Dhoomstriker
Girlie Builder
- Joined
- Aug 12, 2006
- Messages
- 13,474
The Final Four
15 offensive fights, 30 defensive fights, or 8 offensive fights plus 14 defensive fights will get us a Great General.
Another option is to trade for Gunpowder and Chemistry, once those techs become available for trade.
We'd need to slip into Slavery, but doing so could let us whip out a couple of Privateers.
Those Privateers could go and prey on the AIs' ships, for a few free points towards a Great General.
1 Great Scientist (we already have it)
1 Great Person from Delhi shortly
1 Great Person from Crabs on T284 (that's only 15 turns away from now)
1 Great General
Only if we can't get a Great General within 25 turns, do we have to use the backup option of our Great Person from Grt Person Farm, which, as you said, will come within 25 turns.
Trading
So, we'd likely have to wait for Justinian to learn Banking before we could get Banking in trade.
Economics
After we learn Mass Media, sure, let's go full-bore on learning Economics, should no one else have learned it by then.
Let's think about the math. At our current research rate, it will take us about 8 turns to learn Economics and 18 turns to learn Mass Media.
Let's say that we can learn Mass Media in as soon as 15 turns. It will take us at least 2 more turns to actually build The UN, another 1 to 2 turns to become the Secretary General, and then somewhere between 5 to 10 turns before we can propose a Diplo Victory vote, and then 1 turn to win the vote. After we win, we will also have "one free turn" of unit movement to get our Great People onto the Fur.
So, we're talking somewhere betwen 24 to 30 turns to win, with 1 free turn to move our last Great Person.
If it turns out that we'll absolutely need the Great Person that comes in 25 turns, we have options of getting him faster, such as waiting until he will be born within a few turns and then, each turn, hiring every citizen as a Specialist. We'll lose population poitns in that City and this technique is not sustaintable for a long period of time (which is why we'd only do it within a few turns of completion of that Great Person), but we should be able to shave off a couple of turns of generating that Great Person by starving the City in this way.
So, even if we don't get our Great General, we should be able to get that last Great Person 2 or more turns sooner than 25 turns from now, giving it to us, say, at the latest (possibly earlier) 23 turns from now.
With the ideal Galleon chain, we can get that Great Person from Grt Person Farm to the Fur within 2 turns of it being produced.
So, we should be able to pull things off, with a bit of proper planning and last-minute starving of Grt Person Farm, without needing to divert from our Mass Media beeline.
Toku and Mercantilism
However, we do not need to research Economics for Mercantlism, nor do we "absolutely need Banking ASAP" to be able to switch into Mercantilism later.
However, what would you trade for Banking? We might get LUCKY if we trade with Justinian and he choses not to trade Printing Press away to Saladin, but if he trades that away to Saladin, we'll really be left out of the tech trading game.
We certainly want to avoid trading around Astronomy, to keep the AIs from grabbing land overseas and to keep them from building Privateers.
Would we give away Liberalism just to get Banking? It's an option, but trading around this tech has the danger of giving AIs the ABILITY to switch into Free Religion. Toku can pick Free Religion now and he hasn't done so, while most of the other AIs prefer Theocracy and thus have no real good reason to switch into Free Religion.
So, if you want to trade Liberalism for Banking, I would support such a trade, even though there is a tiny element of risk involved with doing so.
I do not agree that Mercantilism will pay for itself in our economy, as we have virtually no Gold multiplying buildings. The only one that we do have, a Market in Delhi, would not be used, as we have a greater-than-other-Cities' RELATIVE increased modifier for Flasks in Delhi than we for Gold there. Mercantilism will put us in the "red" (losing money per turn), which is why I suggest that we try and keep a 200 Gold minimum balance at all times, to deal with the possibility of having to switch into Mercantilism.
Therefore, if we have collected about 600 Gold, we can CAREFULLY (i.e. for one turn only and then remembering to switch back on the next turn) switch to a 100% Science Rate, switching back to a 0% Science Rate on the following turn, to maintain our 200+ Gold minimum balance while also not running too large of a Gold surplus.
Once we have our second stack of 4 units join the first stack, and once we have 2 Airships stations in Cordoba, then we can take the City.
We can even consider leaving the City with just 1 defender after the first round of attacking, instead of capturing it immediately, so that on the next turn, we'll have less units sitting around in the field that can be picked off by Mehmed's units.
If the City is large enough to require 9 turns of revolt, then we'll have to evaluate the situation at the start of Mitchum's turnset as to whether or not building The UN in Mehmed's area will still be a feasible plan.
Airships
The beauty of going after Mehmed's City to the north of Cordoba first is that we can use Airships to help us weaken the top defenders of the City, making the City fall to us that much more easily.
We can then use that City, based on where its Cultural Borders indicate the City Centre must be, to be within range of assaulting Chinook (the Silk City), allowing us to use Airships to more easily capture the Silk.
This approach should net us a Great General, as we'll aim to win fights while keeping our units alive.Dhoomstriker said:while doing a confident-but-steady push on Mehmed.
15 offensive fights, 30 defensive fights, or 8 offensive fights plus 14 defensive fights will get us a Great General.
Another option is to trade for Gunpowder and Chemistry, once those techs become available for trade.
We'd need to slip into Slavery, but doing so could let us whip out a couple of Privateers.
Those Privateers could go and prey on the AIs' ships, for a few free points towards a Great General.
Actually, we still have the one from Crabs that is scheduled to come on T284.Probably you have missed that we lack a GPerson for the final 4. Next one is due in 2 turns, the 2nd next in 25.
1 Great Scientist (we already have it)
1 Great Person from Delhi shortly
1 Great Person from Crabs on T284 (that's only 15 turns away from now)
1 Great General
Only if we can't get a Great General within 25 turns, do we have to use the backup option of our Great Person from Grt Person Farm, which, as you said, will come within 25 turns.
Trading
Well, only Toku and Saladin know Banking, and Saladin is being pretty tight-fisted about giving away techs until at least 3 AIs know a tech. Toku won't give out a tech until just about everyone knows that tech.If we manage to trade for Banking (and i'm almost sure we can in 2 turns
So, we'd likely have to wait for Justinian to learn Banking before we could get Banking in trade.
Economics
Even if we do manage to get Banking in trade, I would suggest that we stick to the Mass Media beeline path.we can then switch to economics to try to win the race
After we learn Mass Media, sure, let's go full-bore on learning Economics, should no one else have learned it by then.
Let's think about the math. At our current research rate, it will take us about 8 turns to learn Economics and 18 turns to learn Mass Media.
Let's say that we can learn Mass Media in as soon as 15 turns. It will take us at least 2 more turns to actually build The UN, another 1 to 2 turns to become the Secretary General, and then somewhere between 5 to 10 turns before we can propose a Diplo Victory vote, and then 1 turn to win the vote. After we win, we will also have "one free turn" of unit movement to get our Great People onto the Fur.
So, we're talking somewhere betwen 24 to 30 turns to win, with 1 free turn to move our last Great Person.
If it turns out that we'll absolutely need the Great Person that comes in 25 turns, we have options of getting him faster, such as waiting until he will be born within a few turns and then, each turn, hiring every citizen as a Specialist. We'll lose population poitns in that City and this technique is not sustaintable for a long period of time (which is why we'd only do it within a few turns of completion of that Great Person), but we should be able to shave off a couple of turns of generating that Great Person by starving the City in this way.
So, even if we don't get our Great General, we should be able to get that last Great Person 2 or more turns sooner than 25 turns from now, giving it to us, say, at the latest (possibly earlier) 23 turns from now.
With the ideal Galleon chain, we can get that Great Person from Grt Person Farm to the Fur within 2 turns of it being produced.
So, we should be able to pull things off, with a bit of proper planning and last-minute starving of Grt Person Farm, without needing to divert from our Mass Media beeline.
Indeed, it is a good backup option, should Economics still be unlearned by an AI by the time that we learn Mass Media and should we have somehow lost a Great Person along the way, say, due to a misclick (it happens) or due to a Privateer sinking one of our Great People enroute.BAM! (can't remember where i've seen this)
Toku and Mercantilism
I agree with this approach, to be used after we learn Banking, as switching into Mercantilism pre-maturely will seriously hamper our economy.Then we'll wait for Toku asking to switch to Mercantilism.
However, we do not need to research Economics for Mercantlism, nor do we "absolutely need Banking ASAP" to be able to switch into Mercantilism later.
However, what would you trade for Banking? We might get LUCKY if we trade with Justinian and he choses not to trade Printing Press away to Saladin, but if he trades that away to Saladin, we'll really be left out of the tech trading game.
We certainly want to avoid trading around Astronomy, to keep the AIs from grabbing land overseas and to keep them from building Privateers.
Would we give away Liberalism just to get Banking? It's an option, but trading around this tech has the danger of giving AIs the ABILITY to switch into Free Religion. Toku can pick Free Religion now and he hasn't done so, while most of the other AIs prefer Theocracy and thus have no real good reason to switch into Free Religion.
So, if you want to trade Liberalism for Banking, I would support such a trade, even though there is a tiny element of risk involved with doing so.
While I agree with you about switching into Mercantilism, should we be asked by Toku do so, I would also say that we should switch out of it ASAP (5 turns later), unless we're less than 10 turns away from a Diplo Victory vote at the time of being asked to switch (5 turns to switch out of Mercantilism, but then 5 turns would be needed to switch back into Mercantilism, hence the 10 turn suggestion).In fact, we immediately gain +1 if we switch by ourselves, but a better +2 if we accept his FC and if we run it. We can compensate the lost of trade routes income with Merchants: 2C+3B each will do, mainly if we run @0 science.
I do not agree that Mercantilism will pay for itself in our economy, as we have virtually no Gold multiplying buildings. The only one that we do have, a Market in Delhi, would not be used, as we have a greater-than-other-Cities' RELATIVE increased modifier for Flasks in Delhi than we for Gold there. Mercantilism will put us in the "red" (losing money per turn), which is why I suggest that we try and keep a 200 Gold minimum balance at all times, to deal with the possibility of having to switch into Mercantilism.
Therefore, if we have collected about 600 Gold, we can CAREFULLY (i.e. for one turn only and then remembering to switch back on the next turn) switch to a 100% Science Rate, switching back to a 0% Science Rate on the following turn, to maintain our 200+ Gold minimum balance while also not running too large of a Gold surplus.
Slow but steady will win the race. We can move close to the City with our stack of 6 units and start bombarding it during UT's turnset.Also, better find a way to speed our war, since a size 11 city will need some 8-9 turns to go out of revolt. We can hope that Mehmed will whip the hell, but we can't count on a size less than 8.
Once we have our second stack of 4 units join the first stack, and once we have 2 Airships stations in Cordoba, then we can take the City.
We can even consider leaving the City with just 1 defender after the first round of attacking, instead of capturing it immediately, so that on the next turn, we'll have less units sitting around in the field that can be picked off by Mehmed's units.
If the City is large enough to require 9 turns of revolt, then we'll have to evaluate the situation at the start of Mitchum's turnset as to whether or not building The UN in Mehmed's area will still be a feasible plan.
Airships
The beauty of going after Mehmed's City to the north of Cordoba first is that we can use Airships to help us weaken the top defenders of the City, making the City fall to us that much more easily.
We can then use that City, based on where its Cultural Borders indicate the City Centre must be, to be within range of assaulting Chinook (the Silk City), allowing us to use Airships to more easily capture the Silk.