cleverhandle
King
I only played 6 turns - I've held on to the game too long already, and RL is going to be intruding again through Friday night, if not the whole weekend. Sorry for the delay in playing.
Executive Summary: Micromanaging, spt breakpoints, pollution, all the really fun stuff I dream about every night.
Pre-Turn - Spend some cash rushing temples in the border towns. Shuffle some units around. Units deployed in safe areas get redeployed to border towns with flip-risk, except for the Elite and Elite* Cavs, which gather by Salamanca so that I can keep track of them. We don't have the troops to cover the required garrison at OtherDyes, so pull the army out of there and park it on the hill next door. Our forces are really pretty thin - we can't even cover our culture garrisons, much less handle any serious attack from Hammi. And Amphibious is not far off. We're currently rated Weak vs. Hammi and Shaka and Average vs. Persia.
270 (1400 AD) - Shaka and Abe kiss and make up. Salamanca Exchange->Worker (we need our core cities, especially the capitol, to be as productive as possible - no specialists there!). Border culture builds complete and switch to Tanks. Bedeville Wall Street->Palace (Internet prebuild). Harriet Bay Bomber->Worker (see above). Eotin Bay Tank->Tank. VValley Tank->Inf. Byblos Court->Tank. Herakleia Harbor->Court. Several Bab towns' borders expand - this will put more pressure on our garrisons. Workers move back to tidy up core towns - we need our core better developed. It doesn't make sense to be spending worker turns clearing jungle in the utterly corrupt edges of the empire when we have first and second ring cities working unoptimized land. Adjust improvements around Bedeville to get it up to 78spt, for now. Argh! What's going on with Clever Springs? It's pushing 48-4 spt but has unworked Flood Plains and Mountains. And it's our Military Academy city! I get some workers on that.
271 - Salamanca Worker->Tank. Salamanca now hits 60spt exactly. Harriet Bay Worker->Dock. Mayhem City Battlefield Medicine->Worker (full granary, at pop limit). Clever Springs Exchange->Army. Smelly Tank->Police (will add a significant science boost and boost production over the 50 spt breakpoint). Continue various worker improvement and occasional joinings around the core. We now have Bedeville at 78spt - a Police Station will take it to the 80spt SS part breakpoint after the Internet is done. Salamanca is at 60spt (2 turn Modern Armor break), and Clever Springs will be there in another couple turns. Mayhem City and VValley are at or above the 50spt break for 2-turn Tanks or Bombers, and Smelly will join them after the Police Station is completed there.
272 - Mayhem City Worker->Airport. EB Infantry->Infantry. Scoutsville Bank->University (see my previous comments about Banks vs. Unis, building a Bank here before a Uni doesn't make sense). Cronetown Tank->Tank. Switch VValley from Tank to Court since the added pop ended the WLTKD and the 50spt, and it will gain us some beakers as well. Pull Waystation citizens off of tiles and make them specialists - the town is not well developed and it's stealing tiles from Eotin Bay and Caughnawaga, both of which are lower rank and better stocked with multipliers. Start gathering extra Tanks near Salamanca - the southern garrisons are now complete - the only ones left are the ones around the Persian town, and the borders will expand there in another turn or two. After some deliberation, I decide to sell our newly hooked Rubber to Xerxes for 51gpt. He'll probably get Rubber from Shaka eventually, so we might as well get his money.
273 - Salamanca Tank->Tank. Owego Factory->Tank. VValley Court->Tank. Napa Bomber->Tank. Tyendenaga Tank->Inf. Lurkersville Hospital->Police (CAII indicates a substantial gain on this one, and it still has room to grow). We're still Weak against Shaka and Hammi. It would be nice to have a spy, but I'm not going to take that risk at the moment. Maybe after we have some MechInfs along with more Tanks.
274 - We learn Computers. Both Hammi and Xerxes are still waiting on Motors. Set research to Mini and adjust specialists - it will arrive in 8 turns (just in time to switch the Palace pre-build) at 100%, +187gpt.
275 (1425 AD) - Shaka, Shaka, Shaka... don't you ever get enough fighting in? Zululand declares on Persia. Salamanca Tank->Tank. Harriet Bay Dock->Worker (+1 fpt issue). Eotin Bay MechInf->Hospital. VValley Tank->Tank. Smelly Police->Tank. Cronetown Tank->Tank.
Comments:
Military: Keep building it. I didn't upgrade any Infs to MechInf's yet, but that would be a good idea - we have over 3000 gold lying around. Once the ground situation feels a bit less hairy, it probably wouldn't be a bad idea to build a dozen or so Flak along with some Fighters and some more Bombers. I'd almost bet that Hammi will attack us before we launch, and I'm sure he's building plenty of Bombers right now. Mayhem will finish its Airport soon and can start pumping out vet air units. We could probably use another airport or two in other cities as well. The garrisons around the Persian town still need to be checked for completion.
Tech: We're pretty much on track with the previous discussion. Hammi seems to be broke, but Persia still had a sizable budget, at least before Shaka declared. I'd guess that Persia will finish Motors before we finish Mini. We may want to get a prebuild going for the UN - if we gift up Hammi, he may pick up Fission and trade it around.
Towns: Our production looks a bit better now. I've had huge gangs of workers going city-by-city according to rank and looking for useful tweaks. I got to Owego by my last turn, and by that point we're pretty much through the most potentially productive cities. I would send a couple teams back out to the fringes to start jungle clearing and irrigating now. When Mini comes in, I would consider putting a Platform in Harriet Bay - it's close to 50spt, but not quite there. A Platform there might even be enough to give up a tile to Scoutsville and make that more useful at the same time.
The save is here.
Executive Summary: Micromanaging, spt breakpoints, pollution, all the really fun stuff I dream about every night.
Pre-Turn - Spend some cash rushing temples in the border towns. Shuffle some units around. Units deployed in safe areas get redeployed to border towns with flip-risk, except for the Elite and Elite* Cavs, which gather by Salamanca so that I can keep track of them. We don't have the troops to cover the required garrison at OtherDyes, so pull the army out of there and park it on the hill next door. Our forces are really pretty thin - we can't even cover our culture garrisons, much less handle any serious attack from Hammi. And Amphibious is not far off. We're currently rated Weak vs. Hammi and Shaka and Average vs. Persia.
270 (1400 AD) - Shaka and Abe kiss and make up. Salamanca Exchange->Worker (we need our core cities, especially the capitol, to be as productive as possible - no specialists there!). Border culture builds complete and switch to Tanks. Bedeville Wall Street->Palace (Internet prebuild). Harriet Bay Bomber->Worker (see above). Eotin Bay Tank->Tank. VValley Tank->Inf. Byblos Court->Tank. Herakleia Harbor->Court. Several Bab towns' borders expand - this will put more pressure on our garrisons. Workers move back to tidy up core towns - we need our core better developed. It doesn't make sense to be spending worker turns clearing jungle in the utterly corrupt edges of the empire when we have first and second ring cities working unoptimized land. Adjust improvements around Bedeville to get it up to 78spt, for now. Argh! What's going on with Clever Springs? It's pushing 48-4 spt but has unworked Flood Plains and Mountains. And it's our Military Academy city! I get some workers on that.
271 - Salamanca Worker->Tank. Salamanca now hits 60spt exactly. Harriet Bay Worker->Dock. Mayhem City Battlefield Medicine->Worker (full granary, at pop limit). Clever Springs Exchange->Army. Smelly Tank->Police (will add a significant science boost and boost production over the 50 spt breakpoint). Continue various worker improvement and occasional joinings around the core. We now have Bedeville at 78spt - a Police Station will take it to the 80spt SS part breakpoint after the Internet is done. Salamanca is at 60spt (2 turn Modern Armor break), and Clever Springs will be there in another couple turns. Mayhem City and VValley are at or above the 50spt break for 2-turn Tanks or Bombers, and Smelly will join them after the Police Station is completed there.
272 - Mayhem City Worker->Airport. EB Infantry->Infantry. Scoutsville Bank->University (see my previous comments about Banks vs. Unis, building a Bank here before a Uni doesn't make sense). Cronetown Tank->Tank. Switch VValley from Tank to Court since the added pop ended the WLTKD and the 50spt, and it will gain us some beakers as well. Pull Waystation citizens off of tiles and make them specialists - the town is not well developed and it's stealing tiles from Eotin Bay and Caughnawaga, both of which are lower rank and better stocked with multipliers. Start gathering extra Tanks near Salamanca - the southern garrisons are now complete - the only ones left are the ones around the Persian town, and the borders will expand there in another turn or two. After some deliberation, I decide to sell our newly hooked Rubber to Xerxes for 51gpt. He'll probably get Rubber from Shaka eventually, so we might as well get his money.
273 - Salamanca Tank->Tank. Owego Factory->Tank. VValley Court->Tank. Napa Bomber->Tank. Tyendenaga Tank->Inf. Lurkersville Hospital->Police (CAII indicates a substantial gain on this one, and it still has room to grow). We're still Weak against Shaka and Hammi. It would be nice to have a spy, but I'm not going to take that risk at the moment. Maybe after we have some MechInfs along with more Tanks.
274 - We learn Computers. Both Hammi and Xerxes are still waiting on Motors. Set research to Mini and adjust specialists - it will arrive in 8 turns (just in time to switch the Palace pre-build) at 100%, +187gpt.
275 (1425 AD) - Shaka, Shaka, Shaka... don't you ever get enough fighting in? Zululand declares on Persia. Salamanca Tank->Tank. Harriet Bay Dock->Worker (+1 fpt issue). Eotin Bay MechInf->Hospital. VValley Tank->Tank. Smelly Police->Tank. Cronetown Tank->Tank.
Comments:
Military: Keep building it. I didn't upgrade any Infs to MechInf's yet, but that would be a good idea - we have over 3000 gold lying around. Once the ground situation feels a bit less hairy, it probably wouldn't be a bad idea to build a dozen or so Flak along with some Fighters and some more Bombers. I'd almost bet that Hammi will attack us before we launch, and I'm sure he's building plenty of Bombers right now. Mayhem will finish its Airport soon and can start pumping out vet air units. We could probably use another airport or two in other cities as well. The garrisons around the Persian town still need to be checked for completion.
Tech: We're pretty much on track with the previous discussion. Hammi seems to be broke, but Persia still had a sizable budget, at least before Shaka declared. I'd guess that Persia will finish Motors before we finish Mini. We may want to get a prebuild going for the UN - if we gift up Hammi, he may pick up Fission and trade it around.
Towns: Our production looks a bit better now. I've had huge gangs of workers going city-by-city according to rank and looking for useful tweaks. I got to Owego by my last turn, and by that point we're pretty much through the most potentially productive cities. I would send a couple teams back out to the fringes to start jungle clearing and irrigating now. When Mini comes in, I would consider putting a Platform in Harriet Bay - it's close to 50spt, but not quite there. A Platform there might even be enough to give up a tile to Scoutsville and make that more useful at the same time.
The save is here.