I can get 920bpt @ 0% without any significant sacrifices, and it'll go up a bit over the next few turns. That gives us Physics in 5t with about 20% slider. I'm wondering if we could stretch it and get 4t, but that would require a significant sacrifice. Better not, and try to get some cash for corporate spread.
your bombardment question (each cannon will take of 12% so at 40% it will take 3 to reduce defenses to 4%, an accurate cannon will take off 20%). So to remove cultural defense from Vija it will take 4 non-accuracy cannons and 3 for Agra since it has a accuracy cannon near it
I wouldn't try to take Agra this turn you will need 3 cannons to reduce it to 0% then you would only have 1 cannon to attack with.
bombard Vijayangara this turn with 3 cannons, move the stack with other 3 cannons SW (eventually heading to Delhi by land). Land troops in transports and move back for ironclad protection.
Take Vija. next turn with reinforcements and 3 cannons that bombarded (can assist with stack on its way to Delhi if necessary)
Be careful of his navy. (conceivably could get chemistry from Rosey and upgrade to frigates)
City builds
I think we want to be building the max number of corp executives each turn especially if you're thinking about taking 5 turns to do physics.
Every city with mining corp should be ready and willing to build mining exec if they can get an executive to a city without the corporation within 1-2 turns of them. (Except maybe Siberia since we are losing a lot in OF there with executive builds).
Note several cities will be able to build both mining and sushi executives this turn once we use the existing executives.
I think you can run at negative food totals in several non-sushi cities like Cuba for an extra boost during Physics run. Once they get sushi the food they lost won't matter. You can even stop running farms in some cities like rheims without any significat loss.
Moscow
Wealth/ Factory / Wealth (we can wait on Hospital if the wealth build would speed up physics) Hospital
Interupt for Mining/Sushi executives if not building max number
Fish
Fining Mining executive this turn (fire as few merchants as possible)
***note*** some of my numbers on the spreadsheet are not set in stone. Fish can run more merchants here than noted on the spreadsheet. You just have to be aware of the impact. I estimated numbers for Fish, the cities I put comments on are the ones I tried to be very exact for.
Siberia
No specialists unless no land tiles left. Siberia should not run specialists I think. riverside workshops are better than specialists with its IW bonus.
Max those hammers and build wealth before and after the factory during physics run.
(unless no other city can build an executives, use this city last for executive building)
Pigs
Can run 22 scientists if it wants during physics run, it just would have to back off a bit later
GP Farm
running a spy becaust a Gspy will work for the next GA and a spy is slightly more useful than an artist.
Cuba
Starve it! (I mean run at negative food production)
6 scientists (keep the workshop or 7 scientists)
once it gets sushi it will grow 1 pop per turn regardless of what food it has in its granary
Bahamas
Mining exec this turn once it is spread, and then mining executive and then mining executive and then mining exec!
Then factory / aqueduct / observatory / hospital
Rheims
Run as many merchants you want here, just realize that we will have to back it off later.
And in order for it to have a useful tile to work when we do back it off, maybe a lighthouse/
I would delay the university
spread mining corp here this turn, build mining executive, lighthouse?, wealth?, mining/sushi executives.
Bananas
I don't think a drydock will pay off. Maybe if we had a GG here, so ship could get +1 movement but no drydock.
Galleon, Galleon, Galleon I think (for workers and eventual war with stalin
(possibly sushi exec)
Paris
after jail/Intel agency, executives (even interrupting since I don't think I factored in mining corp hammers for build estimates on my spreadsheet
Chenghu
can get sushi soon from Beijing executive
Bcool Island
5 scientists (no water)
observatory, mining executives once it spread here
Shanghai
2 merchants instead (grocer and market here)
wealth/observatory/factory
(executives possible here too) although the observatory would be nice here
The Crabbes can build 6 scientists
Beijing
fine (frigate is backup if Gandhi's navy becomes a problem)
Hammer city
should build executive this turn
Hastings is also a decent executive builder once it gets executives
Yes, I would prefer to build max executives, too. My builds aren't set in stone, and in fact show more of a wish list for city infra than anything. Just slightly difficult to accurately estimate the cash situation in 3-4t (I've been trying, but too many variables). I might have to sit on a some executives if it helps us get Physics. I think the GA is more important than a few individual cities getting corps, since we might actually already be wasting some turns in GA at the end. Do you agree?
Otherwise, yes, I would interrupt some of the builds noted for executives. More or less as you suggested.
Also, I was imagining that we would be spreading up to 10 per turn after Physics (hence my comment a couple of days ago about no immediate tech need next).
Starving cities:
Sure. I would do that.
GP Farm:
Ok on Spy. I mistakenly added Spy to gpp odds in Paris earlier.
Pigs: 22 Sci? It's current population is 20.
Siberia:
You call for 2 Factory Eng in your spreadsheet. We have a decent shot at a late mongrel GP here, but ok, let's run max hammers.
Rheims:
Yeah, I was leaning towards running merchants anyway. We need to workshop some tiles, so we can back off after (I'll make sure it doesn't skip Paris, but I doubt it even could). Agree on 4fpt farms - I'd hire specialists in place of some of them. Especially as cities like Rheims approach health/happy limits fast.
Bananas:
Drydock is 120h and worth 23h per 80h Galleon (plus the promo). I agree it's not necessary, but it does pay off after 4 ships. I'll skip it, unless I hear otherwise.
I might have to sit on a some executives if it helps us get Physics. I think the GA is more important than a few individual cities getting corps, since we might actually already be wasting some turns in GA at the end. Do you agree?
I am suggesting running a spy in both Paris and GP Farm. I know this presents a ~1/200 chance of getting 2 Gspies but I thought it was worth the slight risk. Now that espionage isn't that important, you could run an artist in GP farm instead of the spy.
I don't have time to study the PPP right now but I didn't notice too many observatories in the next few turns. Every city will want one eventually, but should we build any sooner, like Moscow for example.
BTW, I plan to do some testing on Coal vs Hydro vs Three Gorges tonight. I'm still not convinced that Coal doesn't make sense in at least a few cases.
Why not run a few engineers in Siberia just in case? 2 hammers and 3 beakers isn't horrible and it gives us an option on a mongrel if we really need one down the stretch.
I am suggesting running a spy in both Paris and GP Farm. I know this presents a ~1/200 chance of getting 2 Gspies but I thought it was worth the slight risk. Now that espionage isn't that important, you could run an artist in GP farm instead of the spy.
Ok, all artists then. I guess I wasn't too mistaken.
Edit: xpost
Edit2: I was wondering - aside from hoping for something like a Demo or Artillery steal from Roos, what do we do with all our ep at this stage? We already have a bunch against both AIs and are still producing hundreds per turn passively.
I don't have time to study the PPP right now but I didn't notice too many observatories in the next few turns. Every city will want one eventually, but should we build any sooner, like Moscow for example.
Moscow has an Observatory already. Others, we'll see... My thinking for this TS is: Physics > Corporate spread > Factories = Research (on a case-by-case basis)
Coal:
I've stated my opinion already - coal plants in major hammer cities seem good in the short term. Not elsewhere, though. Could you confirm what happens to Coal Plants when we gift away coal and build 3Gorges? I'm not used to being in the game this late.
Edit2: I was wondering - aside from hoping for something like a Demo or Artillery steal from Roos, what do we do with all our ep at this stage? We already have a bunch against both AIs and are still producing hundreds per turn passively.
EP was on Gandhi so we would have a city view for the war. Of course you should change it (but might want 20-40 per turn to maintain the city view for the war.
Uses for espionage that I can think of...
1) steal riflery
2) switch roosy to free market (if/when he switches back to mercantilism)
3) war uses (city revolts? to save a turn destroying the cultural defenses?) Might want to move the spy from Beijing)
4) counter espionage vs roosy
5) potentially stealing demo, artillery from Roosy
6) setting up roosy for a quick fall (city revolts, resource destruction, etc.)
7) stealing military science for grins and giggles
8) city revolt of Stalin's capital for quick amphibious strike on his nukes.
for this turn
I would put the majority on Roosy (to finally see his research), set up future steals, but keep a little bit on Gandhi and a little bit on Stalin.
We might want to transport a spy to Stalin for a city revolt
I made a few moves (hired all specs, settled the city, moved the execs, used WBs), to help with planning. With slightly more extreme spec hiring, all we need for Physics is 40% slider this turn and 0% the next 4t. That should let us spread the corps pretty aggressively. Builds will be interrupted as needed to ensure we have maximum execs at all times.
Are we intending to chase the remaining corp resources? It seems the only 2-reso site left is the 1-tile island west of Stalin. There's still a bunch of 1-reso crap sites.
I believe even the city I settled in the ice to get the additional copper and fish is profitable just because of the trade routes. (makes more in research/wealth than it costs even after inflation)
I think it makes sense to settle more cities, and get resources if possible.
There is an upper limit to the number of resources that we can get for sushi that would be beneficial I believe for 2 reasons.
1) Our cities run into health/happiness limits
2) It takes time to grow the population to take advantage of the extra food.
However I don't think that limit is yet reached especially if we use the slider for happiness.
I would steal this next turn after seeing roosy research. Opens up drafting rifles... (might need to if Gandhi lands an attack force with the galleons, he has been in war prep maybe there are troops loaded on the fleet in Madras)
In the next 5t I intend to spread Mining Inc. to:
Paris, Bahamas (T216)
Hastings, Pigs, Bananas (T217)
Bermuda, Rheims (T218)
Jamaica (new city), Shanghai (T219)
London, Cuba, Bcool Island (T220)
and Sid's Sushi to:
Nanjing (T216)
York, Chengdu (T217)
Canterbury (T218)
Steam, Cuba (T220)
I'll have a bit of a bottleneck for Sushi production, and might end up short on cash at some point. This is only rough.
I'll have to see if we can get a settler over to the 2-clam island at least in the short term.
I would steal this next turn after seeing roosy research. Opens up drafting rifles... (might need to if Gandhi lands an attack force with the galleons, he has been in war prep maybe there are troops loaded on the fleet in Madras)
Right now I think new cities are paying for the cost in hammers of the settler in research/wealth in less than 7 turns. At least cities off the main continent are. Cities on the main continent maybe a bit less. But the trade routes will go up as population goes up in our island cities and main land cities.
Hmm, good point on the GA bomb. I still wouldn't move the spy though. Even if cultural bomb hurts us a lot can still use that spy for counter espionage mission. And it is a backup for riflery steal.
I think we will be able to leave espionage on roosy so we will be able to cover the extra cost in troy of losing some of the culture discount if necessary. And we will be able to restore eyes on his research relatively quickly after the steal next turn.
Coal:
I've stated my opinion already - coal plants in major hammer cities seem good in the short term. Not elsewhere, though. Could you confirm what happens to Coal Plants when we gift away coal and build 3Gorges? I'm not used to being in the game this late.
OK, I ran a test and it works as I observed in my Vanilla game. The effects of Coal Plants go away when you later build a Hydro Plant and/or Three Gorges. Some raw numbers from Siberia (Ironworks) building wealth:
So, we get the +2 from the factory with access to coal, even if we don't build a Coal Plant. If we build a Coal Plant and later build a Hydro Plant in that same city or The Three Gorges Dam in any city, the effects of the Coal Plant itself are removed but the effects of access to coal with a factory stay.
So, you can see that building a Coal Plant now would give us a temporary +2 but also give us an additional 50% hammers. In our current Siberia under a Golden Age and working all tiles gives ~102 base hammers. That means the 50% power bonus provides 51 more hammers/turn (or 51 more gold/turn). The 150 to build said Coal Plant would be paid back in three turns.
I think its a no brainer in most cities with 50+ hammers to build a Coal Plant now. In a 50 hammer city, we'd break even after 6 turns. The 25 extra hammers/wealth per turn is worth more than +2 , right? We have so much excess food in cities with Sushi that we can afford a bit of temporary unhealthiness.
Also, as I said before, I'm not sure we want to gift away coal at all in this game. Even if we only had 2 resources, it will provide 2 extra base hammers in every city with Mining Inc. We will likely have more than 2 resources, so we'd be giving up a lot of hammers if we gave away all of our coal...
Test game saved if you want to play around with it. Siberia in this test game isn't the exact same, but it's close.
EDIT: Put another way, it makes no sense to build a factory and then not to power it. The factory only gives +25%. With power you get an addtional 50%. So, either build factory -> power or don't build a factory at all.
Ok, great. That seems like a straight calc - unless we're 5-ish turns away from 3GD or we have more important things to build, top hammer cities should get them.
Guys, I don't think I can get around to editing everything into my PPP tonight. Whatever has been discussed today has been noted and will be applied in-game. I'd like to play through Physics tmr morning, if there are no objections.
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