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[PB79] Giraflorens & Magic Science -- "Fear+Curiosity Gazpacho"

I can play the turn in a few hours, don't worry.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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Turn 216 and Turn 217 - 1530 AD and 1535 AD


   
Xist proposed this deal. What does it mean? He has Mining Inc. now, so he can use surplus Iron and Copper, but 16 gold is a terrible price to buy those resources from us. So is this deal a signal of war in 16 turns? Or what?
Anyway, I rejected the deal. We will see if Xist offers another deal.


   
Mining Incorporated has come to Valdez! Here are the numbers:
+0.75 hammers per resource, -2 gold per resource.
12 resources for us, so:
+9 hammers, -24 gold.
But with Forges and Courthouses everywhere:
+11 hammers, -12 gold.

So if we used Mining Inc. hammers to build Wealth, then it would pay for itself. Once we have Assembly Line for Factories and Power Plants we will have more hammers and Mining Inc. can be outright profitable with Wealth building. But really the Corporation is a way to turn gold into hammers, and I think it is pretty good for us. It should be probably be spread to at least a few more key cities. The big question is, do we want to give Xist more money with his HQ by spreading Mining Inc.?


   
Also, we have one more unconnected Iron resource north of Nome. We can connect that to slightly improve Mining Inc.


   
Big picture:

Assembly Line in 2 turns.

I put "RR" signs on all improvements that will get +1 hammer with Railroads, and "rr" on the other tiles that also need Railroads to complete the network.

I kept building Machine Guns so all cities can have at least one Machine Gun for protection.

I moved a whole lot of units around. There are so many that it is confusing! crazyeye. Basically, all the collateral damage units are gathering in one place near Juneau. So the units are safe and they can all attack together if we are invaded. Railroads mean that they can hit anywhere in the empire in one turn(except the islands).
The Knights are gathering nearby too. They are bad defenders, so it makes sense for them to be a quick response team rather than garrison units.
And I think that maybe Grenadiers will gather nearby too. They get bonus on the attack, so they are better as counterattackers than garrison units.
Other than that I am trying to adjust the garrisons everywhere a little bit, put units outside the cities into the cities, etc.

Also, keep in mind that we will want to go crazy building Factories and Power Plants once we have Assembly Line. Those industrial buildings are really strong, but also unhealthy, so I am building some more Harbors too.

Looking forward to the next turn! I am glad to have a chance to play around with a civilization so late in the game, thanks Gira.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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Turn 218 - 1540 AD

I was the last one to play this turn (barely), but I logged out. Gira, I think that you can play Turn 219 soon, right?

   
Flying Camera Overview. Everything is fine.

The islands could use one more Worker to make Railroads. I forgot to send one this turn.

There is room for 2 more filler cities in the empire. One spot is the far southeast on the "City?" sign; but that city would probably anger coldrain and be indefensible.
The other spot is 2W of Valdez on Nikolsky's island. You can settle cities that close together if they are on different landmasses. Settling that city would destroy a Lumbermill that Valdez is working, so I think that settling a filler there would be a bad idea, even if it would get 4 more Coast tiles.

Also, I see in this screenshot that I left McKinley Park on Wealth this turn. smoke


   
This Chariot found Xist's main army on his border with Miro.
29 Infantry, 14 Grenadiers, 9 Musketmen, 12 Knights, and 22 Cannons. And 1 Combat Settler. Good idea for him.

Coldrain's main army is by his border with Miro/Us, and another Chariot is watching it.


   
I think that Valdez should build at least one more Mining Inc. executive after finishing Ironworks. The Mining Inc. guy can go to Juneau, and the Mining Inc. hammers will get +50% from Bureaucracy.
Afterwards, I think that the Forbidden Palace would be a good idea too. It is pretty easy at this point to build for Valdez, and it would save some gold for the far western cities. Unless I am forgetting some other good National Wonder for Valdez that the Forbidden Palace would block?


   
Xist's navy vs. Miro's navy, staring at each other. I wonder what units they have in their Galleons?
They are both researching Combustion and will soon start training 30 strength Destroyers, making all these ships obsolete.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
Reply

I forgot to mention: everyone has Military Science, and now you have Railroads, so you should beware of the Commando promotion. Enemy 2-mover Commando units using your own Railroads can travel 10+ tiles into your territory during war and destroy cities very far away from the border if those cities have small garrisons. So for instance, Juneau needs more than 1 Archer to defend it from possible Commandos, which is why it is training a Machine Gun.

Just keep Commando in mind when you are in this stage of the game.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
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T222

   
Miro has already combustion and I see a Destroyer in the middle of a lake!!!  How could it arrive there?
Now I am researching Military Tradition, Liberalism and ???.  Now I am really lost about the best tech path. Probably the best should be going fast to get tanks??
I don't know if I can make West Point (a lvl 5 unit!!!), I will check it next turn.  But if I can I could invert the GreatEngineer for it.  Also I start to make factories in some cities.
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Cities and Forts in your own culture act as canals, so your ships can move through them. The Destroyer must have gone to Blood on Clock, then the Fort 1NE, then the Lake. It could reach your ocean if Miro builds more Forts.

Techs??? I think that should start by researching Scientific Method to see Oil and unlock more techs. After that, military techs for things like Tanks seem like a good idea.

You have been peaceful all game, so it is not possible to build West Point right now. We don't even have The Heroic Epic, now that I think of it!
You could see if The Pentagon is still available, though.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)

Criticism welcome!
Reply



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