SGOTM 09 - Xteam

How about building Ironworks in Sippar? With Sushi, it can work all of its tiles. It's getting 11 extra base hammers from a levee. Since it's on a river, it can build 3GD. Before Mining Inc, it can make ~95 base hammers. With Mining Inc, it will max out around 115 base hammers. So with forge-factory-plant-lab, it can get ~400 hammers per turn for building SS Engine or Stasis Chamber and ~515 hammers per turn for other SS parts. It could build Life Support in 1 turn with overflow from another build.
 
ShannonCT said:
How about building Ironworks in Sippar? With Sushi, it can work all of its tiles. It's getting 11 extra base hammers from a levee. Since it's on a river, it can build 3GD. Before Mining Inc, it can make ~95 base hammers. With Mining Inc, it will max out around 115 base hammers. So with forge-factory-plant-lab, it can get ~400 hammers per turn for building SS Engine or Stasis Chamber and ~515 hammers per turn for other SS parts. It could build Life Support in 1 turn with overflow from another build.

Very interesting idea, sounds like the way to go. Even without IW Athens should be able to build some of the more hammer heavy space parts.
 
Very interesting idea, sounds like the way to go. Even without IW Athens should be able to build some of the more hammer heavy space parts.
Yes, very good indeed! Nice catch. :thumbsup:

There sure is a lot going on in this game. :eek:
Hard to keep up with. ;)

:worship: Congrats to PK on his HoF win! :cheers:
 
If I'd been as smart as Shannon I'd have micro'd the end to finish the final component a turn earlier using overflow like he just suggested for this game. I'm just not good at this stuff which is why I'm running out of things to contribute >.<
 
If I'd been as smart as Shannon I'd have micro'd the end to finish the final component a turn earlier using overflow like he just suggested for this game. I'm just not good at this stuff which is why I'm running out of things to contribute >.<
Hope you can join us again after you're set up in Scotland. Plenty to learn and no better way to learn it than together... :D
 
We've got four weeks to play 40 turns and the other contenders appear in the same or worse position. Doesn't seem reason for concern at this point.

Looked at the graphs at central and concerned with our score compared to Murky Waters. Anyone have any idea how they've managed to get so far ahead and how much of their score advantage is likely to be population and how much to a tech lead?
 
Sorry about the delays. I should have time to make and post a plan tomorrow, Sunday.
No problem Fred.
Anything you need any of us to have a look at?
 
Looked at the graphs at central and concerned with our score compared to Murky Waters. Anyone have any idea how they've managed to get so far ahead and how much of their score advantage is likely to be population and how much to a tech lead?

Murky's power graph has really flattened out, but their score it staying above ours. So it is not growing thru the unit or military side of the scoring formula. They must be adding land, pop and techs to keep climbing at that rate. Only guess I can make is that they have shifted away from unit production and are sinking hammers into infrastructure and/or directly to wealth or research depending on city buildings.

Hopefully they haven't captured as many resources as we have and we can surge past them as the corporation effect kicks in. It may come down to being able to chop out the last few parts. Don't forget that we can store chops while a city is producing wealth or research.

Keep up the good work guys :goodjob: I wish I had more time to contribute and actually play some.
 
Here is a plan for the set:

Cities:
In general build courthouse, forge and factory. In hammer rich cities swap and build courthouse after forge. Some Portuguese cities need to finish chariot MP builds and Cuzco and Tiwanaku could also use a library.
Special cases:
Sippar: Factory, coal plant, library, wealth, 3GD (Try to get max overflow into 3GD)
Babylon: bank, jail, temple, factory (With the intention of hiring spies, priests and engineers. MM temporarily for hammers).
Akad: Wall Street (MM to 3 turns), market, grocer
kwaDukuza: Versailles (chop).
Braga: MM for gold+hammers

War:
Objectives:
  1. Eliminate HC.
  2. Capture cities around kwaDukuza.
  3. Capture metal resource cities in the middle east and Russia.

Send one or two galleons filled with paratroppers back to Borsippa using galleon chain. Move troops on rails to Pharsalos and galleon chain to Zululand. Paratroopers already in Zululand attack Ondini, Khangela and reinforcements go for Nongoma, Noabamba.

Forces near Vilcamba home in on the city preparing to capture in two turns. Remaining Korean forces move to Miletos (except a few defenders for Wonsan, Pusan) with the intention of attacking Smolensk. From there our forces divide into two - one force attacking north to Novgorod, Yaroslavl and a southern force going for Emangweni and perhaps more North African cities.

Worker actions:
Railroad and build lumbermills in Korea and other places except Babylon anticipating the conversion to Free Market where forest preserves stop yielding 2gpt (3gpt in GA).
Move some workers to kwaDukuza for chopping Versailles

Civics:
We are working around 55 windmills and the same number of forest preserves. This mean that giving up environmentalism costs around 110+165=275gpt. Getting Free Market brings in around 105 gpt from trade routes and a 40% reduction in the coporate maintenance so the break even point is when the corporate maintenance amounts to 170/0.4 = 425 gpt. or 850 gpt in raw maintenance before the courthouse modifier is applied. We are not there yet but spreading Corporations to 10-12 more cities and changing some forest preserves lumber mills should bring us close to it. This should happen inside my turn set and I propose to change to Free Market when this happens.

Any other business:

Move settler to Australia and perhaps also additional paratrooper.

Spam Mining Inc. and spread Sushi in Sippar, Wonsan.

Missionary and Mining Inc exec. to kwaDukuza.
 
Looked at the save, but not much to contribute.

If you attack HC's last city this turn with the contiguous paratrooper, you'll have a chance to finish the Incas off next turn and reduce WW. Nonetheless, suggest you hedge our bets and move in reinforcements.

Also, you can micro-manage Nippur to complete Rushmore in three turns instead of four.

What is the tech research order from here?
 
Cactus Pete said:
If you attack HC's last city this turn with the contiguous paratrooper, you'll have a chance to finish the Incas off next turn and reduce WW. Nonetheless, suggest you hedge our bets and move in reinforcements.

Will try to finish him in 1 but certainly not depend on this happening.

Cactus Pete said:
Also, you can micro-manage Nippur to complete Rushmore in three turns instead of four.

If WW is manageable when HC is gone I will probably wait with finishing Rushmore and start building it in yet another city. An alternative is to build it in Athens in one turn and cash in now on the unfinished pre-builds.

Cactus Pete said:
What is the tech research order from here?

Plastics is next with DR inserted somewhere if we can't trade for it. With the current tech rate I won't have to decide on more techs. Any ideas on how to generate some gold? Can we spare a GM for a trade mission? And can we do trade missions in Justinians cities only now that we are soon at war with Stalin also.
 
How many turns would Justin take to complete DR? Is it possible to have him complete it for us?

re wealth: soon we will have to put some cities building wealth once they have forge+courthouse. Once we have a good number of metals we will very quickly get positive cashflow again.

I would not yet cash in Rushmore. Remember we have to subtract the hammer cost of the wonder when we do our efficiency calculations so the number of cities it is built in should be as large as possible to maximise that efficiency.

Pillaging cities will also help keep us going for a few more turns.
 
How many turns would Justin take to complete DR? Is it possible to have him complete it for us?
I don't think so. :rolleyes: The game scoreboard says Justinian will require 835 turns to get to Divine Right. :eek:

The only AI with DR is Capac and we're about to do him in. :thumbsup:

Do we have any concerns for Justinian's safety when declaring on Stalin? Looking at the save, I have no feel for the size of Stalin's Army. He certainly has only older units and Justinian doesn't have a lot of defensive units.

Plan looks good!

Good luck.
 
PaulisKhan said:
re wealth: soon we will have to put some cities building wealth once they have forge+courthouse. Once we have a good number of metals we will very quickly get positive cashflow again.

Are you arguing in favor of postponing factories?

PaulisKhan said:
I would not yet cash in Rushmore. Remember we have to subtract the hammer cost of the wonder when we do our efficiency calculations so the number of cities it is built in should be as large as possible to maximise that efficiency
.

I will wait a while to cash in. WW will probably grow when the war against Stalin gets started and that might be the time to cash in.

PaulisKhan said:
Pillaging cities will also help keep us going for a few more turns.

I will consider this option also in cities we don't intend to keep.
 
leif erikson said:
Do we have any concerns for Justinian's safety when declaring on Stalin? Looking at the save, I have no feel for the size of Stalin's Army. He certainly has only older units and Justinian doesn't have a lot of defensive units.

He has two rifles in all cities. That should be good enough to hold the cities. We may have to do something to prevent Stalin from pillaging metal or coal in Justinians cities.
 
Plastics is next with DR inserted somewhere if we can't trade for it. With the current tech rate I won't have to decide on more techs. Any ideas on how to generate some gold? Can we spare a GM for a trade mission? And can we do trade missions in Justinians cities only now that we are soon at war with Stalin also.

I don't think we can spend a GM on a trade mission unless we are sure to have enough GPs to start 3 more golden ages (9 GPs total).

A trade mission isn't worth much at this point anyway. The overflows from unit builds in Corinth, Athens, and Argos are getting nice and fat. Since a factory alone is only worth a 25% hammer increase, I would suggest timing most factory builds in the Americas to coincide with completion of 3GD. Use wealth building after forge and courthouse to get Plastics faster.
 
I don't think so. :rolleyes: The game scoreboard says Justinian will require 835 turns to get to Divine Right. :eek:

Gifting him a lot of crap cities is sending his research into the crapper. There's no way he gets DR soon.

Do we have any concerns for Justinian's safety when declaring on Stalin? Looking at the save, I have no feel for the size of Stalin's Army. He certainly has only older units and Justinian doesn't have a lot of defensive units.

I wouldn't be too worried about Justinian's safety. The units I saw Stalin attacking with were mostly swords and horse archers, with a couple cats and elephants. He would have to burn a lot of units to beat 2 riflemen. If we feel like we need to protect a resource, we can jump a paratrooper almost anywhere in a couple turns, or we can build a paratrooper in Athens and airlift to Justinian's cities.
 
ShannonCT said:
I don't think we can spend a GM on a trade mission unless we are sure to have enough GPs to start 3 more golden ages (9 GPs total).

I will try to calculate if we can meet this requirement with a GM to spare. We can discuss this again when I have played the first few turns.

ShannonCT said:
Since a factory alone is only worth a 25% hammer increase, I would suggest timing most factory builds in the Americas to coincide with completion of 3GD. Use wealth building after forge and courthouse to get Plastics faster.

This makes a lot of sense. Building 3GD earlier will offset building the factories a little later. And we are also interested in getting Standard Ethanol as early as possible.

It looks like I can start playing some turns. Will probably start playing 2 hours from now unless I hear any complaints :). Expect to play 3-4 turns.
 
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