SGOTM 09 - Fifth Element

I won't be looking at the save until tomorrow morning but I have a few questions and comments....

I did factor in the bonuses for Copper and Aluminum, but I didn't catch that the few cities named didn't have an Industrial Park. I'll examine that possibility to see if the delay actually cuts production time.

I MM all the cities to produce maximum hammers for those building SS parts, and MM for wealth and commerce in those respective cities.

I did not factor adding Mining Inc to any cities that do not yet have it. We would need to build an Exec in a city we don't need for production.

I didn't think of the fact that spreading Sushi allows us to run more specialists. I'll check into that with the same concern above.

Right now it is showing research time as 1 turn for each of the techs listed.

There are still 4 turns left in this golden age. If I start another Golden age before this one is over, does it add turns to the end of this age or do you lose turns? Should I wait until the last turn of this age or the first turn after? Hopefully someone knows the mechanics of this.

I need to check our Great Leaders and see what we need. I thought we already had a G Sci. If so we need three different Great Leaders. If so I'll switch the Scientists in Pindus to something different. We should have another GL pop a couple of turns later.

I was also going to check to see if you can pay to hurry space ship parts.

I hope someone can come up with a way to cut another turn off my build times. I tried to get them all done in less than 6 turns but have two that are still at 7 turns. When I started out, It was 9 to 10 turns.

I'll also look at what improvement changes can be made to improve production.

I'll check back in about 12 hrs for input. I may very well play in about 16 turns, if there isn't any input. I'm not in a hurry so I could go a turn at a time.

Any ideas for getting the AI to trade some more metals to us? Each one gives us another free hammer, but right now the AI won't trade them.
 
I won't be looking at the save until tomorrow morning but I have a few questions and comments....

I did factor in the bonuses for Copper and Aluminum, but I didn't catch that the few cities named didn't have an Industrial Park. I'll examine that possibility to see if the delay actually cuts production time.

I MM all the cities to produce maximum hammers for those building SS parts, and MM for wealth and commerce in those respective cities.

I did not factor adding Mining Inc to any cities that do not yet have it. We would need to build an Exec in a city we don't need for production.

Build a Mining Inc. exec in Lisbon to spread to Evora. The rest of them have it already.

I didn't think of the fact that spreading Sushi allows us to run more specialists. I'll check into that with the same concern above.

Babylon has a Sushi exec ready to spread. There is another in Pindus ready to go. Since Pindus isn't building SS components it can continue to crank out Sushi execf for a few turns. Blubzville is the nearst airport to airlift Sushi execs if necessary.

Right now it is showing research time as 1 turn for each of the techs listed.

If you queue up the research they all display as 2 turns. With overflow some will be finished in one turn. The turn numbers that I displayed are best guesses on my part.

There are still 4 turns left in this golden age. If I start another Golden age before this one is over, does it add turns to the end of this age or do you lose turns? Should I wait until the last turn of this age or the first turn after? Hopefully someone knows the mechanics of this.

Starting anohter GA will just add more turns onto the current GA. You can run several GA back to back in this manner. Start it as soon as the GE pops next turn from Fusion.

I need to check our Great Leaders and see what we need. I thought we already had a G Sci. If so we need three different Great Leaders. If so I'll switch the Scientists in Pindus to something different. We should have another GL pop a couple of turns later.

We have a GSci and a GArt camped out in LP. When we get the GE from Fusion we will have 3 GMen for the Golden Age. The only GMen woth popping after that are GSci for bulbing (although even that may not improve the finish since it is less than 1 turn of research. We may be able to pop 2 additional GMen in the next few turns while in GA.

I was also going to check to see if you can pay to hurry space ship parts.

No...they are projects, not buildings or wonders.

I hope someone can come up with a way to cut another turn off my build times. I tried to get them all done in less than 6 turns but have two that are still at 7 turns. When I started out, It was 9 to 10 turns.

If you want suggestions for a more detailed build plan, I won't be able to analyze the save again for another 13-15 hours. We should be able to have everything built in 8 turns which is the best the research will allow.

I'll also look at what improvement changes can be made to improve production.

I'll check back in about 12 hrs for input. I may very well play in about 16 turns, if there isn't any input. I'm not in a hurry so I could go a turn at a time.

Any ideas for getting the AI to trade some more metals to us? Each one gives us another free hammer, but right now the AI won't trade them.
Done with another hard day at work.
 
Mesix the spammer beats again.

Industrial parks do not add to production, only the ability to run engineers. To do so, we must have enough population.

Nippur will build the Genetics and the Satellites parts (forgot the name). How many turns to a (hopefully) GS pop? If we got satellites before then we can't pop nothing useful.

Engines can go in Blubz and maybe LP or Babylon (2 engines shorten the trip by 2 turns, tested). Much will depend by overflow. In Babylon there's room for some chop, i think.
 
I forgot about using forest chops to speed the SS parts. I'll look into that possibilty.

Another question on the mechanics of starting the next golden age. How do you designate the three GPs? Do You have to shift-click to select all three or do they have to all be in the same city?

Unless someone can come up with a different build plan, I'll be using the one I posted earlier. I'm going to double check my results one more time.
 
I forgot about using forest chops to speed the SS parts. I'll look into that possibilty.

Another question on the mechanics of starting the next golden age. How do you designate the three GPs? Do You have to shift-click to select all three or do they have to all be in the same city?

Unless someone can come up with a different build plan, I'll be using the one I posted earlier. I'm going to double check my results one more time.
 
The GAge following another one adds the total GAge turns to the previous one.

If we have more than 3 GPersons you need to stack the 3 you wanna use for the GAge to avoid to use the one you wanna keep.

If we have only 3 GPersons, no problem, just click the GAge on one of them.

Be care, it's easy to lose one turn for few hammers.
 
An industrial park gives a free engineer. It also allows more engineers to work. All of the SS building cities are capable of maxing the engineers after an industrial park is built. That is 6 raw :hammers: which is 15-21 modified :hammers: per turn depending on what is being built. It is well worth the 1 turn of build time in each city, especially since the SS will not be delayed by this tactic.

The launch date will be defined by the build time of the final component after research is complete on turn 187. If we can finish it in 1 turn (only possible in Nippur with proper overflow, not any other city) then we will launch on turn 188. If it takes 2 turns to build then we will launch on turn 189. The other parts will have to be managed so that they are also finished on the same turn in different cities.
 
Mesix the spammer beats again.

Industrial parks do not add to production, only the ability to run engineers. To do so, we must have enough population.

Nippur will build the Genetics and the Satellites parts (forgot the name). How many turns to a (hopefully) GS pop? If we got satellites before then we can't pop nothing useful.

GS can bulb Genetics partially.

Nippur MUST build the Ecology component since it is the only city that can finish it in 1 turn with proper overflow. The Genetics part can go into another city (maybe Blubz or Evora) for a 2 turn build.

Engines can go in Blubz and maybe LP or Babylon (2 engines shorten the trip by 2 turns, tested). Much will depend by overflow. In Babylon there's room for some chop, i think.
It will take careful planning to launch on turn 188. With minimal effort we should get turn 189.
 
I don't see your sig yet Mesix


Nope didn't work.
 
Thanks for posting a useless random post UT...I guess you are trying to get your post count up too. Maybe our whole team can combine for the postcount of TMIT.
 
It will take careful planning to launch on turn 188. With minimal effort we should get turn 189.
I think the Ecology part is so cheap that any city can build it in time. Our powerhouses are Nippur and Blubz, but i think they will be busy by then.

A GS will pop a part of Bio, sure. But if you got Satellites, he will pop Laser. Sure like hell.

The bet can be: if we are sure enough to pop a GS, let's research Eco instead of Satellites. If not, follow the path and build an useless academy.
 
I was just trying to help a brother out with his signature
 
I think the Ecology part is so cheap that any city can build it in time. Our powerhouses are Nippur and Blubz, but i think they will be busy by then.

A GS will pop a part of Bio, sure. But if you got Satellites, he will pop Laser. Sure like hell.

The bet can be: if we are sure enough to pop a GS, let's research Eco instead of Satellites. If not, follow the path and build an useless academy.
Genetics - Stasis Chamber 804:hammers:
Ecology - Last tech required Life Suppport - 670:hammers:

Provided Genetics is researched first, we have a few cities that can build the Stasis Chamber in 2 turns.

Ecology is coming last (about turn 187) and only Nippur can finish the Life Support in 1 turn, and then only with proper overflow.
 
Your hammer yammering is making my head hurt. ;) It is all sounding good, tho. I certainly don't think I can add anything until after my head stops bleeding. Go turn 188!!
 
Genetics - Stasis Chamber 804:hammers:
Ecology - Last tech required Life Suppport - 670:hammers:

Provided Genetics is researched first, we have a few cities that can build the Stasis Chamber in 2 turns.

Ecology is coming last (about turn 187) and only Nippur can finish the Life Support in 1 turn, and then only with proper overflow.
Life support doubles production with copper.
 
My turnset is in. No real surprises. Tech pace wasn't enough to get each tech in 1 turn as I had hoped. So the build que I spent so much time planning, had to be re figured. It looks like Turn 188 will be the launch. I put in a few Spies as cheap builds ( for max hammer overflow) in a couple of cities to give us an option where to build the last two parts. The next player should double check everything though.

I have positioned some Workers to be able to chop Forests for a boost in production, but they have not started. Right now Blubmuz has the only part that will take 4 turns. Everything else will be done in 3 turns. If we want to launch on T188 we'll have to speed Blubmuz up somehow. All the builds should be rechecked. Perhaps they can be rearranged to a city where it will only take 3 turns.

The Save:
http://gotm.civfanatics.net/saves/civ4sgotm9/Fifth_Element_SG009_AD1800_01.CivBeyondSwordSave

The Turn Log:
Spoiler :
Here is your Session Turn Log from 1775 AD to 1800 AD:

Turn 180, 1775 AD: Sid's Sushi Co has expanded into Babylon.
Turn 180, 1775 AD: Sid's Sushi Co has brought +9?+36?, -17? to Babylon. Increase this bonus by acquiring more Crab, Clam, Fish, Rice.
Turn 180, 1775 AD: Sid's Sushi Co has expanded into Athens.
Turn 180, 1775 AD: Sid's Sushi Co has brought +9?+36?, -18? to Athens. Increase this bonus by acquiring more Crab, Clam, Fish, Rice.
Turn 180, 1775 AD: trade Banking to Shaka for 140G
Turn 180, 1775 AD: William T. G. Morton (Great Engineer) has been born in The Launch Pad (Pericles)!
Turn 180, 1775 AD: You have discovered Fusion!
Turn 180, 1775 AD: The Launch Pad can no longer work on Apollo Program. The lost ? is converted into 234?!
Turn 180, 1775 AD: The Launch Pad celebrates "We Love the Prime Minister Day"!!!
Turn 180, 1775 AD: Merit Ptah (Great Scientist) has been born in Pindus (Pericles)!
Turn 180, 1775 AD: Pericles has completed SS Cockpit!
Turn 180, 1775 AD: Pericles has completed Rock N Roll!

Turn 181, 1780 AD: Sid's Sushi Co has expanded into Lisbon.
Turn 181, 1780 AD: Sid's Sushi Co has brought +9?+36?, -19? to Lisbon. Increase this bonus by acquiring more Crab, Clam, Fish, Rice.
Turn 181, 1780 AD: Trade Banking to Stalin for 120G
Turn 181, 1780 AD: IBT WK demands we cancel deals with Stalin. I refuse.
Turn 181, 1780 AD: Logging Game to File: bts19 test.txt
Turn 181, 1780 AD: The borders of Faro have expanded!

Turn 182, 1785 AD: Sid's Sushi Co has expanded into New York.
Turn 182, 1785 AD: Sid's Sushi Co has brought +9?+36?, -18? to New York. Increase this bonus by acquiring more Crab, Clam, Fish, Rice.
Turn 182, 1785 AD: You have discovered Satellites!
Turn 182, 1785 AD: Pericles has completed SS Thrusters!
Turn 182, 1785 AD: Pericles has completed SS Thrusters!
Turn 182, 1785 AD: Pericles has completed SS Thrusters!
Turn 182, 1785 AD: The borders of Braga have expanded!
Turn 182, 1785 AD: Pericles has completed SS Thrusters!
Turn 182, 1785 AD: Huayna Capac adopts Organized Religion!

Turn 183, 1790 AD: Docking Bay goes to Blubzville instead of Lisbon
Turn 183, 1790 AD: Used our GS to build an Academy in Pindus
Turn 183, 1790 AD: You have discovered Composites!
Turn 183, 1790 AD: The Launch Pad has grown to size 23
Turn 183, 1790 AD: The Launch Pad has become unhealthy
Turn 183, 1790 AD: Pericles has completed SS Thrusters!
Turn 183, 1790 AD: New York has grown to size 18
Turn 183, 1790 AD: Nippur has grown to size 19
Turn 183, 1790 AD: Pericles has completed SS Engine!
Turn 183, 1790 AD: Babylon has grown to size 16
Turn 183, 1790 AD: Sippar will grow to size 14 on the next turn
Turn 183, 1790 AD: Leiria will grow to size 11 on the next turn
Turn 183, 1790 AD: Leiria will become unhealthy on the next turn
Turn 183, 1790 AD: Braganza has grown to size 9
Turn 183, 1790 AD: Lisbon will grow to size 20 on the next turn
Turn 183, 1790 AD: Coimbra's cultural boundary is about to expand.
Turn 183, 1790 AD: Oporto's cultural boundary is about to expand.
Turn 183, 1790 AD: Your population: 398, plus growth: 3 (37.51%) will put close to the Domination Limit: 448 (42.00%).
Turn 183, 1790 AD: Your land area: 439 (30.13%) is close to the Domination Limit: 932 (64.00%).

Turn 184, 1795 AD: Huayna Capac has 100 gold available for trade
Turn 184, 1795 AD: Wang Kon has 210 gold available for trade
Turn 184, 1795 AD: New York will grow to size 19 on the next turn
Turn 184, 1795 AD: Vancouver will grow to size 16 on the next turn
Turn 184, 1795 AD: Sippar has grown to size 14
Turn 184, 1795 AD: Leiria has grown to size 11
Turn 184, 1795 AD: Leiria has become unhealthy
Turn 184, 1795 AD: The borders of Coimbra have expanded!
Turn 184, 1795 AD: Lisbon has grown to size 20
Turn 184, 1795 AD: Lisbon celebrates "We Love the Prime Minister Day"!!!
Turn 184, 1795 AD: Évora will grow to size 24 on the next turn
Turn 184, 1795 AD: The borders of Oporto have expanded!
Turn 184, 1795 AD: Lagos will grow to size 11 on the next turn
Turn 184, 1795 AD: Your population: 401, plus growth: 4 (37.64%) will put close to the Domination Limit: 451 (42.00%).
Turn 184, 1795 AD: Your land area: 440 (30.20%) is close to the Domination Limit: 932 (64.00%).
Turn 184, 1795 AD: A Forest has grown near Athens!
 
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