1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Term 9 Domestic Thread

Discussion in 'Team Aloha' started by Kuningas, Apr 25, 2007.

  1. Kuningas

    Kuningas Deity

    Joined:
    Aug 15, 2003
    Messages:
    2,092
    Welcome to my office.

    As it is now I can't actually open the save. So I hope plenty of screenshots in president thread. ;)

    The first thing we should discuss. It's scheduled GP in Hello in 4 turns. Possibilities for different GP are 70% GS, 20% GE, 10% GA. Likely we get a Great Scientist. What shall we do with a GP? I would like to discuss pros and cons of three possibilies.

    1. Great Scientist
    +Good for Lightbulbing. Would discover over half of Education.
    +Save for a Golden Age?
    -Academy. Too late to make it. We don't have a science city.
    -Great Specialists. Again may be too late.

    2. Great Engineer
    +Excellent for rushing a great wonder. We would build Taj Mahal in one turn.
    +Great specialist is good option. We have many production cities.
    -Don't save GE for GA. Better to use it right away.
    -Lightbulbing not during my term!

    3. Great Artist
    +Border expansion in a captured enemy city is the best option, I guess.
    +Golden Age is quite useful option.
    -Great specialist. Would give in a city +3gpt, +12cpt. Not good at all.
    -Lightbulbing please no :)
     
  2. Love

    Love Deity

    Joined:
    Feb 25, 2006
    Messages:
    5,343
    Location:
    On the island of fun!
    Yaaaaaaaaaaaaaaaay (sub)
     
  3. BCLG100

    BCLG100 Music Master

    Joined:
    Apr 11, 2002
    Messages:
    16,650
    Location:
    Lahndan
    Are you sure a GE would build the taj in one turn? most of the times ive rushed with a GE it has taken a few turns afterwards to build it.
     
  4. GeorgeOP

    GeorgeOP RF Bleachers

    Joined:
    Jan 19, 2005
    Messages:
    1,428
    Location:
    RF Bleachers
    The GE gives you a certain amount of hammers. It depends on the cost of the wonder on whether it will be built in one turn. Someone would have to run a test with our current conditions to see if it will work. (I'm at work right now but could try it in 10 hours if no one else has by then.)

    And what happened to the 1% chance of a Great GeorgeOP?:crazyeye:
     
  5. BCLG100

    BCLG100 Music Master

    Joined:
    Apr 11, 2002
    Messages:
    16,650
    Location:
    Lahndan
    Yeah i know about the set number of hammers but we also dont have any 'big' production cities, so it wont be done in one turn.
     
  6. Kuningas

    Kuningas Deity

    Joined:
    Aug 15, 2003
    Messages:
    2,092
    If I recall formula is:
    500 base :hammers:
    +20 :hammers: (normal speed) * city size

    Taj Mahal is 700 :hammers: so rushing it in size 10 city would build it in one turn.
     
  7. Robi D

    Robi D Minister of (Dis)Order

    Joined:
    Jul 1, 2005
    Messages:
    3,066
    Location:
    Adelaide, Australia
    If thats correct then it sound very very good.
     
  8. Robi D

    Robi D Minister of (Dis)Order

    Joined:
    Jul 1, 2005
    Messages:
    3,066
    Location:
    Adelaide, Australia
    We need to discuss the placement of our iron city.
    Unforunately there is no perfect pot available to get everything in the area in one go

    Here are 4 possible spot

    Code:
                      Spot 'A'         Spot'B'         Spot'C'         Spot'D'             
    Culture to
    get Iron          100              0                100             1000
    
    Resources in     2 clams           1 iron        Fur in city       2 clams
    city cross       1 fur              1 fur        1 fur, 2 clams     3 furs
    'A' gets us iron after a while, a fur and clams
    'B' gives us the iron straight away but no food
    'C' same as 'A' + a fur on the city square
    'D' The most resources but a long time to get iron

    D would be the best in the sense that it would have enough food to support working the 3 fur tiles for extra commerece but with the current climate and plans it would take to long to get iron in our borders to use, unless we get a G.Artist and think its worthwhile using it for this. Also the Fur bonus ends with plastics.

    apart from that i think 'C' works out to be the best compromise. We could pre build some workboats in Guten tag to get the clams working right away so we can whip a theater, which along with our 2 culture points for being creative would mean we should have the iron in our border within 20 turns.
     
  9. Kuningas

    Kuningas Deity

    Joined:
    Aug 15, 2003
    Messages:
    2,092
    I prefer A or C. A is the best spot. It has many coastal tiles to work for +2 :food: +4 :commerce:
    Commerce bonus from furs won't fade away with Plastics. But furs are located in tundra tiles. Tundra is only +1 :food:
     
  10. BCLG100

    BCLG100 Music Master

    Joined:
    Apr 11, 2002
    Messages:
    16,650
    Location:
    Lahndan
    Another option is simply switching to caste system and hiring a GA especially whilst the majority of our cottages are undeveloped and my ideas on not whipping as much so we can get some significant growth.
     
  11. Robi D

    Robi D Minister of (Dis)Order

    Joined:
    Jul 1, 2005
    Messages:
    3,066
    Location:
    Adelaide, Australia
    This is a bit of a tough one.

    One thing to remember with the water tiles is that Astronomy is close so the extra commerce wont last long and we can't afford to delay getting Astronomy.

    As for the civics, i would prefer the Caste system solution but on the other hand Serfdom would also be very benifical to us and we can't afford to be wasting too many turns in Anarchy
     
  12. Kuningas

    Kuningas Deity

    Joined:
    Aug 15, 2003
    Messages:
    2,092
    I estimate we need to have 150%-200% unit production when compared to Piffle to be succesful in war. That's because an offensive war is allways more consuming than a defensive war. I don't have much multiplayer experience, so maybe you guys know precise numbers. I assume no technological differences between warring civs.

    Two ways to produce units more than Piffle does. Whipping and drafting units works in high food yield cities. Stay in slavery civic or the planned war may go wrong badly. I mean if they (Piffle) start to draft redcoats our cities can't keep up in production pace. That's going to happen when they feel they don't have nothing to lose. ie. Our stack of death will arrive to their borders. Another possibility is to have douple MFG compared to Piffle. That is very hard to accomplish against such excellent players like they are.
     
  13. BCLG100

    BCLG100 Music Master

    Joined:
    Apr 11, 2002
    Messages:
    16,650
    Location:
    Lahndan
    We could- shock horror- scrap the idea all together? we have cossaks but so what? they're a lot of techs ahead and seeing as epsilon are the leaders just killing piffle is not going to do much in that instance. I'm not saying scrap the idea but i also dont see why war has to be a foregone conclusion, we're not going to gain that much from it as most of the cities will be razed.
     
  14. robboo

    robboo Deity

    Joined:
    Dec 10, 2002
    Messages:
    4,123
    Location:
    Cajun Country
    Well drafting produces better defenders. We could just go completely defensive and try to win via space. BUT we need to be at a stage where gnp adn hammers are the best of any one to have a good shot at that.

    Internet becomes critical as a defensive wonder to stop someone else from shutting research off and just building. IF we go defensive we better build a navy for defense. better to kill before they land than fight on our territory
     
  15. BCLG100

    BCLG100 Music Master

    Joined:
    Apr 11, 2002
    Messages:
    16,650
    Location:
    Lahndan
    I misunderstand why drafting produces better units? its only the base infantry unit for the age, right now thats musketmen i think, whilst also only half the exp.
     
  16. Robi D

    Robi D Minister of (Dis)Order

    Joined:
    Jul 1, 2005
    Messages:
    3,066
    Location:
    Adelaide, Australia
    Given Innovias decisions piffle and epsilon have gotten away from us in techs, i think it getting to the stage where we should start looking at getting our defences in order
     
  17. Kuningas

    Kuningas Deity

    Joined:
    Aug 15, 2003
    Messages:
    2,092
    Wars in quick/normal game speeds are frustrating. But I still think our solely option is to go onto war. If Epsilon/Piffle play their cards right they may launch spaceship before turn 300 comes in.
     
  18. BCLG100

    BCLG100 Music Master

    Joined:
    Apr 11, 2002
    Messages:
    16,650
    Location:
    Lahndan
    Indeed, i do agree the war is important its just that if launching it is going to completly screw our game up i dont think we should.
     
  19. Kuningas

    Kuningas Deity

    Joined:
    Aug 15, 2003
    Messages:
    2,092
    well then it's a slow death. War would even give a slight change to win this game.
     
  20. Robi D

    Robi D Minister of (Dis)Order

    Joined:
    Jul 1, 2005
    Messages:
    3,066
    Location:
    Adelaide, Australia
    The thing is at this stage they are going to beat us to astronomy, so they are more likely to come after us before we can get to them.

    Unforunately Innovia's tactics have lost us the chance of getting a surprise attack in first so we need to modify our plans.
     

Share This Page