Turn 200-209

1.74 with the .dll-file provided by Theoden
 
Ok 1.74 but what .dll provided by Theo? I don't know what that is or how to use it. The ISDG is 1.74 right?
 
see post #131 of the UN Poll: Patch thread for a link.

I've played it. I offered Steel to Loco, and sighted a small Epsilon fleet south of us, probably headed for Loco, only 3 galleons, and 3 rifles.
 
Considering that the tech alliance with Loco is essentially over I think the best use for the scientist is for a tech.

Also When we pick up our Camel near Piffle maybe we should sail to Aloha for a look around. I'm not clear on weather that war is still hot or not.
 
Tech sounds best indeed.

By the way, I'm probably not able to play the save this weekend, so someone else will have to, I think Theoden has the correct installation, and you could try Lord Parkin and DaveShack too, if yours still isn't working.
 
They are welcome to play if they like but I've got my problems straightened out now, at least the ones pertaining to playing the save.
 
1510 AD, turn #unknown...

We may not need Loco anymore. Their secret base isn't going to last long. Epsilon will find it quickly with cavalry scouts and Economics only takes us 4 turns anyway.

The scientist will give us 1830 towards Physics which costs 5720 total but we will have another scientist in 3 turns. I think Aloha was already working on physics though. We are 6 turns from steam power.

For our next GP lets try to get something other than a scientist. We still only need two for another golden age.

Its going to take a while to get our camel back from Piffleland so I put a cavalry on a galleon to explore around Aloha.
 
I played the turn, Loco lost another city, and a health resource they were trading. Some of our cities are now unhealthy and starving.
 
Played.

Loco has just one city left, maybe take Epsilon three turns to get cavalry down there.

Just had a look at the other team’s civics. Piffle has Hereditary Rule, Bureaucracy, Caste, Decentralized, Pacifist. (They must be paying quite a bit for troop support.)

Epsilon: Hereditary, Free Speech, Slavery, State Prop, Theocracy. (No corruption for distance from capitol.)

Aloha: Represent, Bureau, Slave, Mercantile, Theocracy. (Typical civics for embattled civs.)

Offered extra sugar and silk to Piffle for extra Wine and Fish even though two work boats will connect fish and another freaking clam next turn.
 
Epsilons civics look like a real DaveMcW-combination, except for the hereditary rule. I wonder why they've chosen that over universal suffrage. Since they're also running free speech rather than bureaucracy, I'd expect them to have a lot of towns, and to make hereditary rule profitable in that case would require a LOT of units off-duty acting as MP, even while a lot of units are running around in Locoland. Do we know what their soldier count is?
 
Epsilon's power is slightly more than twice as great as ours but their population is only 50% greater and their tech lead is minor so there is no easy way to determine but their army must be enormous.
 
So assuming they have the largest army we should be able to get a feeling of it by looking at the number of soldiers in the "rival best" column in the F9 statistics, right?
 
Well, lets see. They have 1,013,000 troops.
Looks like 124,000 are from technologies.
The diplo screen shows they have 23 cities and a population 1,479,000,000. One explanation could be 13 size 12 cities and 10 size 7 cities which would account for another 108,000 troops.
Then there are buildings. I have no idea but lets guess 3 dry docks, 12 forges, 16 barracks, iron works and heroic epic for 106,000 more.
So maybe 675,000 in units. Each cavalry is worth 12,000 rifles and grenadiers are 10,000 cannons-8,000 frigates-6,000 galleon-4,000...so ya, its pretty bad.
 
Looking at those numbers I think we have very good reasons to be concerned about being next on the Epsilon's list. A good question is if we are able to muster an army that has any chance of keeping them at bay if they turn on us immediately after wiping Loco, or if we should just continue a builder style since we'd be screwed in any case.
I'm leaning towards the latter, since it appears from your calculations that they could easily have a SoD of 40-50 units or more... :eek:
 
We are already paying 10gpt in unit support so I'd be reluctant to build more units unless attacked.

An arms race would probably just put us further behind. As consolation if attacked our production isn't bad and we can easily change civics and draft.
 
From the numbers you posted before, it seems that Epsilon is paying around 10gpt in unit support as well, so hopefully they won't continue spamming units. If they do, they'll have an economic disadvantage.

And I forgot about the option of drafting, since I rarely use it. That makes the situation look a bit better.
 
I've played the save.

Aloha had Economics as "Can't Trade", so we'll probably get it next turn.
Two workboats made fishing nets.
Chowderton starts harbour to alleviate health problems.
I also renamed a city for 1889 :mischief:
 
I also renamed a city for 1889 :mischief:

Thanks Dutch, what an honor. Was it the one with 3 unhealthy and happiness problems? J/K.

Looks like Loco forgot to give us their map. We should try and remember to do that before its too late.
 
By the way, we'll get a Great Person next turn, probably a great scientist. What should we do with him?
 
I think lightbulbing something would be the best use.
 
Back
Top Bottom