SGOTM 12 - One Short Straw

Quote:
Originally Posted by bcool
Siberia is up to at least ~310 per turn, plus we can max OF so 1st turn ~600 so Siberia should be able to build the 3 gorges dam in 5 turns.
Plus we've got three farms screaming for workshops so the hammers should go up by 45.

siberia also has 3 forests which could cut it down to 4 turns (the fur will be obsolete so the camps could also be replaced with workshops)

The problem is the lack of workers. I think a few workers will pay off especially in places like siberia and then for cleanup afterwards.

(might want to save the forests for spaceship parts though)
 
Total beakers to research: 153036 (no modifiers)

Based on your best guess, how many turns do you think it will take us to finish this research? I assume your total only includes mandatory techs (i.e. no Flight, Refrigeration, etc.).

Total hammers for SS: 11600 (including discounts but no elevator)

Hmm... We haven't talked about the Space Elevator yet. In my experience, it doesn't pay for itself. However, if it speeds up the final part(s) by a turn or more, then maybe it makes sense. We need to put together our tech path and space part build plans for the rest of the game.

Just a random thought, but what about building a size 1 city with sushi + mining and leaving it on worker builds? Maintenance shouldn't be too bad at size 1 and the sushi food will speed up worker builds.

I don't think the issue is building the workers, it's more a matter of getting them to where the fallout is.

The only question is how long it'll take to build a 1750 hammer wonder. Moscow can crankout out 216 right now, 182 outside of a golden age.

bcool already addressed our ability to complete Three Gorges quickly in Siberia. Our plan is to run continous GAs until the end of the game (assuming our current one and two more gets us there).
 
siberia also has 3 forests which could cut it down to 4 turns (the fur will be obsolete so the camps could also be replaced with workshops)

The problem is the lack of workers. I think a few workers will pay off especially in places like siberia and then for cleanup afterwards.

Good point. Bananas could crank out a worker a turn (said without checking save). Siberia and the northern fallout area could use 3 more easily.
 
Cutting the trees and workshopping the farms will cause Siberia to shrink. We need to hook up more seafood resouces and/or build a few health buildings in Siberia.
 
Cutting the trees and workshopping the farms will cause Siberia to shrink. We need to hook up more seafood resouces and/or build a few health buildings in Siberia.

That won't be a problem since I assume we will build a hospital to get the OF for 3 gorges dam, maybe a Recycling center too. And hydro power from 3 gorges dam will gives us 2 health back too. Plus we are going to get more sushi resources.

I'm not sure how to implement LC's idea of whipping buildings to get OF for the space parts profitably.
I personally beeline fusion, so the engines are not the limiting parts.
It obviously would be nice to have some massive OF to go into the last Spaceship parts, but I think we could do this across a large number of cities.

I'm not sure if it is efficient, but I usually go for Fusion (finishing Apollo about the same time Fusion finishes) Start engines and time the rest of the builds to finish about the same time. Teching composites and building the casings simultaneously as most of the other parts. Allows most cities to focus on the limiting research by building wealth and every city finishes the parts at the same time with fine tuning with workers and chops.
Now this strategy could be changed building parts as we go if we can accelerate the last builds with massive OF.
 
Hmm... We haven't talked about the Space Elevator yet. In my experience, it doesn't pay for itself. However, if it speeds up the final part(s) by a turn or more, then maybe it makes sense. We need to put together our tech path and space part build plans for the rest of the game.
The elevator rarely pays off since you have to research Robotics to unlock it and it isn't a required tech. It might make sense if we have 2 spare GE to instantly build it. Or a city that could whip it.
 
It's hard to whip the elevator. Fusion gives us a GE so I'd consider the elevator with a second GE but even then, it's a tough sell. If our research rate lets us do the tech in 2-3 turns, I'd go for it since it's very likely that the endgame will involve simultaneous SS part building in numerous cities.
 
hmmm, if we do get GP Farm up to ~50 pop, just 1 GE could build the space elevator (300 + 30*P) I believe is the formula for GE hammers, so in a 50 pop city it would be 1800 hammers and the elevator is only 2000 (double speed with aluminum)
 
Robotics isn't required and the relative value of SElev is quite low. I don't think it's ever worth it.

I'll do a plan for 8t to Plastics tmr, but I expect to play only 4-5t to Combustion - whatever I can do in a reasonable session time. Perhaps the next set of GP pops (Moscow and GP on T230) is a good spot to finish, since we may be in some deep s*** after that. :D

Would someone else have time to plan out fallout and workers this weekend? I think it would be quite useful to know how many worker turns we need per island / area of continent. I've been trying to get rid of the last few random tiles in the mainland, so we can move our workers out of some large areas soon.

I'd take Varanasi and Lahore, and leave Gandhi with the other two. They don't have fallout, and the extra Sushi reso isn't so important - we're more limited by happy than food, so let's eliminate some WW if possible.

Settling the islands east of Bcool ahead of the 2-clam site sounds great, actually. I think I should maybe send the current party to settle on top of that coal. Thoughts?
 
I did open the save though, and what can I say... impressive! The -47 with DeGaulle, -27 with Mao are both great :lol:
I think we are planning to take back Bing-Mao, so we should hit a cool -50 with DG. :D He contributed about half of our worker force, btw.
 
BTW, we could do Sefrdom the during SS flight. That would cut some time off scrubbing, I guess. Don't think we'll need Slavery, since we'll have a pile of cities that can just hammer out a tank per turn.

Edit: and, btw, we are now a mere 10 posts from the record. :D
 
yeah the space elevator was just speculation. I think if you can get robotics for free like trading or from the internet in a higher level game, the space elevator might pay off.
 
Not my plan - bcool suggested it as a way to open up St Nick for gift to Roosevelt. Not sure how to capture it. Don't really wanna spend on two more units, but I guess we could?
 
gpp looks good. I ran only 7 specs in Fish, instead of 12. :mischief: (hate the shorthand symbols for 5 and 10).

GP Farm is 1 spec-turn ahead of pace, but we can make that up later.
 
Questions:
  • Send current galleon to crab/coal? Settle that on top of coal?
  • Plan to take Bing-Mao and St Nick? Timeline?
  • Give Roosevelt SM for 110g?
  • Give Roosevelt Physics and Steel?
  • Palace in Canterbury?
 
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