SirJethro's DyP II - "The Emperor's New Mod"

Sorry to see you go cromagnon, I enjoyed playing with you mate. Good luck for the future.

SJ, I bet that was a fun turn. I was thinking of starting something anyway, we had been peaceful for a long time. Glad its the Chinese.

Everything looks wonderful now that we have railroads and can plant forests. I'd like to know how Nanjing got to 118spt :eek:

I'll play until 1800 to even out the years, I just like them nice and round. It looks like it will be just you and me for the most part, so I'll check in more often to keep it rolling.

I'll have my turns done by tomorrow.
 
Any lurkers out there who want to step in and help us out?

BTW, Quokka...yeah, its great that we can plant and rail, but good lord it is taking us a while. Most of our labor is slave labor, and I think it only is working at 1/3rd right now. It takes 48 turns for one of those jokers to rail a forest! :eek: For hooking our cities all up by rail, I've been trying to stay on plains in order to finish more quickly, even though that doesn't always give us a shield bonus.
 
I'm just glad the post got through, I got the error message and was just about to PM you.

What are the techs that speed workers up?
 
Originally posted by Quokka
What are the techs that speed workers up?

I don't remember. I think I remember seeing in the C&C DyP thread, though. I'll go take a look there.
 
Quokka...according to the spreadsheet, Mass Production doubles the worker rate. Unfortunately, it requires Compulsory Education....and you know what that does. :( I guess we're not getting much out of the encyclo right now, but I hate to lose it. We need those fast workers, though. And the Mass Production battleships will be nice also. :)
 
Well thats far enough away that I won't have to sweat over the choice this turn.

I'll be building some more warships. IIRC China had many. I know you said you killed some but F3 shows only one Steam Frigate.
 
Originally posted by Quokka
Well thats far enough away that I won't have to sweat over the choice this turn.

I'll be building some more warships. IIRC China had many. I know you said you killed some but F3 shows only one Steam Frigate.

Yeah, I started with 2 and one got offed. We've put a small dent in their navy...but it is big. Luckly Steam Frigate is the top of the line and they have to start over. My opinion is to hold out and not build Ironclads and wait for Mass Production.

edit: take that back...that is a pretty long way away. we need some now, but I would be sparing keeping upgradability in mind. We need more Cavs big time.
 
Inherited Turn
Change Silvertusk from Cavalry to University. No Barracks
MM Iron Mountain to grow
Change Darwin from Cavalry to Monastery. No Barracks
MM Darwin to use all available water. It’s truly a beautiful sight with the International Port.
Change Leo’s Retreat from Cavalry to Aqueduct. Upgrade Pike & MDI to Riflemen
Change SJ Farms from Rifleman to Town Clock. Upgrade Pike
Change Desperado from Rifleman to Shrine and rush for 170g. Trying to get it into WLTQD.
Change Salusa Secundus from Rifleman to Courthouse and rush for 225g. Upgrade Pike
Upgrade Pike in Salt Petersburg

We have several Cuirassiers down south that look like they missed the blanket upgrade due to the Sphinx going kaput. A lot of our cities don’t have Barracks anymore, I thought we had more before we took the Sphinx. We will have Garrisons everywhere soon, so I’ll delay a few builds until then.
In general I will be leaving the south to rebuild and using the north as much as possible to build some more troops.
I was a bit worried to see only 1 coal on the Home Island. I would have thought with all that Jungle we would have had more. I am very glad we settled Salusa Secundus and Third Rock.

Jungle Island is devoid of Jungle so I rename it Island of Dr Moreau

1776
Bear Butte Harbor=>Town Clock
Foghorn Leghorn Guild Hall=>Harbor
Darwin Monastery=>Naval Base
Desperado Shrine=>Rifleman
Salusa Secundus Courthouse=>Port

Hmmm, I see what you mean about the slaves working slow. It takes 8 natives to RR a Plains/Grassland in 1 turn or 4 natives + 12 slaves (=10 natives) if mixed. It takes 3 + 3 two turns. Worker rate in Federal Republic is 150% so 8 natives do 12 worker turns/turn. From this it shows that our slaves are still working at the 50% rate, I thought that they sped up with government changes.


Our Steam Frigate manages to sink a Rocket Tongkang and get promoted to Veteran but is badly damaged and has to retreat to Wheat Thins. Hopefully the Clipper it was escorting will return to China as well. Send 2 loaded Clippers west towards Wheat Thins.
Mujahids are really obsolete now, but they can take the place of some Riflemen as cut out defenders of small islands.

1778
Foghorn Leghorn Harbor=>Library
Silvertusk University=>Granary. MM to grow quickly for a while.

WLTQD doesn’t raise the shield output of Desperado…

Load a Clipper with 3 Cavalry and 1 Rifleman and head it towards Shantung. This will be a more permanent solution to the Chinese Coal on the island.

I Chinese bombard Desperado
Mistakenly try to renegotiate our Dyes deal with Incas, they drop from 5gpt to 3g for their offer.
Renew Gold for 7gpt with Polynesia
China starts the Eiffel Tower
China builds Edisons Workshop in Nanjing

1780 Military Tradition discovered, researching Corporation in 3 at + 20gpt
East Port Marketplace=>Library
SJ Stables National Monument=>Steam Frigate
Darwin Naval Base=>Steam Frigate
IoDM Academy=>Port
SJ Farms Town Clock=>Aqueduct

Change Kal-el to Eiffel Tower
Change Golden Blubber to Arc de Triomphe
Both are due in 3 turns

The Clipper I uncovered when I sank the Tongkang is still sitting in the same spot when I return, with a Man-O-War just 1 tile away, so I elect to sink the Clipper and do so once again badly damaging the Steam Frigate that is then unable to make it back to Wheat Thins.

I The Man-O-War sinks our Steam Frigate
The source of Gold near Goldron depletes only to re-appear in the same spot

1782
Foghorn Leghorn Library=>Marketplace
Sugar Bay Monastery=>University
Silvertusk Granary=>Port
Iron Mountain Factory=>Naval Base
IOB Monastery=>Port
Rottnest Naval Base=>Academy
Wheat Thins Tax Collector=>Steam Frigate

Our attack on Shantung didn’t go so well
6/6 Cavalry attacks 6/6 Rifle and loses doing 2 damage
6/6 Cavalry attacks 6/6 Rifle and wins taking 5 damage
6/6 Cavalry attacks 6/6 Rifle and wins taking 3 damage
It’ll take a while before they are rested enough to try again. The defending Rifles scored a bombard hit every time before the attack.

I land an attack force of 8 Cavalry, 1 Mujahid and 3 Rifles south of Macao. There 3 Siamese Dragoons just to the north

I The Siamese attack kills 1 Rifle defender and heavily wounds the other 2. A reinforcing Rifle is 1 short but unfortunately for us on a Mountain so is safe from attack.

1784
Marlboro Tax Collector=>Wiseman. Good job on the rename from Nacho Cheese??
Iron Mountain Naval Base=>Steam Frigate
Dyed Pretty Cavalry=>Cavalry

Attack on Macao:
Elite Mujahid attacks 3/6 Rifle and retreats doing 2 damage
6/6 Cavalry attacks 2/6 Rifle and wins taking 3 damage
6/6 Cavalry attacks 1/6 Rifle and wins taking 2 damage
Man-O-War destroyed in port
We capture Macao and liberate 409g. 3 of 3 resisting
The Barracks and Naval Base are intact =>Harbor

I The Rifle pillages the Mountain tile breaking the road to Anyang

1786 Corporation discovered, researching Refining in 5 at + 18gpt
Kal-el Eiffel Tower=>Academy
Golden Blubber Arc de Triomphe=>Steam Frigate

Change LoP from Temple to Colonist and rush for 140g.
I am taking the Colonist and 2 more Cavalry and setting up our own city near Shantung. The Chinese are bombarding the wounded Cavalry and there is no way they are going to heal.
LoP has a food surplus of 20!!! so it will recover quickly

Resistance in Macao ends

We get east & west covered walkways on our Palace. Next we get a grotto and the have Hugh and the girls over for a BBQ.

1788
Wounded Knee Forge=>Library
East Port Library=>Academy
Kal-el Academy=>Factory
Dyed Ugly Guild Hall=>Port
Silvertusk Port=>Marketplace
LoP Colonist=>Forge
Darwin Steam Frigate=>Rifle
IOB Port=>Academy
Salusa Secundus Port=>Toll House

I Chinese Naval bombardment destroys the Naval Base in Macao

1790
Bear Butte Town Clock=>Bazaar
SJ Stables Steam Frigate=>Cavalry
Tuskany Hospital=>Cavalry
NBI Wind Mill=>Granary

I Chinese Naval bombardment destroys the Barracks in Macao and 2 tile improvements by Marlboro. They have a lot of ships firing successfully
The Incas now offer 5gpt for our Dyes, so I let them have it, they need new suits

1792
Foghorn Leghorn Marketplace=>Naval Base
Goldmember Guild Hall=>Naval Base
Iron Mountain Steam Frigate=>Steam Frigate
IOB Academy=>Granary
Leo’s Retreat Aqueduct=>Granary
SJ Farms Aqueduct=>Granary

Attack on Anyang:
6/6 Cavalry attacks 6/6 Rifle and wins taking 4 damage
6/6 Cavalry attacks 6/6 Rifle and wins taking 3 damage
Carrack destroyed in port
We capture Anyang and liberate 433g. 3 of 3 resisting
The Aqueduct, Barracks, Garrison and Harbor are intact =>Temple

I The Chinese sink 2 of our new Steam Frigates as they approached Wheat Thins for the loss of 1 Rocket Tongkang. They also destroy 3 more tiles, hitting every time.
After we capture Shantung we should try to get peace until we can build up our navy. We own them on land but they are outgunning our navy.
Chinese start Taj Mahal.

1794
Quokkaton Factory=>Steam Frigate
Foghorn Leghorn Naval Base=>Academy
Rottnest Academy=>Granary
Golden Blubber Steam Frigate=>Factory
Rush Port in IoDM for 160g

Found Denied =>Harbor

I 3 more tiles by Malboro are destroyed including our Tobacco roads

1796 Refining discovered, researching Screw Propeller in 3 at +37gpt
Foghorn Leghorn Academy=>Shrine
East Port Academy=>Toll House
Dyed Ugly Port=>Bazaar
Sugar Bay University=>Harbor
Darwin Rifle=>Steam Frigate
IOB Granary=>Bazaar
IoDM Port=>Forge
SJ Farms Granary=>Bazaar
Salusa Secundus Toll House=>Academy
Third Rock Barracks=>Courthouse

We have 1 source of Oil by East Port. There is another one directly south of Marlboro where the road was cut last turn, and one in the Tundra to the south of Goldron and west of Salt Petersburg.
China will have/or has one directly west of Shanghai, which I believe just became our target landing zone for the invasion of China. There are 2 sources on the Polynesian island, one in Polynesian territory, the other in Siamese. The last is by the ruins on the island in between Siam and Polynesia.

Attack on Shantung:
6/6 Cavalry attacks 6/6 Rifle and loses doing 0 damage
6/6 Cavalry attacks 6/6 Rifle and loses doing 2 damage
5/6 Cavalry attacks 5/7 Rifle and loses doing 3 damage
5/6 Cavalry attacks 2/7 Rifle and wins taking 1 damage. Thank God.
Rocket Tongkang destroyed in port
We capture Shantung and liberate 457g. Shantung razed

Rush Harbor in Denied for 145g
Change Anyang to Laborer and rush for 90g

We have 2 turns left on our alliances against the Chinese. I intend to let them lapse so we can make peace and build a navy. The Chinese bombarding is just too deadly. The loss of the Tobacco saw some of our cities drop out of WLTKD, and one unlucky RNG roll and we lose our Oil.
Diplomacy shows they will talk now and give 560g for peace. They have Screw Propeller but lack Corporation, Military Tradition and Refining.

I China and Siam sign a Peace Treaty

1798
Quokkaton Steam Frigate=>Steam Frigate
Foghorn Leghorn Shrine=>Port
Silvertusk Monastery=>Marketplace
Goldmember Naval Base=>Steam Frigate
Dyed Pretty Cavalry=>Cavalry
Iron Mountain Steam Frigate=>Steam Frigate
NBI Granary=>Town Clock
Anyang Laborer=>Wiseman
Denied Harbor=>Barracks

I China and Incas sign a Peace Treaty
I cancel our alliance with Ethiopia.

1800
Bear Butte Town Clock=>Marketplace
Sugar Bay Harbor=>Naval Base
Leo’s Retreat Granary=>Academy

Finally some success with our navy. I sink a Carrack by Anyang and a Man-O-War by Wheat Thins.
Unfortunately there are 5 more Chinese ships near Anyang so I expect some buildings lost this turn.
Our alliances with Tibet and Polynesia are up at the end of this turn, so we can expect peace next turn.

I China and Ethiopia sign a Peace Treaty
I renew the RoP + Horses + Cotton for RoP + Olive Oil deal with Ethiopia
The Polynesian alliance is dead
I renew the Saltpeter for Gems + 18gpt deal with Siam
The Tibetan alliance is dead
China sails right on by Anyang, but sinks a Steam Frigate near Wheat Thins

1802 Screw Propeller discovered, researching Atomic Theory in 3 at +295g
Quokkaton Steam Frigate=>Steam Frigate
Foghorn Leghorn Port=>University
Issachia Library=>Toll House
Malcolm Temple=>Laborer
Change Goldmember to Laborer

Just to get in a few last shots I sink a Carrack by Tonga and get revenge on the Man-O-War near Wheat Thins. I then dial up China and talk peace. We get 420g in the deal.

1804
Marlboro Tax Collector=>Library
Wounded Knee Library=>Academy
East Port Toll House=>Port
Sugar Bay Naval Base=>Factory
SJ Stables Cavalry=>Factory
Goldmember Laberor=>Steam Frigate
Tuskany Cavalry=>Cavalry
Iron Mountain Steam Frigate=>Steam Frigate
Darwin Steam Frigate=>Cavalry
IOB Bazaar=>Marketplace
Salusa Secundus Academy=>Library
Rush Laborer in Malcolm for 90g

I Tibet and China sign a Peace Treaty. That leaves only the Polynesians going at it.
Siam and Polynesia start the Taj Mahal
We catch China trying to steal our World Map. Naughty Mao, no noodles

1806
Quokkaton Steam Frigate=>Sewer System
Kal-el Factory=>Hospital
SJ Farms Bazaar=>Guild Hall
Rottnest Granary=>Wind Mill
Malcolm Laborer=>Toll House

1808 Atomic Theory discovered, researching Socialism in 3 at + 278gpt. I take a little detour to get Universal Suffrage.
Dyed Ugly Bazaar=>Marketplace
Iron Mountain Steam Frigate=>Taj Mahal. Pre-build for Universal Suffrage
Leo’s Retreat Academy=>Wind Mill
Anyang Wiseman=>Tax Collector
Rush Barracks in Denied for 140g
Rush Academy in Wounded Knee for 150g
Rush Forge on IoDM for 160g
Rush Forge in Lo’P for 125g
Rush Harbor in Macao for 90g

1810
Wounded Knee Academy=>Bazaar
Silvertusk Marketplace=>Factory
Lo’P Forge=>Port
Macao Harbor=>Temple
IoDM Forge=>Wind Mill
Denied Barracks=>Academy
Rush Town Clock in NBI for 200g


Notes
I see what you mean about it time to build railroads and plant forests. I only just got the forest planters together. I have several teams RR spots for forests to go. The only towns not connected on Home Island are Wounded Knee and Goldmember, but they are close.
I spent a lot of time improving around Quokkaton and Kal-el and I think you’ll like the results.
Quokkaton and Iron Mountain both pull over 70spt and Kal-el is at 89 with a Hospital in 3 and another Hill to RR. I’m smelling 100. This is why I didn’t go for Statue of Liberty right away. Most of our main cities are locked at 15 so don’t need a Granary immediately, those that did I built them.
I built about 14 Steam Frigates of which 8 have survived and are all located around Wheat Thins/Marlboro/Macao. I didn’t try any landings on the Chinese mainland because I had nothing to protect the Clippers with, and we need them. We need to build more before we get Mass Production because of the bug.
I think we should land near Shanghai, its small and near the Chinese source of Oil. It’ll have to be raze and replace that close to the Chinese capital, the F8 culture screen is not pretty.
We have some time to build up. After the Sewers Quokkaton can spit out Cavs in 3 turns. We will need a lot, they weren’t spectacular against Rifles. We’ll need a lot of those too the Chinese won’t like our holiday house when we get there.
We need Universal Suffrage. Losing Tobacco and then WW caused several cities without Temples/Basilica/Shrines to drop out of WLTKD, which reduced them to almost useless. It also means that WW was going to get much more noticeable soon.


http://www.civfanatics.net/uploads4/SJDyPII_1810AD.SAV
 
Here's whats going on on Home Island and Big Island


Mali1810ad.JPG


Still mostly unRRd but getting better. I mined some Plains around Dyed Ugly, got a good start on RRing the Hills & Forest up north.

Big Island is getting much better with some irrigation and RRs. I'm just not used to clumps of 6 and 12 workers not finishing a job in 1 turn, but I like it better I think.

A great tech will be Refrigeration. With a Fishery and Forests the small islands will be much better off, even Quokkaton and Kal-el would be able to get massive shields. Speaking of which, how annoying is it to miss the Iron Works by 1 tile with any of our top 3 cities :mad: Kal-el is about to hit 100 and IW would be 200...
 
Just a quick note:
Originally posted by Quokka
Hmmm, I see what you mean about the slaves working slow. It takes 8 natives to RR a Plains/Grassland in 1 turn or 4 natives + 12 slaves (=10 natives) if mixed. It takes 3 + 3 two turns. Worker rate in Federal Republic is 150% so 8 natives do 12 worker turns/turn. From this it shows that our slaves are still working at the 50% rate, I thought that they sped up with government changes.
That's a civ bug. Non-industrious slave workers before the doubler tech work at a constant rate regardless of government type. I reported it to Firaxis, but it's not worth the trouble to fix. I have a thread on it in the PTW bug forum here if you are overly curious. When you hit mass production, they will get not only that boost but the government boost as well IIRC.
 
I got it and will play now...

In my SP games, I usually institute a "laborer draft" around the railroad era (because pollution starts kicking in then as well, and my empire gets busy). I usually make each of my cities contribute at least one laborer. Maybe we should consider it here....
 
Okay...I like what you've done with the place. Once Quokkaton growns to work all of it's tiles, we can forrest a tile...and then another with fisheries. That will help alot there.

Only change I'm going to make in MMing is to set our new Chinese cities to starve out all but one Chinese citizen. I don't want to lose any in a flip, and they are a long way from our palace. Otherwise, I'm movin' on:

1812: China looks to be heading it's fleet to Polynesia. Polynesia doesn't want to renew their Furs for Cotton/Elephants/5gpt. I sweeten it w/ 1gpt and he takes it.

Foghorn Leghorn: University>Factory
Dyed Pretty: Cav>Laborer
NBI: Town Clock>Guild Hall
SS: Library>Aqueduct

I am worried we don't have Statue of Liberty building anywhere. China could learn refining at any time and have access. Kal-el is the obvious place...I could either rush the hospital for 755g and get the production boost, or take the 300 or so invested shields and switch immediately. Back of the envelope calc tells me that switching immediately is the safest course of action. With China having a 110spt city, I don't want to risk it. By switching Kal-el and stealing one of Quokkaton's hill tiles, we can get the SoL in 13 turns.

Wow...we do have quite a few Steam Frigates...good going on that. I'm sending 3 or 4 of them north to spy on the Chinese-Polynesia conflict.

Land 'o Plenty is now a Laboror factory. I'm going to rush them every other turn for 85gp for a while. The city is all food anyway.

1814: Incas request an audience. TM for TM. Okay, whatever. We discover Socialism. I set research at Telephone, which allows another 2 free tech wonder. Due in 3 turns.
Bear Butte: Market>Guild
East Port: Port>Laborer
Land 'o Plenty: Laborer>Laborer
Dyed Pretty: Laborer>Laborer (I'm purging the specialists from Dyed and plan to plant forests over the extra food...specialists=wasted shields)
Darwin: Cav>Factory

workin' the tiles....

1816: Dyed Pretty: Labor>Labor (last one for Dyed Pretty)

workin the tiles....

1818: Quokkaton: Sewer>Park (I have a policy regarding Factories...I always, without exception, follow them with a park to offset pollution). It works very well.
East Port: Laborer>Navy Base (then Clippers as long as we can)
Land 'o Plenty: Laborer>Laborer
Dyed Pretty: Laborer>Factory
Tuskany: Cav>Cav
IOB: Market>Navy BAse (then Clippers)
Salt Petersburg: Aqueduct>Courthouse

China has absolutely ravaged Polynesia's coast with their navy. I see not a single tile on their coast with any improvements left. Still working...I work tiles a little differently then you Quokka. Instead of little groups that can finish a tile in 2 turns, I move my workers around in large waves, focusing on one city at a time, and sometimes even moving them one worker at a time to completely ensure there is no end-of-turn waste. I'm focusing on Dyed Pretty right now. It's looking much better. :)

1820: Chinese request an audience. They want Military Tradition in a World Map trade. Since it isn't worth anything anymore, what they hay. I give them all of our available luxuries and Elephants for Silks and Coffee. Hopefully we can lower our lux slider now.

China lands 4 cav near Polynesia's wine city.

Telephone discovered. Refridgeration ordered (I'm slowing down towards Mass Production to get a few more clippers in).

Wow...moving our lux slider down 10% had practically zero effect.

Golden Blubber: Factory>Park

I change: Iron Mountain>Bell's Lab. I rush Park in Quokkaton for 500gp to start Universal Sufferage next turn.

1822: Quokkaton: Park>Univ. Sufferage
Cottonton: ??(oops, I missed it)>Academy
Land 'o Plenty Laborers> Labor>Labor
Goldmember>Steam Frigate>Clipper
IOB: Navy Base>Clipper

From my investigation, it appears the 4 cavs that China landed were unsuccessful...2 are dead and 2 very wounded. :)

Rushed Temple in Macao.

1824: East Port: Navy Base>Clipper
Macao: Temple>Taxman

1826: LoP: Laborer>Laborer
Golden Blubber: Park>Clipper
Leo's: Windmill>Holy City
SJ Farms: Guild>Rifle

1828: We discover Refridgeration. Thermodynamics is next. 3 turns.
Dyed Ugly: Market> Cav
IOB: Clipper>Clipper
Anyang: Taxman>Temple

China is still bombing the bejezus out of Polynesia. Haven't captured any cities, though.

1830: Ethiopians request an audience. Want TM trade. Whatever.
Bear Butte: Guild> Monastery
Land 'o Plenty: Laborer>Marketplace (they finally have some production going, thanks to our laborers).
Golden Blubber: Clipper>Fishery

The Chinese are building SoL. Kal-el finishes in 3 turns, so we are safe. In fact, I MM and give a tile from Kal-el to Quokkaton. Now SoL in 4 turns, and I gained 3 turns on Universal Sufferage. If you RR one or two of the mountains in Iron Mountain, that will give us both of those on the same turn, which will probably help avoid a cascade.

Notes: Before you start dividing up the workers to improve however you want, be sure to finish the planting/mining operation SE of Cottonton so we don't waste any turns. The only other incomplete improvement is the RRing going on on the Big Island. I admit it isn't organized as efficiently as possible there.

I think our next target should be Siam instead of China. We have a good foothold on the island to send our troops, and it would make a great spot for our winter palace. Let me know what you think.

I've been PM'ing with Sultan about stepping in to play a little, so maybe he can do that. At the end of next week I leave for a 2 week vacation, so I want to get as much playing in as possible over the next week and a half. Every day if possible.

HERE IS THE SAVE.
 
Land 'o Plenty is now a Laboror factory. I'm going to rush them every other turn for 85gp for a while. The city is all food anyway.

D'oh, why didn't I think of that. I did comment on the +20 food.

(I have a policy regarding Factories...I always, without exception, follow them with a park to offset pollution)

I have never had factories before but was thinking something along those lines, there is just too much stuff to build in this game :)

Still working...I work tiles a little differently then you Quokka. Instead of little groups that can finish a tile in 2 turns, I move my workers around in large waves, focusing on one city at a time, and sometimes even moving them one worker at a time to completely ensure there is no end-of-turn waste. I'm focusing on Dyed Pretty right now. It's looking much better.

I normally do that too, I was just trying to get a rail link to each city, with any spare labor used to improve Quokkaton or Kal-el. It took much longer to do that than I thought so there was no concentration of workers.

China has absolutely ravaged Polynesia's coast with their navy. I see not a single tile on their coast with any improvements left.

Thats what they were doing to Marlboro, Anyang and Macao. Naval Bombardment is highly effective. They got some city improvements as well.

I think our next target should be Siam instead of China. We have a good foothold on the island to send our troops, and it would make a great spot for our winter palace. Let me know what you think.

Makes sense to build the Winter Palace in the north.
 
Quokka...since you are new to the industrial/modern eras, I'll tell you a few of my favorite things, as well as some differences to PtW.

- Firstly, don't dispair about the IW. There is an equivalent SW that comes with Communism called the Steel Foundry. Expensive, but mighty. Perfect for Kal-el.

- Fisheries rock...every 2 sea tiles can compensate for food shortage on 1 forest. It is especially wild in the city with the International Port. IMO, we are going to need to go ahead and sacrifice Darwin's bonus grasslands and just forest them in order to maximize that city.

- Artillery is very much improved. Now that I think of it, we should prob. start building some cannons for upgrade. I always built art. in PtW, because I "believe" in using it, but then I'd go to war, and like always I use blitz war, and the artillery can't keep up. Now it has 2 movement points as well as the range of 2, so you can actually move it one square into enemy territory AND fire on the same turn. VERY useful.

- Marines combined with Trucks are very very lethal. Trucks can move like 8 tiles into enemy territory and then unload 3 or 4 marines, which have the same offense and movement rate as early tanks. I say we save China for the Marines and have some fun with them.

- Skyscrapers and Superhighways give tax bonuses similar to other commercial improvements, but they are VERY expensive. I tend to avoid them unless necessary, excpet for making sure we quickly build just enough skrapers to get the Empire State Building...which is a VERY good wonder.

- A note about Trucks and Airfields: if you load up a truck with units and then airlift the truck...the truck can't move until the next turn, but the units can. This is very useful.

- The cavalry upgrade to attack helicopters is a priority. Moving them is difficult, but the clippers should help with that. I still think it takes some messing around to make the clippers work.

- We probably want to build Naval Fortresses, which are stronger than Coastal Fortresses. I haven't in the past, but with China's navy, it may be necessary. Tho', I hope to wipe it out quickly if we go to war. (QUESTION TO DyP TEAM: Are the effects of Coastal and Naval Fortresses cumulative...defensive and offensive...will it attack passing ships twice?)

- Manhattan Project is now a Small Wonder, so if we build it, it only benefits us. :mwaha:

- Hoover Dam comes much much later in DyP, which is a downside since I am so keen on it. It makes coal plants hard to resist. My policy is that I will build coal plants, but only in very powerful cities, and only if I'm willing to build a Labor Union directly following it, which will offset the huge pollution problem. Edit: whoa, now that I think about it, our map sucks like a Hoover!! With no rivers, we can't build it. OH, DISPAIR!!!!

- Engineers, which come with Electronics are actually very useful during blitz war, because they can actually move onto a hill or forest and start a road on the same turn. Much more useful than Laborers.

- Remeber that our Riflemen will only upgrade as high as Infantry (actually, we're African aren't we...if so we get another upgrade to Grunt). At best, we max out at 12 defense. This means that our offensive units will sit on top of them and become defensive units as well. APC fixes this, but then is somewhat offset again one tech later when Modern Armor comes along with the same defense. I haven't worked out a good strategy yet for the right mix of arms.

Anyway...that's all I can do off the top of my head right now. Things are going to get fun from here.....
 
Inherited Turn

Change Dyed Ugly from Cavalry to Bank
Change Leo’s Retreat from Holy City to Town Clock and rush for 450g
Rush Guild Hall in NBI for 305g
Change SJ Farms from Rifle to Marketplace
Rush Wind Mill in Rottnest for 110g
Change Salt Petersburg from Courthouse to Temple and rush for 290g

I loaded a Clipper with 3 Cavalry and 1 Rifle and sent it with a Steam Frigate escort towards the north shore of Polynesia in preparation for our invasion. Fata Huka will be important as with it, Bangkok and Cottonton we will then have 3 cities that can build District Courthouses and then we can build the Supreme Court. It will also give us another source of Oil.
I loaded a Clipper with 2 Cavalry and 2 Rifles and sent it to Wheat Thins where it will join another Clipper with 4 Cavalry to be sent to the island between Siam and Polynesia.

I booted the Siamese Cavalry out from between Macao and Anyang so we could reconnect the two.

As far as I can see all that lowering the Luxury rate did was drop a few cities out of WLTKD. Only a few of those are fringe cities that relied on WLTKD to be productive and a Happiness or Luxury modifying building will fix that, much better than 280gpt for an extra 10% lux, well spotted.

I The Chinese bombardment of Polynesia continues.
I renew our Dyes for 5gpt deal with Incas

1832
Cottonton Academy=>Forge
SJ Stables Factory=>Park
Goldmember Clipper=>Clipper
Tuskany Cavalry=>Rifle
Leo’s Retreat Town Clock=>Holy City. Saves 3 turns doing it this way
NBI Guild Hall=>Temple
Rottnest Wind Mill=>Bazaar
Salt Petersburg Temple=>Library

1834 Thermodynamics discovered, researching Combustion in 5 at + 189gpt
East Port Clipper=>Wind Mill
Dyed Pretty Factory=>Park
IOB Clipper=>Basilica
Salusa Secundus Aqueduct=>Temple

4 Cavalry dropped off in Marlboro

1838
Bear Butte Monastery=>Factory
Foghorn Leghorn Factory=>Park
Kal-el Statue of Liberty=>Park
Sugar Bay Factory=>Park
Dyed Pretty Park=>Cavalry
SJ Farms Marketplace=>Port
Malcolm Toll House=>Laborer
Rush Courthouse in Third Rock for 105g

I Pollution strikes Quokkaton
China starts Universal Suffrage

1840
SJ Stables Park=>Fishery
Golden Blubber Fishery=>Rifle
Darwin Factory=>Park
IOB Basilica=>Factory
NBI Temple=>Marketplace
Goldron Rifle=>Shrine
Third Rock Courthouse=>Shrine
Rush Laborer in Malcolm for 75g

The Fisheries are really going to help SJ Stables and Golden Blubber. I have finished foresting Darwin and its shields are over 70 now, the others will follow suit.
Investigating Nanjing shows that they can build US in 18 turns. It’s down to 104spt due to pollution on a Hill. Luckily Quokkaton's pollution is a grassland because it will still take 16 turns at current production. Losing a Hill or Forest costs us 2 turns, its going to be close.

I Renew our RoP + Horses + Cotton for RoP + Olive Oil deal with Ethiopia
Cancel our Gems deal with Siam. I forgot to get a deal with China last turn to take up the slack, sorry.

1842
Kal-el Park=>Hospital
Goldmember Clipper=>Clipper
Tuskany Rifle=>Rifle
SJ Farms Port=>Monastery
Isacchia Toll House=>Port
Malcolm Laborer=>Forge

There were no ‘WLTKD has ended’ messages. I count and we have 9 luxuries already so we are good to go.

I The Siamese start Universal Suffrage

1844 Combustion discovered, researching Compulsory Education in 4 at + 109gpt
Foghorn Leghorn Park=>Bank
Sugar Bay Park=>Bank
Silvertusk Factory=>Park
Dyed Pretty Cavalry=>Stock Exchange
Macao Tax Collector=>Barracks

All the Parks are really starting to cut into our income, they are expensive at 5gpt. Missing Smiths was an expensive mistake.

I Pollution strikes Silvertusk

1846
Cottonton Forge=>Windmill
East Port Windmill=>Town Clock
Goldmember Rifle=>Stock Exchange
Darwin Park=>Bank

1848
Salt Petersburg Library=>Courthouse

1850
Wounded Knee Bazaar=>Port
Goldmember Clipper=>Clipper
Tuskany Rifle=>Rifle
SJ Farms Monastery=>Bank
Change Marlboro to Barracks. Rush just before attacking to save maintenance.

2 Rifle, 2 Cavalry dropped off in Marlboro

Notes
Maintenance costs are starting to skyrocket. There will be a few Banks or Stock Exchanges finished soon that should help out some. With every unit costing 4gpt its getting expensive to build up units.
Dyed Pretty, Darwin & Golden Blubber can all pump 3 turn Cavs so the build up should be short. There are 5 or 6 Clippers fortified in SJ Stables if you are wondering where they went. Don’t forget the Clippers fortified off the coast of the other Siamese cities.

SJ Stables builds it Fishery next turn but I had to move the Workers to stop it starving before then.
RRing the last Hills near Quokkaton picked up a turn on the US build, we now have a 3 turn buffer (10 vs 13). I checked Nanjing again in 1850. There is no need to worry about cascade either, even though I didn’t get to RR the Mountains by Iron Mountain. Iron Mountain builds Bell’s in 12 but Bell’s is 600 more than US so it’s a lock.

Workers: The stack by Golden Blubber and the stack on the Hill by SJ Stables can both RR a Hill or Forest in 1 turn. The stack on the Forest can plant a Forest in 1 turn or clean pollution on Grassland in 1 turn. The stack on Big Island can RR a Plains in 1 turn. The others by SJ Stables are leftovers from having to clean pollution. Of course all of our groups will change when we get Mass Production and our slaves finally speed up.

Have Fun

SAVE
 
Got it....
 
Wow...Mao is still at war with Polynesia. Funny.

Rush Barracks in Marlboro. I think we need some more Cavs before we attack. I want 2 clippers of Cavs and will attack then. I'm not going to change anything else you have going....

1852: We lose our supply of furs. Polynesia doesn't want to extend the deal. I have to sweaten it by 3gpt. It sucks to be number one.

I also negotiate a RoP agreement with them and a trade embargo vs. the Siamese :D

Compulsory Education discovered. Mass Production is next (then Espionage...and we plant a spy in Siam).

Marlboro: Barracks>Tollhouse
Kal-el: Hospital>Cav
Dyed Ugly: Bank>Monastery (I sell it's courthouse since it is right next to the FP...3gpt maint.)
SJ Stables: Fishery>Cav
LoPlenty: Market>Bank
SS:Temple>Fishery
Third Rock: Shrine>Forge

WE CATCH MAO TRYING TO STEAL A TECH!!! I'll keep my eyes on his techs and cash...and also expose the spy when we get Espionage. Actually, they don't have a spy...they don't have espionage yet. Just trying to steal. He has 20k gold, and no Iron or Coal. hehe.

I sell courthouses in Foghorn Leghorn, and Bear Butte. Change Goldmember to Cav (we don't need Ironclads).

I take back my statement about needing more Cavs...I see that you have the scattered around next the the islands. Tally-ho...we're gonna go to war (next turn, though...I want to place our frigates.

I give the Incans Elephants for an RoP. Ethiopians give a free Embargo vs. Siam. Tibet takes embargo vs. Siam. I'm worried about China, though. I'm certain Siam will try to draw them in. I decide to negotiate an RoP with them (I have to give them Iron). This way they have to give up Iron to declare war. They still can't RR since they don't have Coal.

1854: Polynesia and China make peace.
Foghorn Leghorn: Bank>Cav
Sugar Bay: Bank>Cav
Silvertusk: Park>Cav
Dyed Pretty: Stock Exchange>Cav
Darwin: Bank>Sewer

I start diplomacy with Siam and demand they give us Fata Huka (their smallest city). He rejects it. Oh, well. We declare war.

We land near Fata Huka and bomb it.
We land near Sara Buri (defended by spearman) and bombard it.
I load a clipper in Marlboro w/ 3cav1rifle and send them to the Gem city north of bangkok. I'm going to try to isolate Bangkok and take it last (since the palace has a defense bonus...we only take it once).

1856:
Golden Blubber: Stock Exchange>Sewer

Battle for Fata Huka: Bombard hurts Rifleman. Cav redlines to Line Infantry...doesn't kill him. Cav kills LI. Cav redlines to but kills last rifle. Takes city. I'm can't haul away the Cav until next turn.

Battle for Sara Buri: Cav kills spear, becomes elite. Cav kills spear takes city.

Siam landed a LI and Dragoon at Marlboro w/ a galley and war galley. Both get sunk. Both units get killed.

I don't attack the Gem city yet, but land the excess troops from the Sara Buri battle. Will take it next turn (3 defenders).

1858: Polynesia and Siam sign mutual protection pact. Here it comes.....
East Port: Town Clock>Guild Hall
Kalel: Cav>Central Bank
Polynesia declares war on us. China compeles TajMahal.

I dial up China and trade Telephone for 2100gp and Alliance vs. Polynesia. Bring out the navy again, boys!

Siam has landed a Dragoon at Sara Buri. I kill the Clipper and the Dragoon with a Rifleman.

Battle for Nahkon Sawan: Our Steam Frigates fail to do any damage. Vet cav redlines and retreats from rifle, but redlines him as well. Vet Cav redlines and retreats from another rifle. Vet Cav kills full hp rifle. Vet Cav retreats from injured rifle. Vet cav kills injured rifle. Elite Cav kills redline rifle (no damage) and enters city. We take Great Wall of Siam.

1860: We lost our supply of Silks, Coffee. China doesn't want to extend the deal. I sweeten with Cotton and we are good to go. Siam declared war on the Chinese. Chinese are building Bell's Lab. Siamese building Universal Sufferage.

SJ Stables: Cav>Bank
Dyed Pretty: Cav>Cav
NBI: Market>Bank
Anyang: Temple>Courthouse
Malcomb: Forge>Harbor

No real fighting this turn. Most frigates are heading towards nearest base to become Cruisers next turn w/ Mass Prod.

1862: Mass Production discovered. Espionage in 2.
Cottonton: Windmill>Fishery
Foghorn: Cav>Fishery
Dyed Ugly: Monastery>University
Sugar Bay: CAv>Port
Tuskany: Cav>CAnnon
Holy City completed in Leo's. Guild Hall next.
Rotnest: Bazaar>Market
Salt Petersburg: Courthouse>Naval Base (I'm going to rush next turn)

Ahhhh...the workers are so much better now. :D Next turn we land some more troops and attempt to take a city. We may not be able to wipe them out completely because right now we can't land on Hat Yai because they are blocking a tile w/ a worker and we can't attack from sea. :(

1864: Silvertusk: Cav>Bank
Fata Huka: Temple>Taxman
SJ Farms: Bank>Battleship

WE CATCH MAO TRYING TO STEAL A TECH AGAIN!!!!! From looking at their status, it doesn't appear they have been successful in stealing anything from us (yet).

Attack on Ubon Ratchathani: Frigate kills wiseman. Vet cav redlines a rifle but dies. Vet cav redlines a rifle and retreats. Vet cav redlines a rifle and dies. Vet cav kills redline rifle. Elite cav kills redline rifle. Last vet cav kills last redline rifle and enters city. I'm not happy. No promotions and no leader. :(

1866: Espionage discovered. Psychology next in 5 (at 20%...to coincide with Bell's). China building Bell's in Tsingtao, which is pulling 88spt and will take 22 more turns.
Sugar Bay: Port>Hospital
Goldmember: Cav>Sewer
Dyed Pretty: Cav>Intelligence Agency
Tuskany: Canon>Factory
Darwin: Sewer>Hospital
IsleofDM:Windmill>Bazaar
StPetersburg: Navy Base>Forge

WE CATCH MAO TRYING TO STEAL A TECH AGAIN!!!!!!

Battle of Khor Kaen: Cruiser kills academy. Cruiser fails. Cruiser fails. Cruiser kills citizens. Cruiser scratches rifle. Cruiser kills Theatre. Cruiser scratches rifle. Vet cav cut down by rifle. Vet cav cuts down same rifle. Vet cav cuts down rifle. Vet cav redlines rifle and retreats. I'm glad we lost that one...it gives our elite a shot at a 1hp rifle (it is the last unit in Khor Kaen. Elite cav wins. No leader. We capture slave trade siamese (so much for happiness) and kill a clipper. Siam is now cut off from the world for trade and has no resources or lux.

Chiang Mai falls next turn.

1868: SJ Stables: Bank>Sewer
Golden Blubber: Sewer>Battleship
Goldron: Shrine>Forge
Malcomb: Harbor>Windmill

Battle for Chiang Mai: Cruiser fails. Cruiser kills garrison (yeah!). Cruiser knocks 3hp off rifle. Cruiser kills citizens. Cruiser knocks 2hp off rifle. Cruiser kills citizens. Cruiser kills citizens. Vet cav kills rifle. Vet cav kills rifle. Vet cav kills rifle and takes the city.

1870: The Siamese request an audience. They want a peace treaty. Nope. Not until Bangkok falls.
Quokkaton: UNIVERSAL SUFFERAGE>Battlefield Medicine
Bear Butte: Factory>Park
Foghorn Leghorn: Fishery>Sewer
Third Rock: Forge>Temple
Chinese are building Bell's Lab...they must've switched cities. Chinese building Shakespeare's.

WE CATCH MAO TRYING TO STEAL!!! :lol: This is too funny...he's just got too much cash...

Okay...I'm done here. I leave Bangkok to you. Can you believe I took most of their cities and only have one elite unit???? Argh. China is going to continue trying to steal. Because of our govts. it is a bad bet for him...so let him continue and waste his money. Our cities are looking great with those forests!!! Good luck.

Here is the save.
 
Got it.
I think we can grab Emancipation whenever we want so that's what I'll do. I'm not fond of the Slave Trade Wonder.
So much for Leader farming... at least we have the Polynesians beat up on.
 
Inherited Turn

Change Quokkaton from Battlefield Medicine to Hospital
Change Cottonton from Fishery to District Courthouse
Change Goldmember from Sewer System to Temple
Change Fata Huka from Harbor to District Courthouse
Change Golden Blubber from Battleship to Hospital
Change SJ Farms from Battleship to Factory
Change Anyang from Courthouse to Shrine
Change Wheat Thins from Cruiser to Town Clock

The damn Slave Markets are causing a big problem with their double unhappiness. Emancipation is next for sure. I speed up research to get Psychology a turn faster.

I Damn Chinese navy takes out some tiles by Bangkok
Renew Dyes for 5gpt deal with Incas
Siamese Rifle attacks and kills a wounded Cavalry by
China builds Shakespeare’s Theatre in Tsingtao

1872
Wounded Knee Port=>Marketplace
East Port Guild Hall=>Bank
Kal-el CENTRAL BANK=>Bank
Dyed Ugly University=>Factory
Lo’P Bank=>Windmill
Goldmember Temple=>Bank
IOB Factory=>Park
Wheat Thins Town Clock=>Bazaar

Battle for Bangkok
6/6 Cavalry attacks 6/6 Rifle and wins taking 3 damage
6/6 Cavalry attacks 6/6 Rifle and loses doing 2 damage
6/6 Cavalry attacks 5/5 Rifle and loses doing 2 damage
6/6 Cavalry attacks 4/6 Rifle and retreats doing 0 damage
6/6 Cavalry attacks 4/6 Rifle and wins taking 3 damage
7/8 Cavalry attacks 2/5 Rifle and loses doing 2 damage
We capture Bangkok and liberate 362g. 6 of 12 resisting =>District Court

The Wiseman Siamese is still there. Captured cities of other Scientific civs could become Super Science Cities. The same is true for Commercial civs.

Our Cruiser by Haraiki kills some citizens

1874 Psychology discovered, researching Motorized Transport in 0 at + 1605gpt
Silvertusk Bank=>Fishery

I see why you had research so low now. I forgot about Bell’s Lab, good thing I caught it. I turn research off for next turn.

1876
Bear Butte Park=>Rifle
Iron Mountain BELL’S LAB=>Park
Leo’s Retreat Guild Hall=>Bazaar

Bell’s Lab gives us Motorized Transport and Advanced Metallurgy.
Research set to Emancipation in 2 at +226gpt

1878
Quokkaton Hospital=>Fishery
Kal-el Bank=>University
Golden Blubber Hospital=>Commercial Dock
Darwin Hospital=>Basilica

How annoying, Golden Blubber makes 99 out of 101 shields

1880 Emancipation discovered, researching Realpolitik in 5 at + 192
Foghorn Leghorn Sewer System=>Temple
Sugar Bay Hospital=>Rifle
Lo’P Wind Mill=>Temple
Tuskany Factory=>Park
Iron Mountain Park=>Sewer System
IOB Park=>Fishery
Salt Petersburg Forge=>Toll House

The Slave Trade going obsolete caused 11 cities to go into WLTKD., 4 on Home Island the rest on the small islands where it was needed. Golden Blubber drops to 90 of 92spt, Kal-el drops to 99 of 101spt
I have to surround Hat Yai with Cruisers to stop the Chinese from bombing the improvements, which the Worker would just start over again. Well, the worker just finished so I hope he runs inside so we can finally land.

I Renew our RoP + Cotton + Horses for Olive Oil deal with Ethiopia
We catch China trying to steal a tech

1882
Bear Butte Rifle=>Hospital
Foghorn Leghorn Temple=>Hospital
Kal-el University=>Monastery
SJ Stables Sewer System=>Hospital
Darwin Basilica=>Fishery
Leo’s Retreat Bazaar=>Marketplace

We lose a Cavalry attacking Manihi for no gain, the others retreat.
On a brighter note we can land at Hat Yai

1884
Quokkaton Fishery=>Skyscraper. Pre-build for Supreme Court
Sugar Bay Rifle=>Cavalry
Silvertusk Fishery=>Hospital
Tuskany Park=>Artillery
NBI Bank=>Monastery

Battle for Hat Yai:
Artillery bombardment kills some citizens.
6/6 Cavalry attacks 6/6 Rifle and dies doing 1 damage
6/6 Cavalry attacks 5/5 Rifle and wins taking 3 damage
6/6 Cavalry attacks 5/5 Rifle and retreats doing 1 damage
6/6 Cavalry attacks 5/6 Rifle and retreats doing 1 damage
6/6 Cavalry attacks 4/5 Rifle and wins taking 1 damage
6/6 Cavalry attacks 4/6 Rifle and retreats doing 2 damage.
6/6 Rifle attacks 2/6 Rifle and wins taking 3 damage
We capture Hat Yai and liberate 1569g =>Tax Collector
Barracks, Garrison, and Harbor intact. I sell Barracks for 8g

We have destroyed the Glorious Siamese.
Perfect timing, with no flip chance I Rush the District Courthouses in Fata Huka for 1450g and in Bangkok for 1470g. Cottonton will natural build next turn.

All usable tiles are now have RR on Home Island. I usually leave unworked tiles inside my territory roaded but not RRed. I have also ferried some Workers over to our Siamese province and started repairs there.
I upgrade all Line Infantry to Riflemen for 500g. I pull some units out of the cities with 2 units on Home Island and send them towards Polynesia

1886
Bangkok District Courthouse=>Shrine
Cottonton Disrtict Courthouse=>Town Clock
East Port Bank=>Factory
Kal-el Monastery=>Artillery
Lo’P Temple=>Town Clock
Fata Huka District Courthouse=>Tax Collector
SJ Farms Factory=>Park
Change Quokkaton to Supreme Court

I We catch Mao trying to steal a tech.

1888
Dyed Pretty INTELLIGENCE AGENCY=>Artillery
Tuskany Arty=>Prison
IoDM Bazaar=>Town Clock
Salt Petersburg Toll House=>Wind Mill
Third Rock Temple=>Toll House

Plant Spy in Tibet for 50g
Plant Spy in Incas for 63g
Plant Spy in Ethiopia for 55g
Plant Spy in China for 96g

Wow China has something to offer for trade, and fittingly it is Marxism
Trade: Emancipation + Thermodynamics for Marxism + Free Artistry + WM + 1360g
That should slow China down a little
China has 42 Rifles, 10 Cavalry and 19 Man-O-War’s. The Man-O-War’s will be the only real problem, but out Cruisers can catch and sink them. Our Battleships will only need to fart in their general direction.

A Cavalry kills a Rifle approaching Hata Fuka, but no promotion. We can’t buy a promotion this game and still have a grand total of 1 Elite Cavalry.

1890 Realpolitik discovered, researching Flight in 5 at + 183gpt
Kal-el Arty=>Stock Exchange
Sugar Bay Cavalry=>Battleship
Goldmember Bank=>Fishery
Iron Mountain Sewer System=>Battleship
Golden Blubber Commercial Dock=>Battleship
Darwin Fishery=>Commercial Dock
Leo’s Retreat Marketplace=>Factory
Rottnest Marketplace=>Town Clock
Denied Academy=>Shrine

Notes
I just unloaded our troops in Polynesia, have fun.

The Prison in Tuskany is to try and get over 100spt, right now its 99 of 106 with a Courthouse.
Kal-el is 99 of 101 without a Courthouse, so I am hoping the Supreme Court will nudge that over.

I have spread most of the workers out to the islands, they should be pretty quick completing jobs, the islands are small. The only reason more aren't on Siam is due to transport limitations
Transport with Clippers is pretty slow, in that they only carry 4 units. We have enough Cavalry for Polynesia and I didn’t build many more, instead waiting for Tanks to take China. Tanks are still a while off, do you want to blitz China with Cavalry? Then we could use transports. Once we sink the Chinese navy and patrol their waters with Battleships, they’ll be no threat. Naval bombardment will ruin their production capacity in all cities except Xianyang. Our Home island can produce Cavalry very fast, in 2, 3 or 4 turns. We could overwhelm them easily.


SAVE
 
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