The Federation First G-G Evaluation Thread

thecommonnate

Theocrat
Joined
May 26, 2007
Messages
733
Location
California
Current Year, 1755 AD, Current Turn: 261

In relation to my old High Steward Thread of the Cycles, I will set up this thread for my term as Governor General of the Federation of Free States (not Arete).

This thread will run as a more broad general gameplay guide, more broad then the TC threads. Upon setting up TC threads, I will post all TC paths agreed upon in this thread and the Federation's Ministries Thread in the TC thread.

As for that, here is my current general outlook on the nation:

(All game-play discussions should be considered part of the Federations' debates for game-play after POSSIBLE ascension to power.)

Domestic Affairs:
Spoiler :
Applies to builds, non-government civics, worked tiles.
Immediate Path: I greatly encourage immediate change to the Federation's designated non-government civics. Some might argue for that "last whip," but I believe this is against our terms layed out in the Constitution. There is no way to curb the starvation in Eshnunna without culture, which would give their fat cross back.

Builds: I have not looked deep into this yet, but if we could play the first TC over just the revolution, it would allow for much more input from the citizens.

As for after the Revolution, I believe Old Babylon should begin cultural buildings, mainly libraries for the science bonus, until the cities fill out the land. Next should come infrastructure buildings, mainly courthouses for the upkeep lowering and jails for some eps.

In cities like Arete, Arkadia, and Edori, I think post-revolutionary Arentania would be the best time to build national wonders. Specifically, I think Wall Street should be build in Arkadia to combat the effects of an increased amount of upkeep from new civics.



Foreign Affairs:

Spoiler :
I suggest continuing the Mayan war from the position we are already in. We load the excess New Arkadian Riflemen and Cannons, while also bringing down some excess troops from old Babylon, and strike at Mayapan.

The big arrow represents troop movement, the little arrow represents a landing spot.
Mayapan has a relatively nice choke point next to the river near Lakamha. The most vulnerable attack positions of enemy troops if a defense battalion is placed at the choke point is marked with a 1 and 2. #3 has been marked as a potential spot to place a Fast-Attack Force with cannons for collateral, provided enemy troops stop at plot 1 or 2 before attacking, or go around the Mayan-Incan Mountains.
Black dotted lines have been placed where I don't suspect a counter-attack. We still need to be ready for these though. The Fast Attack Force could strike the Incan flank (which is actually pretty well defended). The big Green Line represents what I believe the navy ships should stay behind in order to defend against a counter-attack by sea.

For trades, Churchill and Monty's trades for gpt can't get any better, but Tokugawa, Gandhi, and Ceaser all can most likely be renegotiated for an increase to the gpt they give for our resource in question.
 
I agree with changing civics immediately.

I would like to see Arete build the Hermitage Wonder.

The Military plan looks good.
 
A copy of this will be posted in the States General Thread and the Public Square, as well as the builds proposed in the corresponding Free States Thread.

Builds:
Spoiler :
All Builds are proposed to maintain the same course unless stated otherwise.

Arete: Begin courthouse and Jail building, after Biology, begin Factory.
Arkadia: Begin Factory
Kassite: Switch from University to Factory.
Edori: Continue Ironworks.
New Giruvegan: Continue Shale Plant, then Jail, then a Bank.
Venice: Grocer, Hindu Temple, Factory.
Barcelona: Levee (Health must be reasoned with to find next build)
Madrid: Finish Wall Street, start Factory (switch tile workers back to priests, if possible).
Santiago: Finish University, start Factory.
Cordoba: Finish Factory, Start Shale Plant.
Seville: Finish Customs House, begin Grocer.
Blastoid: Finish Build queue, maybe Forge after.
Warfire: Shale Plant after Factory, health an issue.
Babylon: Grocer, Shale Plant.
Seidrik: Leave as is.
Vandal Valley: Leave as is.
Mari: Factory.
Eshunna: Grocer.
(All others are to be left as is)

Pretty straightforward, as builds for all the cities are beginning to not have a specialization factor.

I stressed Factories a lot here, but I think they are well needed, as those combined with the gold gained from Wall Street could allow us to support a much larger army.

Which brings me to a possible problem. The builds proposed here lack Military Instructions. Our Army now is able to fiend off any attackers we may face, in my opinion, but if it is requested, this could easily be changed.


Foreign Relations/Trade:
Spoiler :
Gandhi will give us one more gpt for our bananas. Justinian is willing to trade us Incense for Whales, which I suggest we do as they will be obsoleted in two turns (what happens to that trade when it goes obsolete?)

I have my eyes on Monty's Spices. If there is any possible way of getting good relations out of Monty now, then we have done something right, because that's never happened to me, but its worth an assessment during the TC.


Troop Positioning:
Spoiler :
We have some pretty gaped positioning as far as defense goes. We don't have to fix this, as land-locked cities should be less defended, but the cities of Venice and Babylon are without gunpowder troops, and with them on the east coast, I would say this needs to be changed.


Great People:
Spoiler :
We have a Great Scientist in Arete and a Great General in Cordoba. I would say keep the Scientist until after we have traded for Physics, then bulb; and also to create a military Academy in Edori.


Tech Path:
I agree with the Secretary General's outline of Combustion-Biology-Medicine-(Trade for Physics)-Electricity.

Notes:
Spoiler :
Take off the four Priests in the Specialists of Warfire. We have a great chance to found Mining Inc in 9 turns, but if Warfire continues the use of Priests, we will get a Great Prophet and have to wait longer.

Sliders are to remain at 60% Science, 0% Esp. and Culture, and 40% gold.
 
As I can't open the save, I have some questions on the use of the Great Scientist:
What would we bulb with the scientist?
How many turns of research would that save us?
What benefit would we get if we built an academy instead?​
If our tropps are sufficient for now, I agree, that we need to get factories etc built while we can. Thanks for putting up the builds, could you add what the leave as is ones actually are please - having a list in one place is useful if you can't open the save.

In fact thanks for all this information!
 
I believe the scientist would bulb Electricity, couldn't tell you how much turns of research that would save, but it would be better then another academy IMO as our science cities are already academied and any other potential academies would not net as much science as bulbing now.

The builds are also strictly proposals, the most current factual builds can be found in the free state threads.

Here are the omitted city builds:

Vandal Valley builds Library. (16 turns)
Seidrik builds Bank. (10 turns)
Borsippa builds Library. (8 turns, low production on my part ;))
Opis builds Courthouse. (110 turns)
 
The great scientist and spy can be used for a golden age. The economic boost of a GA will help increase our science rate so bulbing may be less useful to us.
 
I would be all for it if I didn't think we could manage without one.

To be frank, our infrastructure is pretty golden as it is. I think that if we prioritize espionage more in the next TC that we will have a completely solid foundation to work on. The Golden Age would improve everything a considerable bit, but if we simply focus on espionage and use the scientist to extend our lead, we would still look very good.

It is a matter for the States General to work out though, I will bring this up along with other thoughts now.
 
I'd prefer a Golden Age, but if you decide otherwise using the great spy to build Scotland Yard is better in my opinion. Settling gives 6 beakers and 12 eps, but with the Yard ordinary spy specialists give 4 beakers and 8 eps in adition to doubling eps from buildings.
 
If the spy is settled then I will opt for Scotland Yard. However I would rather see some States General Discussion.
 
After our current tech, could i suggest we go for flight,

A) Because it leads to rocketery if we are going for a space race and to other important techs

B) most importantly, the fighter plane, if we go for domination victory or just to act as extra defence against naval invasion, which is much better than arty, although it doesn't cause damage throughout the stack like arty or bombers, they arn't a one use unit like arty or at so much risk from emeny fighters or anti aircraft fire as bombers. Bombers in a few numbers would be good once air superioty had been won.
 
I agree, any future offensive military action will be done oversees. Airpower as well as Naval power will be vital.
 
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