SGOTM 09 - Misfits

some quick comments...

We overcleared JH of forests a litte and gotten some unhappy here, why didnt you insert Odeon/Temple there for the happyness? Keeping our citizens working is worth a 1 turn build??

LM, it is going to be turn 173 before we get another GP from there... Stick with a GM though I think??

Customs in SdL has taken the Cuzco traderoute from JH, dont know if that is a good thing ??

Temple in IT??

Forget the factory in Sleeps, yes it will help longterm, but we need Theatre + Odeon there for the happy. And some more troopers first before we commit to a factory. Factory adds nearly nothing compared to the +125% we already have there.

I wouldnt transport our GM in a damaged Galleon, we dont need him NOW we have time to heal the Galleon and transport him at that point in time. Move the galleon into SdL Heal, transport.
We have 1400 gold in the bank at 150gpt thats 9 turns not taking into account any gold gotten from conquest or trade. We have time with the GM!
And with SoL Comming up, we will be running some Merchants say 8 Merchants for 24 GPT, and the bank comming up in LM for 12 GPT adding some 36 gpt to our cash :)
We should be good for atleast 10 based on that alone, with war booty 4 * 100 we should be good for another 2/3 turns more. We have time with the GM!

Why move Thorrez to the Coal if 1) You are not sure we want to connect it 2) We dont quite need it yet
Instead Thorrez should be working on a windmill for TR, for now we road it and move SE for a windmill I think?

What did capturing Babylon cost us?

Note our shrine as gone up to 25, someone is spreading Confu out there! But with babylon down, dont think any AI combination/spreading is going to stop this war...

Looking forward to your plans Mastiff!

1155 at turn 113
1130 at turn 118
1140 at turn 123 (discovery of Chemistry)
1267 at turn 131 (Corporation)

1258 beakers per turn now needed, at turn 140. We are producing 1123 beakers (up from 750 at the start of Chris' turnset :) )

With SoL comming up and 11 continental cities thats atleast 33 more beakers comming.
Say on average +50% beakers = 16 more
Add 10 beakers for cottage growth...
1123 + 33 + 16 + 10 =1182, not quite there yet, but getting there :)

Ofcourse we will lose some of this once we go with Uni Suff, but its a start :) We need to start thinking just about when we want to swap to Cottage civics (FS/Uni Suff) and time to build Cristo right about there...

Edit:
With all our cities building gold, except for JH, SdL and Sleeps we are currently running at -1gpt! -1gpt!!!!
We dont -by a long shot- have enough cities! Joao must die!
We are currently paying 50gpt in city distance maintenance. Which means communism will pay of the 2800 beaker research in about 2800 / 50 = 56 turns = just about break even now...
But if we addopt Communism, we dont have to worry about distance = FP and Versailles are much lower if at all priorities.... As well as courthouses...

Though it would be nice to have Mining Inc (possible target for the GE?) adding hammers specificaly in our 'last-part-building-cities" might be helpfull.
 
OK, turnset done, played 8 turns.

Haven't looked at the save yet, but this sounds good :goodjob:


This would become a repeating theme, unfortunately.

It already was in my turnset :(


Confu spreads in IT :)

Great; that's what I hoped for and why I sent our CIB-missionary to Two Rivers, which already had a religion :)


HC has finished Rifling, and is now researching Rocketry! :D If we can get him to trade it...thousands of beakers saved.

Good news. HC, keep on helping us, or Kale will convince us to attack you :D


A GG is born in Sleeps from the fighting at Babylon. Maybe a super-medic? We were badly slowed by the need to heal in enemy territory, even with a regular medic.

Already? Wow, that was fast ... I agree that he should be Super-Medic. I love it how your units completely heal in 1 or 2 turns!


Oddly, there is no pop-up about gold. :confused: Just straight into the "what do you want to build here" screen. I hope we got some gold. :confused:

Yes, we got gold; I checked it before and after the last fight for every city.

Because no choice between keeping and razing the city means no information on pillaged gold either. :(


A couple workers are unmoved, one on the JH coal so we can decide what to do with it.

As we have another source of Coal, cottage it!


But Hammi was shifting units steadily from his other cities into Babylon, all through the turnset. Some of that was new production, but at least some was also existing troops. So I think there will not be more then 4-5 units per city, and maybe not even that much.

He should have used most of his units to defend his threathened capital, which should mean that all other cities are down to 2-3 defenders.
And he cannot whip forever ...

After this fall of Babylon, the war should go faster ;)


How do you read that WW?? and what does it mean?? Is it going to drop roughly 50% just because we capture SoZ? Sounds strange?? Once build WW shouldnt go away IMHO untill the war is over, or??

I guess you have a base-value of war weariness with every Civ, which is doubled for the Civ that controls the Statue of Zeus. Once it loses it, you're back to your base-value?!


Will study the save in more detail later.

:agree:
 
First :goodjob: on the turnset haphazard1. Except why declare on WK. :( Can't be helped now so we'll just have to make the best of it. Hopefully somewhere along the way HC will join in and we can get him to friendly that way. :)

On the other hand we could build the CR as I've wanted all along. Swap one turn into HR bump HC to friendly trade for Rocketry then back to Rep/US. :)

The war weariness should drop next turn so hopefully we can get some unhappy pop back. I'm sure that is what has happened to me before after taking the SoZ. I don't usually take much notice of these things though. :lol: (If we do go after Joao straight after Ham we are going to suffer a lot more so we would need to build Mount Rushmore somewhere).

The GG. Can we please make a woody III C1 medic para now. It makes a better healer than a medic III on a single stack (pretty sure anyway) plus it is much better at attacking with its first strikes. I'm really sad I didn't push more for this earlier looking at our wounded units. :(

Tech path? Regardless of what route we take definitely plastics is the main next aim for the 3 gorges imho. We do lose the fur as a source of trade so rock n roll we be a good replacement. We do want the IW built asap for these wonders. So probably I would go Steel, Indus (we need to know if we have aluminium or where we can get it), RR, Comb, Plastics.

Nat Wonders. I personally can't see much use for the Globe Theatre atm anywhere so I would make this a low priority. Nat Epic/Nat Park obviously CiB. It needs a factory and Industrial park asap as well to run the free engineers.

The most important imho is the Ironworks. I still can't see any better city than Babylon. JH would be a candidate if we weren't cottaging everywhere. We do have some other good production sites but none to match these 2.

Mount Rushmore probably SdL as Sleeps should be building units if we attack Joao.

More thoughts and comments later.

Just one last one I would leave Ham's hill city West of Babylon as the last one to take. Might not make much difference but at least if we lose a few units attacking if won't matter to much then. :)
 
Looking forward to your plans Mastiff!

I'm going to read all the comments... then hopefully put together the plan tomorrow. I have a 12 hour day today, where I can't look at the save. Tomorrow will be an early day, Thursday is another 12+... so I'm looking to play Friday or Saturday.

If that works for everyone. :)
 
On the other hand we could build the CR as I've wanted all along. Swap one turn into HR bump HC to friendly trade for Rocketry then back to Rep/US.
Do you get back the shared civic bonus in full?? Immediatly?

The war weariness should drop next turn so hopefully we can get some unhappy pop back. I'm sure that is what has happened to me before after taking the SoZ. I don't usually take much notice of these things though. :lol: (If we do go after Joao straight after Ham we are going to suffer a lot more so we would need to build Mount Rushmore somewhere).
Why would we suffer "a lot more"??

The GG. Can we please make a woody III C1 medic para now. It makes a better healer than a medic III on a single stack (pretty sure anyway) plus it is much better at attacking with its first strikes. I'm really sad I didn't push more for this earlier looking at our wounded units.
Medic 3 or Woods 3... In themselves they dont matter in healing both +15%, but the requirements are different and other effects.
Medic 3 = Medic 1 = 25% healing
Woods 3 doesnt necesaraly mean Medic 1 but adds 2 first strikes...
Also the XBow(s) that have medic one now, cannot have Woodsman promotions... so we have to promote (free anyway) to Riffle or Infantry...
Having the 2 move promotion MAY be nice... but the medic will mostly stand anyways.
Medic 3 is 2 promotions away (10, 17)
While Woods 3 is 3 promotions away (10, 17, 26)

Both are attainable with the 7xp crossbow, not with the 5xp one.


Tech path? Regardless of what route we take definitely plastics is the main next aim for the 3 gorges imho. We do lose the fur as a source of trade so rock n roll we be a good replacement. We do want the IW built asap for these wonders. So probably I would go Steel, Indus (we need to know if we have aluminium or where we can get it), RR, Comb, Plastics.
Why delay RR for Industrialism? What are we going to get from Industrialism vs Railroads?? Knowledge of Aluminium? With that knowledge we can do.... erm well not much anways...

Nat Wonders. I personally can't see much use for the Globe Theatre atm anywhere so I would make this a low priority. Nat Epic/Nat Park obviously CiB. It needs a factory and Industrial park asap as well to run the free engineers.
Agree on the Factory, dont know about the Industrial park, perhaps a lab? I have to look over the details...

Globe if build in SdL allows for SdL to work all the water tiles NOW. Although if not for the WW it would already work all water tiles a quick Odeon and Singles + Broadcast tower ... You are right UTTERLY USELESS, forget about Globe Theatre!

The most important imho is the Ironworks. I still can't see any better city than Babylon. JH would be a candidate if we weren't cottaging everywhere. We do have some other good production sites but none to match these 2.
Ironworks is possible in Sleeps too... We simply need to count hammers though AND not unimportant consider timing... at 469 its pretty expensive to build
Babylone has 9 turns of revolt left, then needs to build some 'basic' infra before it can start IW... SDL/Sleeps can start much earlier thus get more/earlier benifit...

Mount Rushmore probably SdL as Sleeps should be building units if we attack Joao.
With no Globe in SdL... an option... But also IW could go here... Its a pretty strong prodiction city if we mine/rr those hills.

Just one last one I would leave Ham's hill city West of Babylon as the last one to take. Might not make much difference but at least if we lose a few units attacking if won't matter to much then. :)

Shouldnt matter eitherways... It is pretty much cleanup from here on in.

I'm going to read all the comments... then hopefully put together the plan tomorrow. I have a 12 hour day today, where I can't look at the save. Tomorrow will be an early day, Thursday is another 12+... so I'm looking to play Friday or Saturday.

If that works for everyone. :)

Pending discussions of techpath and builds I dont see a problem with this... Lets see the plan first so we can start looking at details...

I can see a case for Communism and State property... Saving 50gpt already for 56 turns payback... No worries about building courthouses in former Babylon and Portugal and , no worries about building FP.
134 hammers for FP, 80 hammers per Courthouse

I can also see a case for Free Market, 50 gpt saved = 50 beakers per turn if outright build in SP. Free Market with (on average) +50% beakers is 2 commerce/3 beakers per city
14 cities = 42 extra beakers. SP is slightly better in per turn pay, but we need to invest 2800 beakers which I dont know if we want to do that and if we do... when ?
Maintenance cost is going to go up considerably though, so it will pay of...
But then there is the consideration of do we want Mining inc in some selected cities (IW city and Sleeps for example?)
 
Basicaly, accoording to my calculation above... Baring the health the harbor IS useless :( SdL is going to grow 2 pop fast at which point the harbor is useless...

at 2 commerce +110% = 4.2 beakers = 40 turns to pay off a Airport if it only gives 2 commerce. That is with NON-marble gold, marble-gold: 71 turns

SdL is now getting 11, 8, and 8, with the airport to add another TR. Some of that is from grabbing higher-value TRs, but with the additional +150% from harbor and customer house I think we are coming out at least as well as having that TR in JH and perhaps better. Plus we get health from the harbor, which SdL will need as it grows.

On settling extra cities, if we wanted to do so... I think we should have done so earlier... i.e. the city SW of IT.
Right now I think we best take Australia of HC's hands to form our off-continent cities.

Not sure any overseas conquest will be worthwhile, but we can evaluate that more closely later. Agree on not settling more "filler" cities in our territory.

True FH is going to take a long while to build it.... If anything we want cottages now I think... we want commerce/beakers... We do need to balance that out with some Preserves as the happyness requires. Also we should try and mix-and-match the hills in, to eat up the food there. Later on we can surely workshop it all the way possibly build a Space part or two and/or Space Elevator.

:agree: I built one preserve, but if we can get rid of the WW we will have more than enough happiness.

I am slightly concerned about the - diplo we will get due to "stop trade" requests. These we do not want to say no to, but we cannot say yes either... because we will lose our 3 commerce traderoutes to WK.

On the other hand if the Incense keeps our citizens working... do it... but unly JIT I think?

Obviously things went differently on this....

Because of atlantis' plenty national wonders it has acculated loads of culture. Barbs you cannot kill, unlike your average AI. As a result you have high "we want our motherland" factors as shown in a test by me some pages ago.

This would make for 20 or so "motherland":mad:, along with your say pop 10 :mad: that requires 30 happyness to grow to pop 10.... Or even 20 happy to have a pop 1, I have no clue how we would do that?? :confused:

Yes, Atlantis is an evil temptation placed by the designer, a mirage to lure unwary Civ players to a watery doom. :)

But atleast a live :)

Odds were against the barbs doing that much damage. But the result was good.

Our traderoutes :cry:, I wouldnt have agreed... War on our terms not AI terms IMHO.

This was probably a mistake by me. :( But with Shaka declaring, and Stalin having enough on his hands (and WK the likely target), I was expecting a mass declaration. Worries were expressed about trading with WK and taking diplo negatives with the other AIs -- refusing to join the war would pile up the same negatives. This way we get positives, and can sign peace as soon as WK agrees to talk.

Cottages as far as the eye can see! in particular since we have a second source already. Coal I think only produced unhealthy with factories and industrial park right? Whats the problem?

Until we build factories, no problems. But once we do, the unhealth will start piling up.

Heavy losses, but finaly... How do you read that WW?? and what does it mean?? Is it going to drop roughly 50% just because we capture SoZ? Sounds strange?? Once build WW shouldnt go away IMHO untill the war is over, or??

Perhaps it would have been more effective if we had taken Akkad first?? Something to try in a replay?

The WW can be seen if you hover over the leader's name in the bottom-right score list. SoZ doubles whatever the "real" WW would be with that leader. So we had 393 just before the final unit hit Babylon, and taking the city would have increased it to 444. But since SoZ is now ours, it is back to the real underlying WW of 222. It can not go down further until the war ends, and only decays slowly (very slowly) during peace. Eliminating Hammi obviously gets rid of all of it. :evil:

Attacking Akkad would have been worse, because every unit killed and every enemy city taken increases WW. We definitely wanted Babylon taken ASAP; took too long as it was.

some quick comments...

We overcleared JH of forests a litte and gotten some unhappy here, why didnt you insert Odeon/Temple there for the happyness? Keeping our citizens working is worth a 1 turn build??

The worse WW just appering this turn -- we can insert the build now. Although hopefully WW will drop some next turn due to SoZ capture. When I began the cottage conversion, JH was balanced at the happy cap.

LM, it is going to be turn 173 before we get another GP from there... Stick with a GM though I think??

Stick with the merchants, yes. More gold per turn, multiplied by market/grocer/soon-to-be-bank. And another merchant would mix nicely for golden age fodder, even if we do not want the trade mission cash.

Customs in SdL has taken the Cuzco traderoute from JH, dont know if that is a good thing ??

I think it is a good thing overall. SdL gets +150% on TR from harbor and customs house, and JH gets a lesser TR but not that much lesser. So overall we gain, even with Oxford + academy in JH. Inland capitals can never compete for TR with coastal cities once the harbors and customs houses start going up.

SdL was at 4, 4, 3 as per your earlier calc. Now it is 11, 8, 8 -- +16 commerce. Some of that is offset by losing slightly in JH and elsewhere, but they did not lose 16 commerce even spread across multiple cities as the TRs got shuffled around.

Temple in IT??

Yes, now that Confu spread there a temple is good.

Forget the factory in Sleeps, yes it will help longterm, but we need Theatre + Odeon there for the happy. And some more troopers first before we commit to a factory. Factory adds nearly nothing compared to the +125% we already have there.

I thought about this, and I agree -- more paras first, and happiness as we need it. We will want the factory eventually, though, and earlier means more total payoff.

I wouldnt transport our GM in a damaged Galleon, we dont need him NOW we have time to heal the Galleon and transport him at that point in time. Move the galleon into SdL Heal, transport.

There should be time to get the galleon healed. At most we delay the GM mission by 1 or 2 turns.

We have 1400 gold in the bank at 150gpt thats 9 turns not taking into account any gold gotten from conquest or trade. We have time with the GM!
And with SoL Comming up, we will be running some Merchants say 8 Merchants for 24 GPT, and the bank comming up in LM for 12 GPT adding some 36 gpt to our cash :)
We should be good for atleast 10 based on that alone, with war booty 4 * 100 we should be good for another 2/3 turns more. We have time with the GM!

Plus CiB will finish the NE in a couple turns, and we should get somewhere around 400 gold from non-builds. Assuming we actually get gold for all the non-builds, and not for only one.

Why move Thorrez to the Coal if 1) You are not sure we want to connect it 2) We dont quite need it yet
Instead Thorrez should be working on a windmill for TR, for now we road it and move SE for a windmill I think?

In case we want it, it will be ready. At the rate we are teching, Railroad is not far off so we may want coal connected. And the coal is roaded now, and 1 more turn mining will finish it.

What did capturing Babylon cost us?

Note our shrine as gone up to 25, someone is spreading Confu out there! But with babylon down, dont think any AI combination/spreading is going to stop this war...

Need to check on the cost, I will have to compare T139 and T140 saves. The whole "no popup window" thing rather threw me off.

Not much Confu spread, other than IT. Shaka and Joao still have minimal votes for AP, although Shaka might have spread it to one or two more cities.

1258 beakers per turn now needed, at turn 140. We are producing 1123 beakers (up from 750 at the start of Chris' turnset :) )

With SoL comming up and 11 continental cities thats atleast 33 more beakers comming.
Say on average +50% beakers = 16 more
Add 10 beakers for cottage growth...
1123 + 33 + 16 + 10 =1182, not quite there yet, but getting there :)

Definitely progress. And if we can get Rocketry from HC, that is several thousand more beakers saved. :)

Ofcourse we will lose some of this once we go with Uni Suff, but its a start :) We need to start thinking just about when we want to swap to Cottage civics (FS/Uni Suff) and time to build Cristo right about there...

The cottage conversion at JH started T137, so US + FS would be about T160 at the earliest. However many turns to build Cristo before that gives us our window for JH to finish SoL, build some happiness, and whatever else. With the reduced hammers at JH, not as much time as we would probably like.

Edit:
With all our cities building gold, except for JH, SdL and Sleeps we are currently running at -1gpt! -1gpt!!!!
We dont -by a long shot- have enough cities! Joao must die!

I do not understand this statement? :confused: More cities == more maintenance == even further below breakeven. The new cities will need infra, so they will not be building gold to make up the difference -- at least not immediately.

I am still not convinced we want Joao's cities. Maybe conquer them for gold and then liberate them...possibly keeping the best ones or the ones with resources we do not have. But some of them are junk, like Sippar, and would just be a net drain.

We are currently paying 50gpt in city distance maintenance. Which means communism will pay of the 2800 beaker research in about 2800 / 50 = 56 turns = just about break even now...
But if we addopt Communism, we dont have to worry about distance = FP and Versailles are much lower if at all priorities.... As well as courthouses...

But running State Property means 2 less commerce per windmill and forest preserve. Do we have 25 windmlls + forest preserves? I think we do, or are at least close to that many. So Communism does not really save us any gold per turn. And we lose 6 health in every city, a significant loss.

I think staying in Enviro and building FP (and maybe Versailles) is the better approach. Keep all that windmill and preserve commerce, and reduce some of the distance cost. Plus the 2800 beaker research cost. Although the free GSpy could be useful.

And courthouses -- most of our city maintenance is number of cities maintenance, which is not affected by SP. We need the courthouses even if we adopt SP.

Though it would be nice to have Mining Inc (possible target for the GE?) adding hammers specificaly in our 'last-part-building-cities" might be helpfull.

SP blocks corporations, and Enviro boosts their costs. Not sure Mining Inc would be worthwhile. Our saved GE is for Three Gorges, although we might get another.

It already was in my turnset :(

Yes, Hammi was very annoying. Including the cat near Opis on T132, I killed 28 Babylonian units during the turnset, for 3 paras lost. With most of those attacks against fortified units in a 60% culture city, and our paras having at least 20% damage and usually more, this is not a bad result. 31 total battles, from 85% to 99+%, losing three is pretty close to the expected outcome.

Although losing that one at 95% and not even scratching the defender was hard to take. :mad: Losing occasionally at 95% happens. But not even wounding the other guy?

Great; that's what I hoped for and why I sent our CIB-missionary to Two Rivers, which already had a religion :)

Free spread of your shrine religion is always nice. :)

Already? Wow, that was fast ... I agree that he should be Super-Medic. I love it how your units completely heal in 1 or 2 turns!

Note the 28 units killed -- lots of GG points.

Yes, we got gold; I checked it before and after the last fight for every city.

Because no choice between keeping and razing the city means no information on pillaged gold either. :(

OK, that explains it. I do not think I have played with no city razing before, so I was not expecting that to happen. I can check the save from the previous turn, calculate the per-turn change, and should be able to get the pillage figure for Babylon. As well as the change in our costs per turn.

As we have another source of Coal, cottage it!

I was leaning that way, and it looks like everyone agrees. Should we consider building a spy and assigning it to guard the tile? Having a single resource to sabotage...not good to risk it for something that important.

He should have used most of his units to defend his threathened capital, which should mean that all other cities are down to 2-3 defenders.
And he cannot whip forever ...

After this fall of Babylon, the war should go faster ;)

I certainly hope so! :lol: I really did not expect the fight for Babylon to take as long as it did. But with no siege and wounded paras, even a sword can present a tough fight.

I guess you have a base-value of war weariness with every Civ, which is doubled for the Civ that controls the Statue of Zeus. Once it loses it, you're back to your base-value?!

I believe this is correct, but the unhappiness in the cities is "set" at the start of each turn. So it has not changed this turn even though SoZ is now ours. Next turn, we should see a good bit less WW.

On the other hand we could build the CR as I've wanted all along. Swap one turn into HR bump HC to friendly trade for Rocketry then back to Rep/US. :)

We will definitely build CR, it is just a question of when. No more than 20 turns from now, though.

On quick changes, do you get back all your previously accumulated "fave civic" bonus, or do you go back to +1 and take 10 turns per increment as before? If you start at +1 again, a quick swap may not be enough.

The war weariness should drop next turn so hopefully we can get some unhappy pop back. I'm sure that is what has happened to me before after taking the SoZ. I don't usually take much notice of these things though. :lol: (If we do go after Joao straight after Ham we are going to suffer a lot more so we would need to build Mount Rushmore somewhere).

Rushmore would definitely be useful, just have to decide where to build it. JH could do it, if we are sure we do not want something else there (IW?). Some jails might not be a bad idea either if we go after Joao -- another -25% and lots of extra EP.

The GG. Can we please make a woody III C1 medic para now. It makes a better healer than a medic III on a single stack (pretty sure anyway) plus it is much better at attacking with its first strikes. I'm really sad I didn't push more for this earlier looking at our wounded units. :(

Our units were much more severely wounded at points during the turnset. :(

A Medic III is equally good as a Woods III + Medic I for the same tile, plus the Medic III gives the same bonus to adjacent units while Woods gives nothing to adjacent. Also, I do not think we want our GG-super-medic attacking, so I prefer the Medic III.

What to make it out of? A para can keep up with our other paras, but that is one fewer para to fight with. Still, for mobility that is probably the thing to do since we do not have any move 2 units yet.

Tech path? Regardless of what route we take definitely plastics is the main next aim for the 3 gorges imho. We do lose the fur as a source of trade so rock n roll we be a good replacement. We do want the IW built asap for these wonders. So probably I would go Steel, Indus (we need to know if we have aluminium or where we can get it), RR, Comb, Plastics.

Sounds pretty good to me, although we might want RR before Industrialism? I do like the idea of finding out where the aliuminum is, though. We need to know if we need an overseas war (or a fast settler) to claim some.

Nat Wonders. I personally can't see much use for the Globe Theatre atm anywhere so I would make this a low priority. Nat Epic/Nat Park obviously CiB. It needs a factory and Industrial park asap as well to run the free engineers.

Globe in SdL makes sense for me. Would could build an odeon and a market and probably get by, by why not build the Globe since we can? Than no more worries there, whatever WW becomes.

Nat Park is already built, NE will be very shortly (2 turns).

The most important imho is the Ironworks. I still can't see any better city than Babylon. JH would be a candidate if we weren't cottaging everywhere. We do have some other good production sites but none to match these 2.

With US we will get some hammers back in JH. If we can get enough infra built in Babylon to build the IW, that could work. But IW is very expensive, and Babylon has a lot of rebuilding to do and some turns in revolt before it can even start. Can Babylon finish IW soon enough to be worthwhile, compared to JH or SdL or Dur Kur or Sleeps?

Mount Rushmore probably SdL as Sleeps should be building units if we attack Joao.

SdL only has one national wonder slot left after Moai. Rushmore here means no Globe. Maybe IT could build Rushmore? Or GV or BT?

Just one last one I would leave Ham's hill city West of Babylon as the last one to take. Might not make much difference but at least if we lose a few units attacking if won't matter to much then. :)

Getting rid of that city would free land tiles for Sippar to work. I think we want that sooner rather than later, along with Akkad to remove borders at CiB so we can safely finish the last two preserves.

I'm going to read all the comments... then hopefully put together the plan tomorrow. I have a 12 hour day today, where I can't look at the save. Tomorrow will be an early day, Thursday is another 12+... so I'm looking to play Friday or Saturday.

If that works for everyone. :)

Sounds good to me, Mastiff. Gives us time to discuss things properly. :D
 
Why delay RR for Industrialism? What are we going to get from Industrialism vs Railroads?? Knowledge of Aluminium? With that knowledge we can do.... erm well not much anways...

Well, knowledge is power. If the only aluminum is overseas, we'll have to go get it... It would help in planning. Also, marines are some tough dudes who can attack from ships with no penalty.

I'd say if we have the workers ready to build the rails for extra hammers, go RR. If we don't, then spend the next few turns on IND to reveal aluminum.

MF
 
Couple of quick comments. :)

The fav civic bonus I'm pretty certain does remain. It does take some time to dissappear. How long though :dunno: Unfortunately until this game I've never really thought about it. Just knew it remained. :)

I'll do a forum search some time for the difference between the medics but I'm 99% certain the woody 3 medic 1 is a better healer on the 1 tile. If we don't attack anyone else it will be a moot point anyway. :)

The coal in JH I would leave as a windmill atm. The extra 1f helps a little bit and the extra 2h makes a difference with it losing most of its hammer tiles.

Civics I also prefer keeping enviro for most of the game. The +6 health in all cities is huge and if we change out we'd better start getting health improving buildings asap in our bigger cities. JH atm is only at +2. Lose enviro -4.

Possibly worth using an engineer on an immediate IW. One of the reasons I would like CiB to run 5 engineers asap (forge, factory, industrial park). If we can pop a couple that would be a big help in our wonder building.

Tech path. If we can get rocketry from HC we could be starting the Apollo in as little as 10 turns time. Hence knowing where Alum is would be a big help. SdL would be my choice for building this if we do it very early.

More comments later. :)
 
Do you get back the shared civic bonus in full?? Immediatly?

A key point, and more of minds thinking alike. :lol:

Why would we suffer "a lot more"??

If we go to war with Joao we develop new WW with him, starting from zero. But since WW depends on cities taken and units lost, it will climb fairly quickly to similar (or worse) levels as we are seeing now.

Medic 3 or Woods 3... In themselves they dont matter in healing both +15%, but the requirements are different and other effects.
Medic 3 = Medic 1 = 25% healing
Woods 3 doesnt necesaraly mean Medic 1 but adds 2 first strikes...
Also the XBow(s) that have medic one now, cannot have Woodsman promotions... so we have to promote (free anyway) to Riffle or Infantry...
Having the 2 move promotion MAY be nice... but the medic will mostly stand anyways.
Medic 3 is 2 promotions away (10, 17)
While Woods 3 is 3 promotions away (10, 17, 26)

Both are attainable with the 7xp crossbow, not with the 5xp one.

I like the Medic 3 and two-move promotion for the 7 XP xbow, upgrading free to infantry. A fast, tough unit so it can move quickly to meet up with paras outside target cities, and heals adjacent stacks if it can not quite get there in time. Woods 3 would not be able to get the additional move promo, so it could not keep up with the paras.

Why delay RR for Industrialism? What are we going to get from Industrialism vs Railroads?? Knowledge of Aluminium? With that knowledge we can do.... erm well not much anways...

Knowledge of aluminum could be crucial. What if the only source in the world is deep in Shaka's territory, or Stalin's? We would need to alter our plans to hit them after Hammi, rather than Joao. It is T140 now, figure 12 to 15 more turns to finish Hammi. So at T155 or so, we have maybe 25 - 30 turns to obtain aluminum in time to not delay SS parts, given that T195 is our target for the final SS techs to start rapid production of the last parts; other parts need to start earlier.

And how much benefit will RR really give us right away? We do not currently have many mines, our paras do not need rails to move fast, we do not need Machine Guns for defense. Why not take Industrialism first and learn if we need to plan a fast overseas conquest?

Globe if build in SdL allows for SdL to work all the water tiles NOW. Although if not for the WW it would already work all water tiles a quick Odeon and Singles + Broadcast tower ... You are right UTTERLY USELESS, forget about Globe Theatre!

If not for the WW.... But the WW does exist, and it is going to continue existing -- and growing larger -- for at least another 12 -15 turns. A quick odeon is certainly possible, but R&R plus Eiffel is going to take some time even if we start them immediately. Of course, R&R and Eiffel will help solve happiness issues everywhere, and not just SdL, so they are worthwhile anyway. But I would not call the Globe useless.

Ironworks is possible in Sleeps too... We simply need to count hammers though AND not unimportant consider timing... at 469 its pretty expensive to build
Babylone has 9 turns of revolt left, then needs to build some 'basic' infra before it can start IW... SDL/Sleeps can start much earlier thus get more/earlier benifit...

More minds thinking alike. :) Babylon will not even be out of revolt until T149. Some key infra, then IW...might get finished just in time for SS parts. It would be nice to have it earlier somewhere.

With no Globe in SdL... an option... But also IW could go here... Its a pretty strong prodiction city if we mine/rr those hills.

A possibility, although I hate giving up all that windmill commerce. :cry: Beakers is still the key, not hammers, at least for a while longer yet.

Shouldnt matter eitherways... It is pretty much cleanup from here on in.

Funny, I was thinking that at the start of my turnset.... :crazyeye:

I can see a case for Communism and State property... Saving 50gpt already for 56 turns payback... No worries about building courthouses in former Babylon and Portugal and , no worries about building FP.
134 hammers for FP, 80 hammers per Courthouse

See my previous post. SP does NOT save us money, and we still need those courthouses even with SP. And the health would be a serious loss.

I can also see a case for Free Market, 50 gpt saved = 50 beakers per turn if outright build in SP. Free Market with (on average) +50% beakers is 2 commerce/3 beakers per city
14 cities = 42 extra beakers. SP is slightly better in per turn pay, but we need to invest 2800 beakers which I dont know if we want to do that and if we do... when ?
Maintenance cost is going to go up considerably though, so it will pay of...
But then there is the consideration of do we want Mining inc in some selected cities (IW city and Sleeps for example?)

FM does not pay off compared to Enviro any more than SP does, due to lost windmill and preserve commerce. Plus health losses.

And Mining Inc...how much benefit would we get? How many sources of contributing resources will we have once we finish absorbing Hammi's lands? Not sure burning a GE we do not have (the current one is for Three Gorges) rather than going for a golden age is worthwhile. Depends on how many GP of which types we have at the end, including the Fusion GE.
 
I'm going to read all the comments... then hopefully put together the plan tomorrow. I have a 12 hour day today, where I can't look at the save. Tomorrow will be an early day, Thursday is another 12+... so I'm looking to play Friday or Saturday.

If that works for everyone. :)

Fine with me as well!


On tech, my vote goes to Industrialism first, to know where Aluminum is. Then, go Steel > Railroad > Combustion (for Tanks :-)), to be able to go Plastics next, for clean Power. Take Rocketry from HC on the way, and then go for the SS-techs ...


On Communism, that is only worth it if we need that GSpy for the 3rd GP-Golden Age.
Kale, do we need him, or can we get 5 'different' GPeople by ourselves in time?

And State Property, we are still rather small, and Distance-maintenance is not too big. For all cities we'll take after Babylon, we'll do it for the pillage-cash anyway, not to take benefit out of the cities themselves, so we can gift them to someone or form colonies ...
 
I'll do a forum search some time for the difference between the medics but I'm 99% certain the woody 3 medic 1 is a better healer on the 1 tile. If we don't attack anyone else it will be a moot point anyway. :)

I am 99% certain they are equal on the one tile, and Medic III also heals adjacent tiles.

The coal in JH I would leave as a windmill atm. The extra 1f helps a little bit and the extra 2h makes a difference with it losing most of its hammer tiles.

If we are worried about hammers in JH, we should mine the coal. We could steal the lake from LM for 3 more food rather than a specialist. At least, we could once the happiness situation is corrected.

But a cottage would also be valuable. JH is our biggest +beaker% city -- more base commerce here is hugely valuable. I would cottage the tile.

Civics I also prefer keeping enviro for most of the game. The +6 health in all cities is huge and if we change out we'd better start getting health improving buildings asap in our bigger cities. JH atm is only at +2. Lose enviro -4.

And Enviro is just as good for total commerce/payoff as well, due to the windmill and preserve +2 bonus. The health is critical as well; JH is not our only large city.

Possibly worth using an engineer on an immediate IW. One of the reasons I would like CiB to run 5 engineers asap (forge, factory, industrial park). If we can pop a couple that would be a big help in our wonder building.

Interesting idea for the engineer, although I think Three Gorges is more valuable for our current sleeping GE. We will need power as quickly as we can get it, without spending all those hammers on coal plants and losing health.

Tech path. If we can get rocketry from HC we could be starting the Apollo in as little as 10 turns time. Hence knowing where Alum is would be a big help. SdL would be my choice for building this if we do it very early.

I also like the idea of early Apollo. Assuming we can get some aluminum (no reason to waste hammers), getting it done early and letting some minor cities slowly grind out the cheap SS parts greatly boosts our flexibility later. There are a LOT of SS parts to build for a complete, safe, fast ship, and our big hammer cities will be plenty busy rushing to get the most expensive parts done after the last couple techs are completed.

Do we want to consider building less than the full set of parts? Only 1 engine?
 
Will HC trade rocketry before he has Apollo finished? And... what will we need to have to get it. If we got the great spy, we could always steal it, too...
 
I was wrong about the wIII medic 1 healer. It is the same as a medic III. Probably I'm so used to having WIII warriors in the early game I never bother with medics now. ;)
 
Yes, Atlantis is an evil temptation placed by the designer, a mirage to lure unwary Civ players to a watery doom.
I am not quite sure about this, if you are able to get it sooner your "homeland" will be less... possibly managable... But I think a few teams will take Atlantis and we will see if or not that then 20 :mad: is or isnt managable. and even if it is 20...

This was probably a mistake by me. :( But with Shaka declaring, and Stalin having enough on his hands (and WK the likely target), I was expecting a mass declaration. Worries were expressed about trading with WK and taking diplo negatives with the other AIs -- refusing to join the war would pile up the same negatives. This way we get positives, and can sign peace as soon as WK agrees to talk.
If he is willing to do OBs, otherwize we just stick out the war possibly ship over a few Troopers to start doing some damage :)

Until we build factories, no problems. But once we do, the unhealth will start piling up.
Well we want those factories :( right?? And atleast 1 coal plant in JH and IT.

The WW can be seen if you hover over the leader's name in the bottom-right score list. SoZ doubles whatever the "real" WW would be with that leader. So we had 393 just before the final unit hit Babylon, and taking the city would have increased it to 444. But since SoZ is now ours, it is back to the real underlying WW of 222. It can not go down further until the war ends, and only decays slowly (very slowly) during peace. Eliminating Hammi obviously gets rid of all of it.

http://www.civfanatics.com/civ4/strategy/war_weariness.php
WW Unhappiness in a City=
Pop x Active WW/200
x (100% -25%(Jail)-25%(Rushmore)-50%(Police State) )
x World Size Modifier
__Duel=150%
__Tiny=130%
__Small=110%
__Standard=90%
__Large=70%
__Huge=50%
x 50% if Multiplayer game
x 50% if Always War or Permanent War/Peace Options
x AIs Modifier (100% at Settler..10% lower for each level up)
x (100+AI Per Era Modifier * Era)% [-1 for every Level above Noble]

So a drop to 222 from 393 should...
393 / 200 * 100% * 90% * (100 + something)% - 2 = ~37%
I dont see how this formula works, but the drop is nearly 50% this means we should get atleast 2, probably 3 pop back in JH.
This means we should be able to get SoL first then Odeon > Factory?
Or SoL > Start factory (insert Odeon if needed)

Attacking Akkad would have been worse, because every unit killed and every enemy city taken increases WW. We definitely wanted Babylon taken ASAP; took too long as it was.
Dont know about that, yes the intermediate would be worse, but progress faster. And with the SoZ WW going away, the intermediate would have gone down to what it is anyways. IN the mean time Akkad has lower culture defence and is lower value to the AI, thus defended less than Babylon. Stack a few Promotions and less losses at Babylon, might actually have lowered the WW.

I think it is a good thing overall. SdL gets +150% on TR from harbor and customs house, and JH gets a lesser TR but not that much lesser. So overall we gain, even with Oxford + academy in JH. Inland capitals can never compete for TR with coastal cities once the harbors and customs houses start going up.

SdL was at 4, 4, 3 as per your earlier calc. Now it is 11, 8, 8 -- +16 commerce. Some of that is offset by losing slightly in JH and elsewhere, but they did not lose 16 commerce even spread across multiple cities as the TRs got shuffled around.
Dont know (but would like to know) how the beakers balance out... Slightly more beakers + 110% vs slightly less beakers + 260%, I dont know...

11 +110% vs 8 + 250% = 23.1 vs 28.8 = 5 beaker/turn LOSS! Yes we get a little commerce but appearently the assignment of traderoutes doesnt take beakers into account :(

I thought about this, and I agree -- more paras first, and happiness as we need it. We will want the factory eventually, though, and earlier means more total payoff.
I think we want our 12 Troopers first, Hammy must be dead ASAP.

There should be time to get the galleon healed. At most we delay the GM mission by 1 or 2 turns.
Even 10 turns doesnt matter much, what matter is he is SAFE!

Plus CiB will finish the NE in a couple turns, and we should get somewhere around 400 gold from non-builds. Assuming we actually get gold for all the non-builds, and not for only one.
We do/will get all non-build golds.

Not much Confu spread, other than IT. Shaka and Joao still have minimal votes for AP, although Shaka might have spread it to one or two more cities.
IIRC it was 20gpt in the previous save. Thus 4 more cities must have been added somewhere.

The cottage conversion at JH started T137, so US + FS would be about T160 at the earliest. However many turns to build Cristo before that gives us our window for JH to finish SoL, build some happiness, and whatever else. With the reduced hammers at JH, not as much time as we would probably like.
With Cristo beeing a 20 turn build... leaves us short already... Yet we want (I think) Levee > Factory > Plant first (atleast)

Though at 10 base hammers if we chop those other forests, 16 with the levee... Perhaps we should skip the Factory and plant untill after Cristo so we can revolt and get our hammers back!

I do not understand this statement? :confused: More cities == more maintenance == even further below breakeven. The new cities will need infra, so they will not be building gold to make up the difference -- at least not immediately.

I am still not convinced we want Joao's cities. Maybe conquer them for gold and then liberate them...possibly keeping the best ones or the ones with resources we do not have. But some of them are junk, like Sippar, and would just be a net drain.
I disagree... SdL is good for 32 GPT right now, so in fact we are at +31. Also Babylon is still unproductive in revolt, which is costing but not contributing.
Dur K. in particular will grow and add more, throw in Forbidden Palace or State property and we are good to grow a LOT more.

But running State Property means 2 less commerce per windmill and forest preserve. Do we have 25 windmlls + forest preserves? I think we do, or are at least close to that many. So Communism does not really save us any gold per turn. And we lose 6 health in every city, a significant loss.

I think staying in Enviro and building FP (and maybe Versailles) is the better approach. Keep all that windmill and preserve commerce, and reduce some of the distance cost. Plus the 2800 beaker research cost. Although the free GSpy could be useful.

And courthouses -- most of our city maintenance is number of cities maintenance, which is not affected by SP. We need the courthouses even if we adopt SP.
We WANT, not need.

# of city maintenance 33
Distance maintenance 35, we are paying more for distance than # of city.

A quick count carries me to 25 Windmills/Preserves, might be off by one or two.
Most thought like around JH/LM should be cottaged ASAP, while those around Sleeps should be Lumbered for hammers.
The windmills around SdL will ultimatly be mined as well as in TR. That leaves very few in i.e. CiB and FH... The health (I havent checked that yet) could be a problem though

SP blocks corporations, and Enviro boosts their costs. Not sure Mining Inc would be worthwhile. Our saved GE is for Three Gorges, although we might get another.
Fusion gives another GE, presuming we are first to get there :rolleyes:

I am considering Mining inc in the LATE LATE game, late late stages just before we start building the last big parts at that point every hammer counts.

I was leaning that way, and it looks like everyone agrees. Should we consider building a spy and assigning it to guard the tile? Having a single resource to sabotage...not good to risk it for something that important.
Just how important is coal? To build rails?? NOT !
Power! YES! but... only while we dont have Gorge.

Sounds good to me, Mastiff. Gives us time to discuss things properly. :D
Sounds and looks like we crossposted with a lot of simular stuff... Please check back...
Nevermind you already did :goodjob:

Well, knowledge is power. If the only aluminum is overseas, we'll have to go get it... It would help in planning. Also, marines are some tough dudes who can attack from ships with no penalty.

I'd say if we have the workers ready to build the rails for extra hammers, go RR. If we don't, then spend the next few turns on IND to reveal aluminum.

MF

Marines ... not that great IMHO, better to land tanks :)
Tanks are +4 strength get CR promotions vs Marines
Marines are Gunpowder units, should we run into Infantry
Tanks move 2 vs 1 of the Marine... or 6 of the Paratrooper...

Marines stink at everything but for stack defenders and maybe an amphibious assault, but you would need a floatilla to make a dent in the -expected- 20 defenders in Cuzco.

Intead land tanks near Tiwa, and have fun taking it. Fly in re-inforcements from the Airport.

Our workers are running out of cottages to build, but still have a cottage or two to build. Around LM, GV, BT, Dur K, Babylon (and a shitload of other cities).
This will require quite a bit of worker shuffling, using move/RR to move 5 tiles and get 1 turn Railroad in we can still get a lot of Railroading done without losing out (much) of the cottage time. RR is Prio #1 now IMHO.

RR will not add many hammers at this time because we dont have (m)any mines... -yet-

If we go to war with Joao we develop new WW with him, starting from zero. But since WW depends on cities taken and units lost, it will climb fairly quickly to similar (or worse) levels as we are seeing now.
Sure but... we should have more units => War moves faster => Less time to suffer
Should have R&R and Eifel up for more happy... possibly add Odeons... I think the relative pain will be LESS. In part due to SoZ.

Unfortunatly we cannot even see Hammy's or Joao's civics so no gage in the power difference. Joao with 9 cities vs Hammy 8, I dont really see a big enough difference to account for "a lot more"... Even so we would be better equiped to deal with it...

I like the Medic 3 and two-move promotion for the 7 XP xbow, upgrading free to infantry. A fast, tough unit so it can move quickly to meet up with paras outside target cities, and heals adjacent stacks if it can not quite get there in time. Woods 3 would not be able to get the additional move promo, so it could not keep up with the paras.
A lot of forest still exist (in part maybe due to the Preserves) in Joao land, so a Woods 2 would have 2 moves there while any other doesnt. Hard choice...

Knowledge of aluminum could be crucial. What if the only source in the world is deep in Shaka's territory, or Stalin's?
Because our tanks vs Shaka's Riffles (if he gets that far) is just going to be a cake walk... Plans will IMHO not change upon Aluminium only in the far away...
Our 12-18 para's + some tanks probably will take out Joao while we build a small fleet of Transports in SdL/BT/IT (depending on where we are headed) load up some tanks and set off... we can/should/will be attacking 2 ways...

If not for the WW.... But the WW does exist, and it is going to continue existing
Yes it does excist but will drop ~50% next turn, Odeon the covers a lot more for only 30 hammers (modified) vs 201 hammers. Globe costs us ~170 hammers.
Even if we lose out on the Ocean tiles at 4 hammers/4 commerce, that is 40! turns to pay of the hammers! 4 Commerce / 8 beakers loss is a shame but not a great loss compared to our 1200+ beakers per turn.

IMHO Globe is USELESS and a waste of hammers!

A possibility, although I hate giving up all that windmill commerce. :cry: Beakers is still the key, not hammers, at least for a while longer yet.
Not quite yet, but at some point we are just going to have to find the commerce in Towns rather than Windmills, at that point specialisization is back baby! And mines WILL be build

Funny, I was thinking that at the start of my turnset....
Nope, not untill the original capitol falls.

See my previous post. SP does NOT YET save us money, and we still need those courthouses even with SP. And the health would be a serious loss.
YET is the keyword I added. A lot of the Environ + should go away anyway (see above) while the gains from SP just keeps on growing....

At some point in the non to near future the gain of Enviro is going to be the windmills in SdL + TR + CiB, some 15 = 30 commerce lost. Yes 6 health needs to be checked! But can be covered by building some Hospitals +3 where needed. Also Genetics supplies an additional 3 health with a tech we already need anyways.
JH and SdL at 2 and 5 surplus health are our biggest concernes, all others are at +7 and better.

IMPORTANT
I just noticed we are trading fur for Musicals with HC, we need to take care of that trade to not lose the Musicals when fur obsoletes.
 
I was wrong about the wIII medic 1 healer. It is the same as a medic III. Probably I'm so used to having WIII warriors in the early game I never bother with medics now. ;)

Woods 3 medic 3, now there is a healer! +40%! But unless you get (some) free promotions that is 7 promotions, 3,5,10,17,26,37,49 XP needed... 9 normal XP + 2 GGs
Doable with our 7 XP XBow, worth it? Dont know.
 
Looking again at the WW figures...

So a drop to 222 from 393 should...
19 * 393 / 200 * 100% * 90% * (100 + something)% - 2% = ~37%
37% of 19 = 7 unhappy

Some more experimenting, if Something is 16 right now (it seems to be something of an average), then we get 36.97%
Then a drop to 222 should make it
19 * 222 / 200 * 100% * 90% * (100 + 16)% - 2% = ~20%
20% of 19 = 3.8 ===> 3 ? Or 4?

Seeing as most things in Civ are rounded down, it should be 3! Giving us 4 (un)happies back leaving us some room to 'manouver'

HapHazard (earlier) said:
If not for the WW.... But the WW does exist, and it is going to continue existing
If I got above right we should with an Odeon be good up to and including 393 WW points from our current 222.
That is good for 171 WW points.
At 6 per city taken and 4 cities left to take that accounts for 24, leaving 147.
At 3 WW per lost attacking battle, 147 / 3 = 49 lost battles
At 2 WW per defensive action (beeing attacked) 147 / 2 = 73 defensive battles
At 1 WW per won attacking battle, 147 battles.

Now lets guestimate... We will fight 10 defensive battles (if at all) for 20 WW.
We will have to attack 10 units per city for 40 attacks.
On average we lose 1/10, so we lose 4 battles and then have to attack 4 more times to kill the surviving defender.
4 * 3 = 12
40 * 1 = 40

Total to be expected WW, 20 + 12 + 40 = 72... We are going to have to DOUBLE that to get back to where we are now.
And even this is pretty high IMHO... 11 battles per city (with 1 lost)... I dont know...
but double that to 22 battles per city with 2 lost to get to where we are now... Not going to happen! Certainly not with more and more Drill 2/3/4 Troopers! Becoming more and more immune to (potential) damage done by the defenders.

Joao, should be even less with more Drill promoted Troopers to start with...

Then again looking at this, if above figures are right... How come we got so much WW already?? Something somewhere must be off??

Me said:
Because our tanks vs Shaka's Riffles (if he gets that far) is just going to be a cake walk... Plans will IMHO not change upon Aluminium only in the far away...
Our 12-18 para's + some tanks probably will take out Joao while we build a small fleet of Transports in SdL/BT/IT (depending on where we are headed) load up some tanks and set off... we can/should/will be attacking 2 ways...
We DO need to plan to capture MoM say 25/30-ish turns from now, assuming we have 3 GA's at 9 turns each that is 27 turns
End goal ~197 - 27 = 170
If we aim for 4 consequetive GA's that comes down to turn 161.
Perhaps having Sleeps build the Para's is not enough and we need SdL and/or JH to join in building a few too... JH IMHO is going to be (to) bussy. SdL though is about done with Infra, add a barracks and get some additional Troopers??
On the other hand, we will need some ships too, assuming we go after MoM (must IMHO), 3 or 4 transports? Is it worth building a DryDocks?

Future gazing
Also assuming we run a lot of Golden Age turns we will be getting 1500+ beakers a turn (or even more!) with our current target at turn 195 and currently needing ~1258 beakers per turn...
We are set to finish teching (much) earlier than 195!!! At an average of 1500 beakers we should finish about 47 turns from now, which in turn means we 'need' MoM 47-27 = 20 turns from now, when we start the first GA...
i.e. We need to GET A MOVE ON to get MoM! Get ~8-12 units loaded into transports and GO GO GO!!!
20 turns to produce 12 units AND move them to Cuzco, needing 3 transports (atleast) is not a lot of time! And needing 2 turns to get from our (new)west coast to Cuzco too!
If we are 20 turns away from purpetual GA and are 20 turns away from finishing Cristo... How usefull is Cristo at that point??
Wouldnt we be better off building 9 troopers in JH in that time?? Downside would be no (quick) HR for a potential Rocketery trade... Alternative could be to grant HC peace in exchange for Rocketery... but I doubt somehow that will work.
Or is Rocketery worth 3/6 even 9 turns for GA? Will HC even trade Rocketery?? AI's usually dont trade space techs, because they "would rather win" or something alike right???
Are we sure he will trade? Can we be sure??
Well atleast we get some lose beakers for having an AI know the tech...

Do we have other options available like... Bribe Shaka or Stalin to attack HC, then DoW our attack dog ourselves... Should get a -1 with HC for bribing a war, but does the mutual strugle make that better?

Perhaps we should time building a galleon in those newly aquired western cities to queue-upgrade to Transports?
Or perhaps just build Galleons outright and use Cash to upgrade?
Or just use Galleons?
Do we want a defending/bombarding Frigate out there? Or do we count on the Galleons/transports beeing strong enough and the Tanks/Troopers strong enough to conquer any cultural barriers??
Note: Cuzco is wonder central with HIGH culture!

Tracking and Tracing as well as some timing/planning
I have made a little something something... Trying to keep track of progress and to be able to use to track other teams once we finish.
From this I learned that we started out at 4 turns per day and that has now dropped to an average 2.35 turns per day. Which is understandable seeing as we started out with 2 big turnsets and made shorter turnsets afterwards.
Assuming we keep an overall average of 1.75 turns per day and we have ~60 turns left.
AlanH said:
Please plan to complete the game within three months of the start date
60/1.75 = 34.28 days. Add this to today, May 20th and we get to June 23, 4 days before the 'deadline' of 3 months... Considering our lead on the other teams, they have some catching up to do...
Then again:
AlanH said:
I shall declare winners and losers from those teams that have finished on July 27, 2009
So we have a full month extra, despite this... Beeing the only team to finish 'on time' should be worth something?? 10 turns punishment for teams that dont make June 27?? Possibly multiply this with 67% because this is quick speed??
Or 2 turns per week? Or something :P ??

On a different note
TurnLog said:
HC has finished Rifling, and is now researching Rocketry!
Chris said:
HC, keep on helping us, or Kale will convince us to attack you
AI wont trade space techs... because "they would rather win" or something right??
Rocketery is a space tech, I think? Or isnt it becuase it doesnt directly enable spaceparts??

At the very least we get a few beakers discount for researching a non-monopoly tech... but thats no more than a few thought... Are we sure or can we be sure if HC will or will not trade Rocketery?
IMHO there isnt even a point of convincing... we need MoM IMHO... We simply NEED IT! there isnt even a choice of not attacking HC! Just wasting (or not having) 9 turns of GA is NOT an option...
 
Then again looking at this, if above figures are right... How come we got so much WW already?? Something somewhere must be off??

Well, I assume defending against Airships also counts as a defensive action!?

We are at war for ~20 turns (?) * 6 Airships * 2 WW = 240 war weariness.
That is a bit too much WW, then :confused:


Or is Rocketery worth 3/6 even 9 turns for GA? Will HC even trade Rocketery?? AI's usually dont trade space techs, because they "would rather win" or something alike right???
Are we sure he will trade? Can we be sure??

I think that limit is only for space-ship-allowing techs!


60/1.75 = 34.28 days. Add this to today, May 20th and we get to June 23, 4 days before the 'deadline' of 3 months... Considering our lead on the other teams, they have some catching up to do...

Was any SGOTM ever finished at the deadline???

If we keep up our current speed, we should stay ahead of every team, so we should not get any problems!
 
First, special note... Hammy did settle his GA for us in Babylon! +3 gold +3 beakers :lol:

OK here is another shot at great persons we are going to get, note that most are Random except for the likely GM from LM.

Assuming we are in purpetual GA from turn 160 on.
Assuming CiB builds NE>Factory (+2 GE slots)> Lab (1 Scientist) to reach the required 9
>> We could also insert a 1 turn Theatre for 2 Artist slots earlier, but this doesnt change much...

Finishing SoL in JH and never run another non-SoL specialist again, which we will... but that doesnt change anything...
Run 4 specialists in FH from now on...
Assuming Babylon with 6 World wonders (thank you Hammy) gets out of revolt 9 turns from now and never runs a non-SoL specialist

Assuming we have a target of turn 195, so I am not going beyond that point...
GPP Turn City
0670 147 CiB
0804 158 CiB
0938 164 FH
1072 167 CiB
1206 177 LM
1340 179 CiB
1474 186 JH (in a tie with Babylon)
1608 189 Babylon (Babs)
1742 194 CiB

That is 9 more GPs and one GP stored makes 10 + Communism + Fusion

Now if we DO run 9 specialists in CiB from NOW on, this doesnt pull in an extra GP... It pulls forward the CiB specialists... but doesnt generate an extra GP.
If we continually run 3 specialists (SoL or otherwize or add 3 worldwonders like magic to JH) it doesnt change anything, except again pull forward JH GPs

What does change something is if we build an Odeon in 7 turns (after the lib) in FH and run the SoL + 5 specialists there the rest of the game.
This doesnt change much... but a little something, this could generate an extra GP at1876 GPP on turn 196, just out of scope....

If we find another city to spawn a GP in... this wouldnt, I think, change anything... Except again the extra GP at 1876 on turn 196...
Unless we find 2 cities to spawn an extra GP by turn 188, then and only then do we get an extra GP on turn 195 and another turn 197. This however is forcing the issue real hard...

Though we dont have full controle over the GPs we spawn, we can be reasonably sure to get 3 golden ages, perhaps 4. And still not need the Spy from Communism and use the GE from Fussion for Mining Inc, if not taken at that time...

Please find attached my spreadsheet on these figures... Please someone double check them??
 

Attachments

Well, I assume defending against Airships also counts as a defensive action!?

We are at war for ~20 turns (?) * 6 Airships * 2 WW = 240 war weariness.
That is a bit too much WW, then :confused:
6 airships?? Hammy lost 6 in babylon IIRC.
I dont know if this is true, but this would account for the (in my eyes) missing WW points.... And this could mean a bit more trouble if Joao has more Airships than 6... :(

Nice catch... or atleast good idea...

If we keep up our current speed, we should stay ahead of every team, so we should not get any problems!
We shouldnt, but... well...
 
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