BTW, How many Sushi did the T team spread in the last 9 turns?
About as much as in the previous 10 turns
BTW, How many Sushi did the T team spread in the last 9 turns?
Techs are okay. Not much choice really.
I think next up are
- Industrialism (Aluminium!)
- Rocketry (get the damned thing built)
- Genetics (health)
- plastic>Composites (Casings)
- Satellites (vision)
- Computers>Fiber Optics
- Fission>Fusion
BTW, I should be free in about 4~6 days to pick up the save.
Yea I know. That's what takes so long, have to check every city every turn.All right, I will try to play some turns now or to finish it tomorrow, the damn spy assignment is really annoying.
Too lazy to do itI mean what to research in T6.
I mean the real number of Sushi and math behind it. I can tell you tomorrow. or if you can figure it out in a couple of minute.
BTW, I should be free in about 4~6 days to pick up the save.
hehehe
Well done.
Let's break his back without breaking a sweat!
Agree to trigger GA right now, we kinda need it
Also I prefer to finish last SS parts losing 1~2 turn of GA than having 1~2 turn GA too long.
We could always wait 1 turn and cash in on the GM now to give us better production for SS parts.
Civics: CS, we should consider Nationhood: +2 happy for barracks, -143 gpt upkeep. We lose 43H in Moscow and 34*2.6 beakers. Seeing as we already have 8 unhappy people, that's a definite gain overall I think.
I tend to agree on this at the 1st glance. However on a 2nd thought, stay on Bureaucracy might be better finally. With the support of the GM, we could maintain 100% science slider toward the end of the game since most of the city are finishing their military build this turn and are able to support full research from next turn. The cash saved from Nat might not be needed, but the extra beakers from capital might be critical to finish the last space tech 1 turn earlier. This issue also affect the city build, as long as the empire is able to support full science slider, I would not mind to build more science buildings like Univ even it's does not pay for the hammer cost in the rest of turns.
War with Gandhi: idiot parked his fleet in an easy to destroy place
Instead of peace deal, we would have to use a cease fire to give him the ice city. DoW him right back to take last city same turn. Not sure this is really worth it though, we might suffer unhappiness from the war (I tend to get it even if I lose 0 units, go figure) and 4 more turns of anger because he refuses to talk might not be worth it. Especially given that we might have finished (or almost) with research at that point...
We'll see how's the WW looks like. Probably only 2 turns of refusal to talk.
Workers: when you have time, pre-chop and road all 5 forests in Rostov, we will use them to gain 1 turn of production on the second Engine. The ones in the BFC should be pre-workshopped.
Ros should be fine, there's enough time to send more workers to chop those forests. The bottle neck of SS engine production is Moscow, That's the reason why I have already started changing improvements in Moscow -- the 2 silks and hills are 1 turn from WS and mine.
For now, pull all available workers to Aluminium and road+mine (road takes 1 less turn than RR).
That's what the surrounding workers are doing, I even send the 2 workers in Moscow toward the Aluminum. Too bad that we are short of 1 worker to reach the hill this turn.
We have enough buildings to keep researching 1 tech/turn under the GA, we should just switch to full wealth/research mode. Buildings that can be done in 1 turn are ok if they add enough over 10 turns.
See my reason on top.
Techs: we should push back Plastics as much as we can, we're going to lose another 2 happy there from Fur.
I think I prefer Rocketry right away. We lose some hammers but Apollo will still finish faster if we start it 1 turn faster. Exception is if one city has as much OF available as its base production (which doesn't seem to be the case), in that case going for Genetics then Rocketry is better.
I start to think whether it's better to finish Genetics last if we could find another strong productive city to build the stasis Chamber, that's a dream anyway. We need careful plan now. There are 9 techs left, Our BPT is 8K at the moment under the GA, there's no doubt we are able to exceed 9K 10 turns later, therefore that 8.5K * 10 * 1.2 beakers in 10 turns, which is enough for all those 9 techs. So more precisely, we are at most 11 turns to complete the last tech and 14~15 turns to launch. Man, without the support of GA, Moscow seems not able to complete SS Engine in 3 turns.
So I still think Rocketry next then Genetics>Satellites>Comp>Fiber O>Plastic>Comp>Fission>Fusion
???
Do we want to push Composites so far
???
The raw hammer cost of SS casting is 1200/3.5 = 343H, City with the raw production of 70H could complete it in 5 turns, I guess it's not very difficult to find 5. Let's list them so that I could start to prechange the improvements around.
There are fewer than 25 turns remaining in the game now for sure.
Army:
I think we'll have enough Bombers after this turn.
We need 20 bombers in total, 16 for the war with Gandhi and 4 for the war with Washington and Stalin.
All we need are some more Cossacks for Churchill to absorb his SoD and start taking cities fast from all sides.
I could not resist to build 1 TANK from SP this turn! That's it, I am going to destroy the offshore platform next turn. I guess 3 destroyers should be enough.
Moscow Engine: simple, we need to get Moscow to have max overflow. We can starve down any non-hammer tile (workshop every single tile!).
I know it's doable for Moscow to complete SS Engine in 3 turns under GA and that's why I have 2 workers around Moscow all the time, which results in the destroy of the town. However, without the extra 20 hammers bonus from GA, it's very hard. Anyway, If we could manage the tech in 9 turns, then the GA will last 3 turns for building the Engine and should be no problem. The raw hammers required in Moscow is 1600/3 = 534 /4 = 134, so Moscow need to produce 134 hammers 1 turn before Fusion and have maximum overflow.
We can do 10k beakers any turn we want but we'll be building some military.
Our average beaker rate will be at least 9k bpt. We are getting another Merchant in 4 turns so we have 4k excess gold = 4k research.
Yes, ideally a GM, could also be a GPriest or even a GArtist. You saw how the GE and GSpy were born in the last 10 turns.
I am pretty confident we can finish the tech tree in 9 turns.
Average tech cost is 10,400 beakers. That means 8,667 beakers/turn is enough with the 20% discount from pre-requisites.
As you said, we are already making 8,000 bpt... we can spend 2K hammers on wealth and 1K on research... voila.
Which is why we don't really need more infra...
Civics: fine with me. Gives us more flexibility anyway.
Bombers... 4 more this turn then.
We have 8 currently, so 12 more this turn.
No need to pillage the Oil, give it to Mao.
Good idea, why didn't I?
SS. Chamber: too much trouble, get Genetics earlier, it's not going to happen to find a 3rd fantastic city.
70H cities Casings: New York, Samara, Tours, Chey, Kras (it should be able to get 69H = 345H!)
are possibilities.
Optimal play: it's not really hard, we finish 1 tech/turn and build engines as fast as possible. With enough workers, we can just bulldoze every improvement and try to get as high possible base hammers. Also Moscow should be micro'd to achieve maximum overflow leading to Fusion so it gets a "free turn" of hammers. Rostov will have its forests to compensate.
Sell Lib to Gandhi/Church, some crap techs for Stalin's gold, etc.
The biggest headaches will be:
1) balance troops production and wealth/research
2) cleaning out the SF in time
These headache is the part of optimal play, I'll try.
EDIT: also, for specialists use the ones that will yield MAX(science+gold+hammers) as they are all equal to each other at this point. It will be mostly scientists I suspect as we have almost all science multipliers.
Right, Merchants in 4 cities with bank, When building Project, wonders, and SS parts, Engineers and Priest, otherwise scientists mostly when the cash is able to support 100% science slider.