mao wants to trade bananas for oil. This one, I decline.

Supermarket->Industrial park in Cahokia
Lab->Industrial park in Coventry
Lab->Industrial park in Newcastle
Supermarket->Industrial park in Brighton
Supermarket->Industrial park in Dover

Turn 4:
Lab->Thruster in Hastings (a spaceship part!!)
Security bureau->Moai Statues in Warwick. Because, hell: why not?

Turn 5:
Lab->Industrial park in York
Industrial park->Lab in Canterbury
Industrial park->Thrusters in Cahokia
Security bureau->Industrial park in National Park
Industrial park->Hospital in Brighton
Industrial park->Hospital in Dover

Holy hell -- a forest grows! In National Park's BFC!! Send workers to preserve it.

Turn 6:
Genetics comes in, fixing our health issues for the most part. Time for robotics (elevator).
TGD -> Lab in London
Industrial park -> Lab in Mound city
Industrial park -> Market in Newcastle

Great Prophet born in London. Whoopee. He and our Great Spy kick off a golden age.

Turn 7:
Observatory->Industrial park in Chaco Canyon
Industrial park -> Supermarket in Conventry
Hospital->Lab in Brighton
Hospital->Observatory in Dover

Mao kicks off a golden age to counter ours. That bastard!

Turn 8:
Lab->Industrial park in London. Also queue up supermarket.
Industrial park->Thruster in York
Lab->Wealth in Canterbury. This reduces our cash eaten/turn to less than 100 during the remaining 6 turns of GA.
Market->Wealth in Newcastle. We are now positive on cash at 100% science (in a GA).
Observatory->Lab in Dover

Send a spy to Wang Kon to pick up fission.

Turn 9:
Lab->Thruster in Mound City
Supermarket->Wealth in Coventry. We are now at +56 cash, and should be near positive when the GA ends.
Liverpool finishes a battleship. I fill up its queue with infra.

National park finishes its industrial park. Now this is what I'm talking about -- 5 engineers and three priests make it a viable, though not great, production city. Convert its spies to merchants and it brings us to +82 cash/turn. It starts on a supermarket, since it is currently starving...

Lab->Stasis chamber in Brighton. This city currently has 287 production.
Lab->Thruster in Dover. This city currently has 280 production, though it will be harder hit by the GA ending than Brighton.

Turn 10:
Obsolete wants to open borders. Sure, why not?
Charly wants bio. For free. I accept. It brings him to pleased, and he's still WAY behind us in tech.

Robotics->Satelites (other elevator prereq)

Supermarket->Research in London. As soon as Satellites comes in, this can be changed.

Turn 11:
Thruster->Research in Hastings. I really wish I could put an indpark here, but it lacks the health to support it. Ecology (recycling centers) will fix this.
Thrusters->Research in Cahokia.
Industrial park->Hospital in Chaco Canyon. Queue up lab, too.
Moai->Supermarket in Warwick. Queue up industrial park.
Supermarket->Observatory in National Park

Turn 12:
Internet->Industrial park in Nottingham. This will create health problems, but it has spare food, and I see ecology in our future.

Great prophet is born in National Park. With Canterbury at 6 turns for a GP, and Chaco Canyon at 9, we may yet run another GA in this game.

Brighton is now working every tile it ever will. Start turning farms into workshops.

Turn 13:
Satelites->Ecology. That'll finish off our health issues once and for all.

Observatory->Lab in National Park
Research->Docking bay in London.
Research->Space Elevator in Cahokia. I'd prefer to reverse these, but London isn't within 30 degrees of the equator, apparently. Drat.

Turn 14:
GA ends. We're now at -14 cash/turn. There are not enough turns left in this game to exhaust that supply.

Industrial park->Research in Nottingham.
Thruster->Research in Dover.

My mini-quest to make Brighton awesome has basically succeeded -- it now has 134 production, second only to London.

To steal fission from Wang, we'd need 16k+ spy points. Owee. We're way more likely to take it from the internet. Oh well. Reset our espionage to cover Charly/Mao, the only ones who are actually spying on us.
 

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You're right silk..
But the reason why building the UN (or at least right after Charly or Obsolete got MM) ist that Mao would be our opponent in the election and truly noone likes him! So in case we build the UN right at the moment either mao or us would becom general.

I pretty much ignored the UN. Why? I'm fairly sure whoever builds it will have to run against US for secgen, and we'll likely win. Also, I don't think anyone will build it before we win via space.
 
For the last time in this game I'll report about a quite boring turnset. Everything is goin' fine, and the game should be done within aprox. 20 turns. But nonetheless here the main points of my set:

IT:
Started once again with some MM and dialed up two additional deals:
Spoiler :

Screen31.jpg

Screen32.jpg



1961:
Ecology came in and I went on with Composites.

1964:
And here we go to save some teching:
Spoiler :
Screen33.jpg

:thanx: Wang
And we born a great engeneer, who'll finish our elavator a few turns earlier, so we'll get those hammer bonus for all casings.

1965:
Composites came in and we went on with Fibre Optics. And I hurried the elevator to get in next turn.

1966:
Here we go:
Spoiler :
Screen31.jpg


1969:
Fibre Optics came in and I switched to Fusion.

Here I finished my last turnset so far.

Just a little comment about the "waste" of cash: Doing so we'll save 2 turns and as we only need this last tech we can keep this deficit.. So don't change to positive cash until fusion is in!
And enjoy finishing this game! :lol:
 

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Yours to finish off Cripp.

For the record, a golden age might've been a better use for the engineer. Not that this one'll be close...
 
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