sc:01 Moddern war

Madtown said:
Actually, in many cases a caravel is better than a galleon for spy transport because it can enter rival territory w/out OB. Might be good to have one or two around, no more than that though.


Good point about the spies. I think we do have a few caravels kicking around right now still. Although I'm not entirely convinced that we should plant the spies NOW, because although they get the 5 turn waiting bonus, they're going to be sitting around for a lot longer than 5 turns, and can get caught while waiting around. But good point about the caravels, and we should probably build more. (I know subs let you store spies too, but I don't think they ignore borders and such)

Madtown said:
@ S.ilver: you can draw and delete those lines by entering the strategy layer. Zoom out of the map a bit and it should be one of the icons on the bottom right sie of the screen. This is also another way to create signs.

You know I'm gonna be screwing around with lines now :D Especially for the battle planning.

Madtown said:
Tasks for my turn:

-found Mining Inc. and spread it across the land
-research RR --> combustion
-update worthy garrisons to infantry, delete and replace the rest
-build rails everywhere (maybe a few more workers too)

We also need biology soonish, because our cities are about to lose a bunch of food when we switch to Free Market.

I'm still keen on the Pentagon in Giza. Only Liz can build it, and I took a look in most of her cities, and the production is not great, so Giza should breeze to it. Giza is also THE spot for Three Gorges come plastics (still a while away).

Mighty Dwaarf said:
As far as I know with corps is the more benefit you get the more it costs the target city in maintenance. Generally though cost isn't a problem if you have HQ in your Wall Street city. I normally use the food corporations so that you can use specialist to be flexible to boost what each city specialises in e.g scientists in Sci cities, Merchants in Shrine cities, Eng's in production cities.

I'm looking in manual and its saying that Mining Inc gives Gold per resource rather than production?? Creative Constructions is the Engineer corp that gives production per resource, but this requires combustion??

Mining Inc gives an extra hammer per resource it uses (gold, silver, copper, iron, and coal), nothing else. Creative Constructions gives half a hammer for its resources (which don't all overlap with Mining Inc), and it gives 3 culture for each as well.

The main thing is that Mining Inc gives you the most hammers for your resources, but Creative Constructions doesn't conflict with Civilized Jewelers and Aluminum Co, so you can put all 3 in one city (otherwise you just get Mining Inc). But the strategy of packing all 3 in one city is a culture strategy (add Sushi too). Since we're looking at production, Mining Inc is the best.

@Madtown. We have some extra resources not connected that Mining Inc could use. A border pop at Avaris just brought another silver into our territory, and there's that island near Avaris that has the "city?" sign on it. It has silver and oil, so it's definitely worth settling, if only for the extra hammer in all cities.

There's also coal on the island off the coast of Abydos, but I'm not sure how we would get that. Settling anywhere on the island except for directly on the coal would overlap too much with Abydos. Might want to bite the bullet and settle on the coal for instant connection, and then just let the city live off the water.

Also, if we want to factor in increased production for Mining Inc in who we attack first, De Gaulle's continent (and associated islands), has 11 resources, while the Spanish continent has 16 resources.
 
Other way? I thought that was hte only way. What's the way of doing it without zooming out ?

Alt-S to use the sign tool. I don't think you can draw lines without the "strategy layer" though.
 
Yeah, I knew about the Alt-S for the signs, as well as using the strategy layer. Just didn't know it was possible to draw lines (although I should've known better, because Simon used them earlier to mark pre-chopped forests, duh!).
 
Not happening tonight, guys.

Teh woman dragged me out after the brewing session. Hopefully tomorrow.
 
1760 AD (IHT): Do a check of all the cities, things look good, although there will need to be some minor changes to some cities’ tiles once we move out of SP – also a few other minor optimization changes.

I’m not going to list all the builds this time as it has become too much work. Instead only important builds will be noted.

IBT: we lose a privateer to a Persian galleon in the open ocean.

1762 AD:

RR is in and we go with combustion next (5 turns).

Giza finishes its factory and starts the pentagon (15 turns).

I revolt to Free Market and our finances go from +43 to -40 at 80% :cry:

Found Mining Inc. in Memphis.

1766 AD:

I have to farm over two of the jungle tiles at our NP city in order to give the city enough food to work and grow. Being able to grow more will outweigh the benefit of those 2 extra specialists.

1768 AD:

We get a good event at Thebes.

masterblacksmith.jpg


1772AD:

WS finishes in Memphis and we net an extra 60 odd gold per turn.

Also, combustion is in, Bio next (4 turns).

I begin upgrading our navy to modern units. I also go around and delete any units that are unnecessary – this is mostly low level, outdated troops.

1776 AD:

Darius wants a defensive pact. Heh, yeah right.

dariusdefensivepact.jpg


1780 AD;

Bio finishes and we go with electricity next.

I neglected to build any mining inc execs, in favor of a factory in Memphis. The factory will finish next turn, so we can begin spreading the corp around like wildfire.

I wish I could’ve done more to upgrade our garrisons, but 10 turns just isn’t much time. We do have some cities pumping out infantry for this purpose now. It is more cost effective for us to build new garrisons than to upgrade them from x-bows at this point. Thus, just delete the x-bows once the new garrison arrives.

Many of our workers have been paired up and are building RR routes across the continent.

As soon as our troops have been updated and we have modernized our navy we need to go back to infrastructure builds. Many of our cities still lack markets and banks. Also pulic transportation will be necessary in many locations as the health penalty rises due to factories and growth.

We have more caravels than we need, so feel free to upgrade some of them as cash allows. 2 per coastline should be sufficient for any spy transportation.


ROOSTER
1: Simon_c
2: S.ilver
3: Madtown <-- Just Played --
4: Quotey **UP NOW**
5: Mighty Dwarf <-- On Deck --
 

Attachments

Good turns Madtown! Looks like we're shaping up nicely for our intended goals.

And good call about those jungles. If you think of it, biology boosted farms on grass make 4 food, so you can support a spec on that anyways.
 
Good turns Madtown! And good call about those jungles. If you think of it, biology boosted farms on grass make 4 food, so you can support a spec on that anyways.

Yes. We may even want to farm the third jungle as well. i'm not sure as my counting skills were a bit hampered (:crazyeye: 1,2,3, many).

Also, I wonder if merc woldn't be better for us since most of the AI are using that civic as well, plus we have the SoL and are still in representation.

Come to think of it, merc would almost certainly be better. At least, until we get the corp spread around some.
 
Looks like a good set. I've had a quick look at the save. Here are some comments, and thoughts.


Memphis: Tweak it to grow a little.

Amsterday: Has a cottaget that should be a workshop now and some of the farms can be changed to workshops too. A levie would probably be useful

Helio: needs a farm I think, or to steel a tile from another city

Elphantine: needs some public transport.

PiRam needs a factory

giza can delete most of the old units. The swords with CR2 and axes with cr3 could be worth upgrading, probably junk the rest though.

Should Hieraconpolis, Asyut, Buto, Edfu, really build a factory ?

Still need to get a worker over to the island forrest near Abydos


Busiris: I don't think an Airship is a useful unit for us...
 
one more question.
Do we want to electrify all the cities now, or just the major production ones, and leave the rest until we get the twin gorges damn ?
 
About the factories... I'm not sure they have anything else valuable to build. Their production is not great, so other infrastructure takes a LONG time. Units to help us prepare for war also take a long time. So despite taking a while too, the factory will eventually slash that time.

Also, when we spam Mining Inc around our cities, that's 15 more base shields that will get amplified by the factory, and that's definitely no laughing matter.

About Mercantilism, we are doing some trade with the Spanish continent, at least we were on my turnset. The cities on the western side of our continent were pulling in 3x as much gold from trading with England and Persia. Not sure how that would affect our finances. We would still actually make money from the corp even if we were in Mercantilism though, as it's just a 25% discount on the maintenance.

Also, airships are probably the best unit to supplement our navy if we want to repel attacks before they land (at least in this age). They get a bonus vs ships, and our own fleet would be able to clean up the enemy without getting too heavily damaged. This is of course, assuming it is a priority that we stop the enemy before they land.
 
Amsterday: Has a cottaget that should be a workshop now and some of the farms can be changed to workshops too. A levie would probably be useful

Don't go overboard. Remember that workshops are food negative again now that we are in free market. We need to make sure to count the deficit and surplus carefully.

Helio: needs a farm I think, or to steel a tile from another city
A worker is building one now, IIRC. the starvation there was caused by the switch from SP.

Elphantine: needs some public transport.

As do many of our cities, but I think we should focus on destroyers for our coastal powerhouse cities right now until we can secure our coast better. Homeland Security is more important right now than the health of our citizens.

Ugh, I can't believe I just said that. Sounds so familiar to me but I can't place where I've heard that logic before :rolleyes:



Should Hieraconpolis, Asyut, Buto, Edfu, really build a factory ?

Yes. It may not look like they have much prod, but with a factory and mining inc they will be able to get out infantry in 4-6 turns. Good enough in my book.

Busiris: I don't think an Airship is a useful unit for us...

You must not use airships very often then. IMO, they are one of the best industrial era units. Their use is not so much about defense, but scouting. We can scout a great deal of ocean with them and get advance notice of impending attacks. Alternatively, they can be stationed in allies cities (with OB) and be used to scout deep into enemy territory. IMO, it's always useful to have a few of them around. I'd build 2 per coastline.
 
Factories:
Ahh yes, with mining Inc it will make a huge difference. I often get to the same state with a large empire. Do I just set the small non-contributory cities to science and ignore them, or eke out some low level production say for spies, or fighters.
But yes, with Mininc Inc, it makes sense.

Yeh, I suppose the airships would be useful for that. It just seems like Flight is just around the corner, but at the speed we're teching, *everything* is just around the corner.
Thanks for the insites.
 
Factories:
Do I just set the small non-contributory cities to science and ignore them, or eke out some low level production say for spies, or fighters.
But yes, with Mininc Inc, it makes sense.

Once their factories are done, I'd have them build infantry garrisons while our larger cities focus on more important infrastructure like levies, drydocks, banks, or public transit.

If there is truly nothing for them to build that we need, then set them to build cash to speed up our upgrading of troops.
 
It's been 48hr now, I'll skip Quoty.

Mighty Dwarf, you're up.
Unless Quoty posts a gotit before you.

ROOSTER
1: Simon_c <-- On Deck --
2: S.ilver
3: Madtown <-- Just Played --
4: Quotey Skip.
5: Mighty Dwarf **UP NOW**
 
Oh. Buggery. I even read the discussion, did not realise i was up. Got it for tommorow since Dwaarf cannot play till Thursday. Sorry!
 
Lurker's Comment:

Looking good, guys.

A quick thing for Aerial Warfare:

If you plan on taking out de Gaulle and Montezuma, then your first target will have to be the small Aztec island close to the mainland. If there's space for a city there, settle and use culture to switch the Aztec city over. Basically, you want one medium city and (maybe) a few crappy cities on one-tile islands to hold Marines, Paratroopers, and your Navy. The medium-level city should have an Airport as well, letting it hold 8 aircraft. Combined with the normal capacity (4), you can have many aircraft flying around harrassing the French. I also suggest building a Carrier to hold Intercepting Fighters for each eventual naval stack, protecting them from probable French counter assault.
 
I'm real sorry, but Ibhave to get a skip. I won't have access to a decent computer until next week, and the ITs on my laptop take several minutes each. At this point, moving units, builds completing and even scrolling is a chore. If I am lucky I will be able to play on Friday, so if Dwaarf could grab it tommorow, it'd fit fineish.
 
ROSTER
1: Simon_c <-- On Deck --
2: S.ilver
3: Madtown <-- Just Played --
5: Mighty Dwarf **UP NOW**
4: Quotey [swap/or maybe skip again]
 
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