The Immortal Saga 1: The Seven Seas

No, I tend to find, the A.I, tends to wonder about with space ship Techs, they go for advanced flight, and robotics (mech inf, pretty good, but dead end) IF you grab Fission 1st, they'll tend to delay it, as no reward, Composites for Modern Armour, works both ways.

Spies to Sabotage her workshops, destroy a space ship part, if worse comes to worse, have a fleet of marines/battleships x5 off her capital coast, wait till she launches/ you've launched, and take her capital, destroy her ship, and win, with a ho hum defend for couple turns.
 
I am rather curious how your tech rate would change if you spun off a colony. I think it would be a big boost.
 
I've played the next round, though. But I do think that question is seriously worth considering, perhaps even more so at this point.

I'll post the update as soon as possible, though there's no telling when I can manage it. It could be within a week, or it could take far longer.
 
I am rather curious how your tech rate would change if you spun off a colony. I think it would be a big boost.

No way. The southern island has ~14 gpt colonial expenses (call it ~22 with inflation) and produces a few hundred bpt.

It's true that he could swap techs with his colony, but I'm sure the paltry savings of colonial expenses in the divided empire would be overshadowed by AI :smoke:

Curiosity question - if he did spin off a colony, does the colony's cities keep Cothons or do they revert to harbors? I suspect the latter, that alone is more than the colonial maintenance cost.
 
Not to run ahead of myself here (since this is what we'll have to discuss after the next update), but I did notice a significant drop in research after switching out of SP, as we had to lower it to make up for the increased costs. I'm not sure about the exact numbers, though. Did they indicate that the other landmass was well worth the maintenance in the last save?
 
I didn't run the numbers on the cities as a whole (was too lazy to look up the details of the civic maintenance formula to get a breakdown for the southern island). But my reasoning is that the colonial expenses are pretty trivial, so assuming you wouldn't just give up 4 well-developed cities normally you shouldn't here.
 
You didn't finish this thread? Tssss... You were rather close, though.
 
Thanks for the thread Aelf and thanks for the necro Strijder :) I had a lot of fun reading about Aelf's game, as well as learning quite a bit about Civ4 strategy.
 
Round 12: 1748AD - 1828AD

Surprise, I'm back for an update. It's partly motivated by the fact that, from what I've seen of the discussions regarding Civ 5, it's probably worth sticking with Civ 4 at least for a while more.

I haven't been playing Civ 4 at all for a year or more, so I might be out of practice. But the game is already at an advanced stage, so I suspect it's a matter of executing the final phase of what has been a game-long build up. Also, this round was played ages ago. It's just that I've either lost whatever I've typed or have not actually typed the update at all. So, basically, I'm relying mostly on the screenshots in telling the story now. I hope I don't miss anything important out.

Anyway, it appears that Industrialism was the tech we pursued next, and we got a GE...



...who was probably saved for use in the near future.



I think this screenshot is meant to show that uranium was found near Hippo, further boosting its production. Or it could be intended to show the event in 'Native America' - but I doubt that.

We were due another lucky turn of events next:



Cash to burn on quicker research. I'm not complaining.

Once done with Industrialism, we moved on to Plastics with an eye on the Three Gorges' Dam. Then Pacal came offering a deal:



Well, I wasn't going to give him Aluminium. So I renegotiated the deal and traded gold for clam and fish. The extra health would be good for our large cities, not to mention the addition to Sid's Sushi's effect.

Unfortunately, on that same turn, the gods decided not to favour us this time:



IIRC, that destroyed a few farms and mines, which was annoying and somewhat time-consuming to fix, but the situation was rectified soon enough.

Next, we made a deal with Wang Kon:



On hindsight, this doesn't look like a good deal since MT seems irrelevant by now. Maybe at that time I felt that we needed gold for research and wanted to get something else to add to the value of the trade. Maybe the fact that it enables DPs was part of the reason. Wang Kon is not a rival, so it probably wouldn't adversely affect our chances of winning anyway.

Events seemed to be following one another quite closely:



I decided not to take advantage of the situation since we were focusing on teching and building towards the space race. Risking a potentially long war now might prove detrimental. Archipelago seems to have a moderating effect on player aggressiveness, thanks to the logistics of over-sea fighting.



Now, I'm not sure what this screenshot is about. It might be to show that our cities were fast outgrowing their pop caps. It could also be that some of these cities suddenly became unhappy for whatever reason.

And, as you can see, we've been building destroyers to guard our coastal resources in the event of a late game war.

Well, on that note, we didn't have to wait long for one, despite our diplomatic efforts:



Eternally ungrateful, Sury would certainly pay for his insolence. We could finally grab that annoying Khmer city at the tip of our landmass.

But we'll come back to the war later. As we finished researching Plastics, Roosevelt came by wanting to trade some tech or other, but I proposed this deal instead:



I decided that since we'd traded Superconductors earlier anyway, we might as well trade it for Flight now so that we could immediately research Rocketry for the Apollo Program. This was certainly a convenient turn of events.

The rest of the update will be posted later, if my laptop doesn't run out of battery first. At worst, tomorrow.

[to be continued]
 
Holy self-thread necromancy Batman!

Good to see you back ;)
 
[continued]

Then Willem came with a demand:



After what must have been fairly lengthy deliberation, I acceded. We need to maintain our friendships in this seemingly precarious late game diplomatic situation.

One turn later, we got another GE...



..whom we also kept for future rush-building use. Remember the one before? He did his job soon after:



That solved our unhappiness issues for now by increasing the effect of Hit Singles from Pacal. It would also help us resist encroaching borders.

And, as you can see, we researched Fission next as it is required for Fusion and will help with Ecology later.

Now to the war. We had our cannons and CR riflemen transported from the border with England to the Khmer city on our landmass, which took some time as our rail networks were not yet fully developed. After sieging the city with cannons, we attacked with a combination of cannons and the riflemen, capturing the city. And we got a GG to boot:



Once again I planted the GG in Hippo, our military city, which has been producing the destroyers.

Once Fission was done, we moved on to Satellites to enable construction of the Docking Bay (the most expensive SS part, so better start it ASAP). Of course, we can't actually do the latter until the Apollo Program is completed. Researching Satellites now also means keeping the option of building the Space Elevator on the table.

A few turns later, the Khmer were amenable to signing peace:



Not wanting to prolong the war, I agreed to this deal.

Our next dealing was with Liz:



Well, not exactly our dealing. More like her asking us for stuff. Obviously, in the interest of getting the Three Gorges and not losing the tech race, I declined. Since Liz favours Free Religion, our relations can take a bit of a hit without sinking too low.

I stopped playing after Satellites was completed. Our diplomatic relations now:



Not bad, I'd say. Our likely enemies are few and are neither advanced nor powerful, as you might be able to see from this graph:



Well, at least we're about average in terms of military strength. We'll be working on that, for sure. Hippo can be dedicated to just that, I think.

And this is our tech compared to most of the world:



Looks pretty good as well. Is that Stealth that Liz has? Why? Should we trade for Artillery soon or not bother?

Lastly, here's our part of the world:



On hindsight, maybe we should have captured or razed that Khmer city on an island (Pre Rup?), since its culture is pressing on Nagara Jaysri. But then again, we probably didn't and don't have the logistical capability to wage that kind of operation without much delay and cost. It's a good target if another war does break out, though. What do you think?

And where to now? I expect we're headed towards Fusion via Computers, since Lasers doesn't seem necessary. Any thoughts about the Space Elevator at this stage?

We should be getting the Three Gorges' dam very soon (11 turns). Already used the last GE on that - I know, don't give me flak; I just didn't trust my calculation, and I think we should be good anyway since no one has Plastics yet. We also seem to have a GM headed towards what I think is the city with the highest trade mission yield. With money for research, top-of-the world GNP and high production (and we have a few aluminium sources too), can we be confident of a win?

Okay, the save is a potential issue. This game is played on an older patch of BtS that uses save version 301. The current patch uses version 302. I don't know if the patches are backward save-compatible so I haven't updated. Does anyone know?
 

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Wait, you have a spare GE, and you didn't build Mining Corp? At least get Creative Constructions, that can translate into a dozen or so hammers/city.
 
Wait, you have a spare GE, and you didn't build Mining Corp? At least get Creative Constructions, that can translate into a dozen or so hammers/city.

It's that good? I'm relatively new to BtS and corps, so they don't actually figure into my calculations. Well, those wonders we used them for seem worth getting anyway, and the good news is if we get to Fusion first we will have another GE we can use for that, if it's not too late.

EDIT: Just checked. Mining Co. was already built before the beginning of this round in 1728 AD and Creative Constructions was built in 1770 AD. Oh well. I'm not totally sold on CC anyway, since it would only increase production by a few hammers per city if I calculate correctly, and we have to spend time and money spreading it too.
 
Mining and Sushi are the 2 best corps, I actively try for a GE during the renaissance just so I have the trifecta of free market, mining corp and sid's sushi on hand during the industrial. 3 of 3 is best, 2 of 3 is merely okay, 1 of 3 is not worth switching out of state property.

Of course, sometimes your empire is so absurdly big and you have spammed caste/state property workshops everywhere, and you have momentum in the form of tanks while they're on rifles, that it's not worth the interlude of pausing for 15 turns as your war machine wins you a domination victory.
 
Mining and Sushi are the 2 best corps, I actively try for a GE during the renaissance just so I have the trifecta of free market, mining corp and sid's sushi on hand during the industrial. 3 of 3 is best, 2 of 3 is merely okay, 1 of 3 is not worth switching out of state property.

Interesting. Though, checking back, we didn't seem to have had a GE until this round, at least not for a long long time. So getting Mining Corp would have required some early planning that specified a different path from what was taken in this game.
 
Nah, I just run a forge's engineer for a while. If that doesn't work, I try to whip or rushbuy a factory in my GP farm when assembly line pops, and hope for the best. It's not as reliable as I like (especially on higher difficulties like Immortal, when they can afford GE GPPs like pyramids and hanging gardens when you can only afford settlers), and it's harder to rope them off from techs like Railroads and Medicine.

No biggie, State Property is also awesome. If anything, having food-neutral workshops is probably more important on hammer-poor maps like archipelago.

My view of things is that state property has 3 functions: +economy from reduced maintenance, +food from super workshops and watermills, +production from being able to afford WS and WMs and the flat +10% increase.

This needs to be matched by free market. +food is the best, the extra food from sushi is incredibly flexible and can let you tear down farms for cottages, windmills for mines, and feed specialists, indirectly boosting both production and economy. +production is also obvious from mining corp, and 2F4P workshops can't last forever as other civs switch into emancipation. Economy is the tricky one, trade routes give the most benefits if there are still lots of foreign cities still around (.ie. you're not going for domination), while intercontinental trade routes can easily get eaten up by colonial and corporate maintenance.

It's really a decision of whether you can afford the turns to make corporations turn a growth and hammer profit in the time it takes to spread them around, instead of just sticking with the simpler and relatively short-term focused state property. My heuteristic is: Space? FM/SS/MC. Domination? SP.

One note, I've heard of people using slavery, sid's sushi and Kremlin to whip out an absurd number of nukes and using them for domination. I think it's something like 3-4 pop/nuke. Make of it what you will.
 
Interesting info. Thanks!

Does anyone have any advice for the next round? It would greatly help speed up the game (before I get too busy).
 
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