Nice work Whosit...
We went all the way from Rifling to Electricity in one day!!!
Foolish me thinking we could build ironclads without coal!!! DOH!
First thing I noticed...Orenburgs second ring fish already has a fishing boat.
We have two boats in production...we can either have Orenburg start another build or that boat can be sent to the crabs south of Rostov.
I say start building a multiplier of some kind...the kind of multiplier will determine what kind of specs we run here. I'd suggest a lib since we will only get 4 hammers here and the lib will still take 31 turns! The rest of the multipliers are too costly.
I don't see how we can pop a GP in 2 turns...best to just switch to merchants and see what happens in 3 turns.
I agree with not disbanding units...at least not yet...longbows can be relegated to the back row cities.
We have enough cash to pay the extra fees and they can be upgraded to rifles in emergencies.
I agree that we can switch and quickly research Corp for the trade routes...its basically free money.
Sengir said:
IF we get a GM, research Medicine and found Sushi, if we don't, proceed to nukes without Sid's.
Totally agree! Now if we fail to get a merchant this time two things to figure out.
1) What to do with the Great Scientist???
Bulb Fission I assume.
2) Do we go full merchants another turn and try again???
I say yes because it sounds like fun to run Sids!!!
But where will we found Sushi???
Moscow will have lots of multipliers in place and could handle building our executives but we could not build Wall Street here.
Novo has an open slot and could build Wall Street. But we still would need 4 more banks to be constructed and I don't really see us putting that much infra in place to get the Corp benefits.
I think we should just plant the HQ in Moscow as we are planning on building the multipliers there anyways. But I am open to other suggestions too.
Just going to run down Sengirs build plans and toss in my two cents.
Moscow looks good...
Orenburg I already mentioned.
Novo is unhealthy and we really don't have any buildings that will help as the grocer only provides one health point...this makes me pause about Sids. We won't be able to get 6 extra specs here...more like 4...lets keep that in mind. But the build plan looks fine here too.
Rostov sounds fine...maybe build our spies here so that Yaro can focus on the naval units.
It would take too long for navy produced here to reach the front lines.
Yaro has some hammer decay with its frigate but the Globe will be finished in two turns...I might go drydock>naval units here after putting a turn into the decaying frigate.
The best configuration for Yek that I can think of is to farm both of the grass workshops and to workshop both of the forested tundra. Currently we have 4 food and 12 hammers but we can't grow into the tundra tiles. So actually we have 2 food and 8 hammers since we can't work the tundra tiles. The new configuration would be 8 food and 8 hammers. If we get Sids in place there we can workshop everything and max out hammers.
Rifles and cannons here please!
Yak...I don't know about the uni here...at first I thought a harbor might be better but under Merc harbors are kinda nerfed. Maybe we build navy here too.
Our quickest method of conquest in the north is going to be submarines with nukes that hit the coastal cities and speedy amphibious landings directly into the city. Fallout can't affect water tiles so we will be able to strike the same turn that we fire! This will require a large strong navy and Yak can help provide that.
Vlad doesn't need the artist anymore...best to return to the engineer spec.
Continuing the uni here is fine...Vlad is due for another draft it would appear.
Smolensk is tricky too...I would first switch to run 4 artists and the engineer. Artists produce an extra beaker too so that is nice. Running extra artists in combination with a culture mission in Pete should grant us access to the flood plain tile again. Workshop over those tundras and we have a modest hammer base (21 base hammers) for the city.
Uni after the market is perfect for the culture and beaker boost.
I think Ironworks in Pete sounds great...can't wait to reclaim it!