SGOTM 08 - Gypsy Kings

We need the higest score possible... 0.2 wonders/turn shouldn't be hard. Anything that gives scores under that shouldn't even be considered. As such i suspect we have quite a while to go yet... We certainly shouldn't use any engineers for the early wonders, much better to save them for the last possible wonders if we have any spare ones to speed up last wonder completion directly. Obviously we should try to win same time as the last wonder is built... Delaying corporations that late doesn't seem wise to me as it is needed for all the corporations, seveal of them will probably be useful. Generating 10 correct great people for corps + whatever prophets we need for shrines + 5 for golden age seems like it might be hard. Seems better to me to delay the golden age until after communism(can use the spy) and/or after we capture joao. How many trebs/knights maces will it take to take out joao? Why would we lib for physics when we can get radio which is 50% more expensive? How are we going to get steel before gunpowder and chemistry :p.
 
Following some IM discussion with hw, oyzar etc my thoughts on current position and overall strategy are as follows. Apologies in advance for the length... :p

Victory Condition
No question in my mind here that Domination will be best, since it'll give us more control over our end date than a diplo win, and we'll want to kill most of the AI anyway to capture the missing wonders.

I agree with oyzar's metric of roughly 5 turns per wonder, assuming we tech up to at least Mass Media (giving 59 of the 62 available wonders - missing out the three higlighted in italics by aj above) and win domination around turn 300 or so. (We are currently turn 166/500).

There's obviously scope to play beyond MM - for example, Industrialism + Plastics gives two more wonders (3gorges + standard ethanol) and computers + robotics gives 1 more (space elevator). However, since it's probably unlikely we'll be able to tech much faster than 5 turns per tech towards the end, we may do better to skip some of the later wonders and just finish earlier. (Artillery + Rocketry for aluminium co. might be another one to skip, depending on whether we want art. for military reasons).

Obviously we can better decide what will maximise our score once we get closer to winning (and maybe end earlier, assuming we're in a position to do so by taking the win), but to keep our options fully open here we should start fighting sooner rather than later.

So overall I would say we're still aiming for a domination win, probably around turn 300 with Mass Media, but maybe earlier if we can pull it off with a better ratio.

Economy
Again, no question in my mind - with all the overseas conquest we plan to do, and the need to keep our tech rate healthy - that the best way to do both together will be with State Property.

So given that we'll be in SP anyway... the workshop economy (bureau + caste system) does become more attractive. With Oxford Uni in our capital, bureau is probably worth another 100-150 beakers, and using workshops to build wealth allows us to skip expensive markets, grocers, banks etc in favour of factories and power that are way quicker to build (given that we will be building them in high hammer workshop cities). Except for the 6 banks we need for Wall Street.

This also lets us keep the science slider high to maximise the benefit of the high % science buildings that we are going to build regardless, and finally it also gives a modest hammer boost to pure production cities as well, where workshops are used for building military and wonders.

But all that said, in the long term - and we are still likely to play another 100-150 turns - I just can't see 4hammer workshops building wealth competing with the 7G per town that we'll get from running free speech / emancipation (even after allowing for the 100-150 beakers we'll lose from bureau). And after all, we'll still be State Property, so workshops still won't be bad - we can still get a lot of the benefits mentioned above (especially in any newer captured cities that won't have time to develop their cottages) just with one less hammer that we would have got from caste system. And to some extent this will be offset anyway by getting +1 hammer per town from democracy towards the end.

So in summary - I'm in favour of a cottage economy. 7:gold: towns are going to trump 4 hammer workshops in the long run. Given how big we are going to get, this should easily make up for the 100-150 beakers we'll lose from bureaucracy. Especially since the multipler buildings for a workshop economy (factories and coal plants) are quite a way off our current tech path, whereas the science multiplers are not. (After astro, commerce cities can be getting average multiplier for gold / science of +50% easily assuming science slider at about 60%; whereas workshops will be multipying +25% only from forge). I.e. that's 10 coins per town compared to 5 coins per cottage.... At 30 cities (us + joao) that's only 1-2 towns per citywhen the cottage economy would outperform the workshop + bureau economy.. and we'll obviously have many more cities (and towns) than that.

So with all that said... (and if others agree) the rest of the decisions get a lot easier I think.

Techs
I would suggest the following tech order:
  • Democracy (4000) - for emancipation and SoL; and gives us time to start buildinbg more workers and cottages before getting..
  • Astro (3000) - overseas trade routes will be huge, as will all the resource trades, which would come just as we start having real happiness and health issues; obsoletes colossus so worth having a few cottages ready to work at this point (and prob start a Golden Age switch to emancipation about his time to get the 100% growth for them) - hence democracy first
  • (optional?) Economics (2000) - not really needed yet but after astro, the +1 trade routes from Free Market are very attractive, and it's a cheap tech (2000 beakers) that could pay for itself quickly; researching it now would also allow us to switch to Free Market for free during the emancipation / Astro golden age; custom houses go really nicely with our current setup too (5 trade routes per city, all coastal, lots of AIs to trade with... nice :))
  • Sci Method (3500) - obsoletes GL;
  • Physics (6000) - this is about 14 turns at our current tech rate (so maybe 8-9 turns by the time we get to this stage), but getting it earlier allows us to attack Joao several turns earlier (see below) and it's such an expensive tech for its time that it could be worth taking with liberalism (or of course if we think another AI is in danger of taking liberalism); or alternatively may be worth bulbing a GS here instead since it now sounds like we are going to have comfortably enough Great People
  • ... tbd (either take a break for gunpowder and military trad. at this point to speed up post-joao conquests, or plough on towards electricity / radio if we are still saving liberalism for radio).

The question on whether to use liberalism on physics (6000 beakers) or radio (9000 beakers) is obviously one to take nearer the time - it doesn't affect the next turnset anyway, but I'd assume we'd spend it on one of those.

Military
As noted above, I think we should get started on this soon. With Astro so important anyway (for the happy resource trades and overseas foreign trades) we'll have galleons for speedy transport, so no need for 2 move units like curassiers. Although maces are a bit weak, with maces and trebs (engineering from pericles) they'll do just fine. Joao doesn't even have that many longbows yet. And since he doesn't even have metal casting yet, we don't have to worry about crossbows.

The biggest problem is our lack of production. We don't actually have that many decent production sites. Though we can still probably churn out 2-3 units per tun (mix of maces and cats) a few turns from now which should be enough to get started against joao about 15 turns from now (when we get astro) with a stack of about 30.. So I think it is probably time. :)

This means fewer workers in the short term of course (building troops instead) so the alternative is to use that production building workers instead and wait until physics (when airships will make things easier) to attack with maces, trebs and airships instead. Obviously that means Joao will be stronger and it'll be later in the game before his cities are contributing to our economy (and ditto for subsequent victims) so I could be persuaded either way. Personally I think we go for it now rather than waiting for physics - I think we can find places to squeeze in the wokers we need and do both. (Plenty of ciites that don';t have barracks anyway). Also, I am leaning strongly towards inserting Economics for the big +1 trade route and custom house boost (and to switch to FM during the emancipation golden age) which makes waiting for physics even less attractive..

So in summary:
  • cottage economy
  • demo > astro > economics? > sci meth > physics (from lib?)
  • attack joao with maces / cats / trebs / galleons
  • aiming for domination win around turn 300 with MM and 59/62 wonders (unless we see an opportunity nearer the time to win earlier with a better ratio..)
BTW - I agree with pretty much all of oyzar's notes about city MM and trades.
 
I think we need to focus on workers for now, we can't afford to go to war when we have this much unimproved land(especially with astro comming). Airships should help quite a bit at any rate...
 
Another point - Perhaps Ulundi should switch its specialists to as many Priests as it can run. After capturing holy cities building a shrine is possibly the simplest wonder we can get - if we have the prophets ready. Even consider building a Temple in Ulundi to house an extra priest.

I'm with Oyzar on the workers. We could get out another 7 or 8 of them (approx 10 turns if we finish Universities first) before troops. Should only delay taking out Joao by a short time, but well worth the extra commerce from earlier cottaging.
 
IMO we need to to start with the troop ASAP because the offense will take time(to build galeaon then load/unload ...) and we are short of time as we are going to go only up to Mass Media. I think AJ is right about priest specialist in Ulundi. My point is that we don't need to spend hammers on workers better to use the best prod. cities for troop now and to use high food cities for producing worker in the same time! With good management and Hagia Sofia (i don't remember what happend with it) we can create all the needed improvements(cottages) in time!

I agree with Munro :
"
cottage economy
demo > astro > economics!!! > sci meth > physics (from lib?)
attack joao with maces / cats / trebs / galleons
aiming for domination win around turn 300 with MM and 59/62 wonders (unless we see an opportunity nearer the time to win earlier with a better ratio..)
"

IMO we will get Physics, Electricity or Radio from Lib. Its metter how fast are the AI's.

Yes if we have spare GS we can lblub Physics. I just want to know - are we going to get red cross. Its a quite expensive wonder as it need 6 hospitals so... what about it?
 
Why is it better to build troops only in production cities? building workers everywhere then troops everywhere gives more worker turns and same troops as building workers only in non prod cities all the time and troops only in production cities...

We don't have feud guilds or banking, i don't see what the hurry is to get to economics, it is not like we will lose the GM and we'll have to spend a GA if we want free market...

Having airships will help quite a bit with the invasion of joao and it will lead to more developed land at the same time.

Red cross is the same branch as sushi, not getting them seems like a bit of a waste..
 
We don't have Hagia Sophia - although I suppose we will capture it, eventually.

I see your point about Economics Oyzar. Once we have met the other AIs we will be better able to assess when we take the free GM. Furthermore, this is a branch that the AI often techs down, so we should be able to pick up Guilds and Banking through trade. It further strengthens the case for waiting until a few turns before Communism for starting the GAge.

As it is now, we have no use for Great Scientists other than for triggering a GAge. So I agree using one to bulb physics would be a good idea. I also think we want Communism sooner rather than later - which requries Liberalism. Our tech path is really quite short now:
Demo -> Astro -> Sci. Meth -> Physics (with Bulb) -> Liberalism -> (Electricity) -> Communism -> Radio -> MM.
We could trigger the GAge just after Sci. Meth.

Alternatively, if we want sooner Communism we could bulb Sci. Meth and use Liberalism for Physics. I think this is better, since that tech path is so short we desperately need to get the conquering under way.

The Biology -> Medicine -> Refrigeration branch gives 4 wonders. If we can tech all 3 of them in 20 turns, then sure, they are viable. Hopefully out cities are production powerhouses by then and can churn out the hospitals fast enough.
If our conquering is going smoothly however, we might find it better to leave out this branch.

Or maybe in the late stages of the game we could revolt to slavery/US: whip/hurry allthe banks, hospitals, theatres and courthouses we need. It's not as if our population or gold matters after that point.

Edit: Actually, better to start the GAge after communism: use a GSpy and a GS for it - and we'll hopefully pick up Economics before the end of it.
 
Sci. Meth -> Physics are expensive techs. We will trade for Feudalism and maybe for Guilds. Then Banking and Economy will come quite fast as they are cheeper tech.
The route through Economy will boost our research. We will want to switch to emancipation anyway so emancipation+FM in one GA will be easy achieved. Also it is too early for SP. As i said before SP will have good effect after we conquer more cities. With 5 cities so close to the capitol as it is now the efect will be minor.

Airship are just easy replacement of the cats so i dont see any reason to wait for them. IMO we need to start conquering ASAP - i.e. right after we get Astro and some Galleons.

@oyzar - my idea to build troops in prod. cities and workers in food rich cities is because it will be good to start the conquest as soon as we got the first 3-4 Galleons and this wont be posible if we are producing workers in the next 10 turns.

There is a civic for 50% faster workers - is it an option at least trough a GA (to go into the civic at the start of the GA and to turn back at the end).

From my experience the workers are dead end invesment over all because in one point before the railroads it happen that they dodn't have anything to do. Then after the railroads are ready its the same for the bigger part of the modern age. Now we wont go deep in the modern time but we defenetly will have lot of time before the railroad comes into play. So are all those workers needed so badly.
 
While the effect of SP as you say is minor, it is still stronger than free market by a very large margin(not only does it save more commerce than free market gives, but what it saves is also affected by inflation).

Workers are certainly not a dead end investment with as many unimproved tiles as we got, normally having more workers sooner is sensible which is why it doesn't make sense to build many in this part of the game, but in our current situation we really need to get workers to get our cottages up and runing.

I don't think starting the conquest before we have at least a couple airships is a good idea anyways given that we are almost beelining physics. Airships are by no means replacements for cats/trebs. They make the survivalrate of siege weapon much higher by damaging the top fender, they are almost the opposite of siege in that they only damage top defender while more often than not siege weapons just damage non-top defenders. By decreasing our losses airships allows the conquest to both go faster and possibly cost less hammers once we do start, when we do need to build workers anyways i don't see any reason NOT to delay...

If we take serfdom through the GA we give up emancipation, which doesn't seem like a good idea, though i guess it might lead to more cottages for a while(however keep in mind it only brings the turn to build a cottage down from 4 to 3 so it is not all that good when we are just building cottages).
 
How many Golden Ages do we suppose we will have before the end of the game?

Bear in mind a GAge gives extra commerce per tile - eg, for Yaso working current tiles it would earn an extra 11 on top of its 57 raw commerce, or ~+20%. Across our empire at 50% research this is approx an extra 80-100 beakers per turn, or 1200 beakers for the whole golden age. A bulb from a great person gives a similar amount.

I guess what I'm saying is if we have a choice between using a GS to start a GAge or for bulbing physics, we're better off going for the GAge - assuming we have another to pair up with him.

Our first golden age we could use up the GS in Yaso, and whatever Yaso produces in 5 turns time. If Yaso produces another GS, then we could use the merchant in Ulundi.

The second golden age will require 3 GPersons - one of which will be the spy from communism, the other could be the free GS from physics and the 3rd the GM from Economics.

This still spares the GA for Creative Constructions, and the GE for whatever. Not to mention extra great people produced by Yaso or Ulundi in the mean time (hopefully prophets).

So I think planning to have 2 more golden ages is very feasbile, and very useful - giving us at least as much commerce benefit as a bulb, not to mention all the extra production for building troops.

It follows then that we can easily afford an extra civic switch to Free Market before the eventual switch to State Property. Of course this assumes we want to tech Banking and Economics ourselves - approx an extra 7 turns assuming we trade for guilds, 10 including guilds.

+50% worker speed also implies we need 50% fewer workers. I quite like HW's idea to switch to Serfdom during the GAge.

Another thing I was thinking about... after we take out Joao, what will we do with the airships? It's not like we will have carriers, and with a range of 8 it might be difficult (build new cities?) if not impossible to get them into battle with the other AI. I'd rather take out Joao slightly sooner and not build any possibly 'dead-end' airships. This question will be answered once we have everybody's maps.
 
Having a 4 great person GA seems like it would be quite a waste. As you already said a 2 person GA gives about the same beakers as 1 bulb... We certainly don't any more than a 3 person GA so we should be sure to time these right... We need to make sure we have the correct GP's for the corps... Given that we aren't in caste and aren't really planning to run caste much we can't really predict what GP's we'll generate as such saving apropriate GP's might be wise...

50% faster workers certainly doesn't mean 50% fewer workers... It takes a worker 3 turns to build a cottage instead of 4(same with chop if you count movement, worse for chopping jungle) this is 25% less workers needed not 50%..

Once we start battling with the other AI's we'll take some cities from them, we can sail the airships there...
 
Having a 4 great person GA seems like it would be quite a waste. As you already said a 2 person GA gives about the same beakers as 1 bulb... We certainly don't any more than a 3 person GA so we should be sure to time these right... We need to make sure we have the correct GP's for the corps... Given that we aren't in caste and aren't really planning to run caste much we can't really predict what GP's we'll generate as such saving apropriate GP's might be wise...

50% faster workers certainly doesn't mean 50% fewer workers... It takes a worker 3 turns to build a cottage instead of 4(same with chop if you count movement, worse for chopping jungle) this is 25% less workers needed not 50%..
How many corps do we think we'll get? I was under the impression that anything beyond Mass Media and maybe Biology isn't worth the effort.

And yes, a 4 person GA probably isn't worth it either. Timing something along the lines of:
1st GAge - begin post Democracy - revolt to Emancipation (no Serfdom). Research Economics before the end and revolt to Free Market.
2nd GAge - begin post Communism, revolt to State Property.

After Radio we would expect to build Cristo Redentor to allow us to revolt back to Free Market for founding corps and/or slavery/US for whipping/hurrying.

Once we start battling with the other AI's we'll take some cities from them, we can sail the airships there...
of course. my bad... :crazyeye:
 
Well we are looking at 59 of the wonders in as few turns as possible, so we are going quite a while beyond mass media...
 
We have iscussed mot of the issues so maybe its time to play.
Did someone check the maintenance thread? Is there finish date set?
 
Well the issue that remains is basically more workers sooner compared to troops...
 
I guess i'll play today wether we get this issue solved or not...
 
No we can't... Joao have longbows so we need a lot of troops... While we are bussy building troops our empire will suffer...
 
Back
Top Bottom