276
SD took our peace deal, and wants..... everything i'm impressed, they asked for not just all our cities but all our resources as well, and for us to revolt to slavery.... that takes some real dedication to scrolling down in the diplo screen
civac re-ups cow, cool. they took little enough damage from mjmd's nuclear attack that i don't feel that we can plausibly hit them within 10 turns, so i feel good about this - we probably need our own nukes to crack their border cities. now the NEXT cow timing will be a tricky decision as i do think we'll be nuclear-capable within 20 turns, though not 10 (we might be building nukes in 10t but i don't think we'll have any completed yet)
they want us to stop trading with mjmd too but i don't think so..... not until we are ready to commit to actually joining the coalition. no reason to piss them off early and eat ICBMs that might otherwise have gone elsewhere - i think the benefit to india of open borders + resource trades pales in comparison to that consideration. not to mention if they both have OB with us, there is some prospect of them fighting with ground troops in zulu land eventually, which is a pretty inefficient way for troops to be used imo. honestly i think it may be actively good for civac for us to have OB with both sides here, they can pick off india's planes with their scouting units and then what is india going to do, fortify our cities with their own troops so they can stash bombers there?
well, we managed to lure some ottoman tanks out to go fighter-hunting at least... they didn't get the daieisho bomber with their longbow but they did clear out a fair number of the other planes
separately, i'm really impressed with just HOW unhealthy these coal plants are making our cities.... daieisho is just size 13 and is unhealthy even with environmentalism! ugh.... are we actually going to have to build grocers and public transportations (!) to fix this.... well, at least grocers are otherwise-good buildings (+3 health, +25% gold for 150 hammers is good, i think?), and i think with enviro we should manage to avoid public transportations in most places. still though i was kinda hoping to start making, like, UNITS now in these coal plant cities....
at least lalibela's doing ok thanks to harbor health, which is good because we.... are kinda gonna need a navy no matter what we do from here....
anyways we finished a ton of coal plants again and our GA-boosted MFG is closing in on 3k while everyone else is sharkfinning.... i guess that's something
we've reached the long-anticipated point of being able to 1-turn mininc executives endlessly from 3 different cities so that's cool... that should account for a 78-point MFG jump every turn until we run out of coal plant cities to send them to, at least as long as our finances can support it (and they should be able to for a while, thanks to the ludicrous power of ikhandas )
ok, work ethic, i am sad to say, is going to need a public transportation or to be drafted out of unhealthiness range but, as you can see, it's working on a great person so we really can't do that yet....
hmm.... well, that's another option - try to hurt india by retaking naufragar cities from them.... sadly i think nauf could have defended this one, but for the bombed-out rails
so interestingly, due to all our cities working a ton of biology-enabled specialists, they all got around 3-400 GPP during this golden age.... so it's actually not inconceivable that a fourth GA could be in the cards for us if the game goes long enough. we'd have to rely on some luck from the dice though
ok kinbozan.... you have four unused desert hills, each of which is worth 3 gold and 3 hammers... this town has served us well and powered us through some tough economic times but... i think it's time for it to go :') wow do i ever derive just enormous amounts of perverse joy from burning fully-matured towns just because i can
well, here is a big argument that nauf could, hypothetically, make for their continued existence.... you need happy to draft off of, and i need as many of these mininc resources as i can scrounge together.... perhaps we can reach an accomodation (haven't sent that deal yet though as i'm not sure if these prices would be considered extortionate or not...) aaaand then i realized gold is a mininc resource and so maybe i shouldn't be trading it to everyone, whooops...
gonna try this as well, which pays back for us almost immediately (next turn we will have 6 mininc cities, so 4 more resources is worth 0.75 * 4 * 2 * 6 = 36 hammers/turn on the first turn and will only get better from there.... and sent them two more asks of copper/iron for 20 gpt. enabling my mining addiction will actually do quite a bit for keeping me onsides in this war, i'm actually more worried about mjmd seizing nauf's gold and copper supplies in the desert than i am about the actual territory they're picking up (for now anyways)
civac has unloaded that force from their northern navy that i was so worried about.... and yeah, with 4 workers and, indeed, the settler we saw them make in ankyra, aboard they probably weren't cracking any of our coastal cities.... so where are they going williams, it looks like your theory about an attack from an unexpected direction is pretty likely to prove correct... however, yeah, for now i guess i'd better do my due diligence and shuffle some defenders around so they can't raze gondar or matara, should they be so inclined
check it out yall - we have one, singular real ship!!!! :O
ok, now for the hard part.... reps or police state? i count.... 110 specialists empire-wide, with most cities having a library and nothing else, so reps should be worth roughly 357.5 beakers/turn. that's the easy one.... and swapping to the high upkeep civic will cost us 28 gpt * inflation = 47.6 gpt as well, so let's say reps is worth about 400 net beakers/turn right now.... though we will surely draft off much of this over the coming turns
police state, if we are exclusively spamming military units, is..... much harder to estimate. we are in golden age now, incompletely industrialized, and about to start a mininc wave..... so what does all that add up to...? our current mfg is 3025, is that total base hammers or are modifiers reflected? i see that orgrel is NOT reflected (changing a city from a building to a unit does not change the mfg) but everything else seems to be (changing the engineer at takakeisho to a scientist subtracts 7 from the MFG, not 2). and then.... ugh, with all the different hammer modifiers involved i can't think of a good way to derive total base hammers from this besides counting. so.... counting
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.....
.....
one eon later: base hammers outside of golden age would be
98 - 18 + 29 - 10 + 37 - 14 + 61 - 20 + 55 - 16 + 22 - 7 + 38 - 9 + 38 - 15 + 68 - 13 + 49 - 13 + 52 - 15 + 70 - 14 + 49 - 15 + 18 - 5 + 28 - 10 + 23 - 7 + 28 - 8 + 22 - 5 + 53 - 10 + 51 - 14 + 52 - 14 + 51 - 15 + 32 - 11 + 23 - 6 + 66 - 15 + 58 - 12 + 28 - 10 + 53 - 15 + 52 - 14 + 37 - 10 + 22 - 9 + 20 - 5 + 26 - 7 + 47 - 16 + 48 - 17 + 52 - 10 + 39 - 9 + 27 - 11 + 7 - 2 + 43 - 11 + 31 - 9 + 27 - 6 + 30 - 9 + 29 - 8 + 29 - 8 + 13 - 3 + 6 = 1337 WOW that sucked lol
but we also will spread 13-hammer mininc to 45 more cities for 585 more hammers, so that's 1922 base hammers total when topped out, more or less. 1922 * 0.25 = 480 marginal hammers if we're spamming units which DOES beat representation, especially if we feel that a hammer is more valuable than a beaker both generally and in this specific situation...... hoooowever. we really have to be spamming units everywhere for that to hold. if a significant number of our cities are making random infrastructure buildings like all these grocers and the bomb shelters i expect to put everywhere, or on wealth and research builds to alleviate the impact of both the corps and the lack of representation, police state will not come out ahead. is that gonna happen?
well..... clearly our win condition here is military, we will never win a space race and i think there's little point in trying. i imagine that, once our cities are health-neutral and industrialized (so, for the core, within the next 5 turns) every remaining build will be a unit or wealth/research. i also think we can safely pivot away from wealth and research builds once we reach nuke tech, as i doubt anything from the rest of the tree will represent a better build than just more nukes.... other than perhaps SDI which, ok, is actually pretty far down the tree at laser tech and would still require SOME research power, which likely means some cities building research, to attain. and the internet, should we go that route....
hmmm. well, these next 5 turns, in which we are desperately researching towards nukes and will be building units in only a handful of cities since we won't yet be fully industrialized, might matter a LOT.... if we start out 2000 beakers in the hole from 5 turns of losing reps before PS starts to really pay out, and the margin is small, it could take a looong time for PS to come out ahead.... not to mention it will take at least 10 turns just to spread mininc around
nope, tech hole is just too deep, and the amount of non-unit builds i think we'll have to do if we go for PS is too significant. PS will come out ahead eventually but we just have barely any cities ready for nonstop unit production right now, and reps probably gets us to nukes faster. but if we DO get a fourth GA of course i'll go for it
MAN i sure hope this is right...
finally an answer to this question i've been worrying about for 10 thousand years lol
SD took our peace deal, and wants..... everything i'm impressed, they asked for not just all our cities but all our resources as well, and for us to revolt to slavery.... that takes some real dedication to scrolling down in the diplo screen
civac re-ups cow, cool. they took little enough damage from mjmd's nuclear attack that i don't feel that we can plausibly hit them within 10 turns, so i feel good about this - we probably need our own nukes to crack their border cities. now the NEXT cow timing will be a tricky decision as i do think we'll be nuclear-capable within 20 turns, though not 10 (we might be building nukes in 10t but i don't think we'll have any completed yet)
they want us to stop trading with mjmd too but i don't think so..... not until we are ready to commit to actually joining the coalition. no reason to piss them off early and eat ICBMs that might otherwise have gone elsewhere - i think the benefit to india of open borders + resource trades pales in comparison to that consideration. not to mention if they both have OB with us, there is some prospect of them fighting with ground troops in zulu land eventually, which is a pretty inefficient way for troops to be used imo. honestly i think it may be actively good for civac for us to have OB with both sides here, they can pick off india's planes with their scouting units and then what is india going to do, fortify our cities with their own troops so they can stash bombers there?
well, we managed to lure some ottoman tanks out to go fighter-hunting at least... they didn't get the daieisho bomber with their longbow but they did clear out a fair number of the other planes
separately, i'm really impressed with just HOW unhealthy these coal plants are making our cities.... daieisho is just size 13 and is unhealthy even with environmentalism! ugh.... are we actually going to have to build grocers and public transportations (!) to fix this.... well, at least grocers are otherwise-good buildings (+3 health, +25% gold for 150 hammers is good, i think?), and i think with enviro we should manage to avoid public transportations in most places. still though i was kinda hoping to start making, like, UNITS now in these coal plant cities....
at least lalibela's doing ok thanks to harbor health, which is good because we.... are kinda gonna need a navy no matter what we do from here....
anyways we finished a ton of coal plants again and our GA-boosted MFG is closing in on 3k while everyone else is sharkfinning.... i guess that's something
we've reached the long-anticipated point of being able to 1-turn mininc executives endlessly from 3 different cities so that's cool... that should account for a 78-point MFG jump every turn until we run out of coal plant cities to send them to, at least as long as our finances can support it (and they should be able to for a while, thanks to the ludicrous power of ikhandas )
ok, work ethic, i am sad to say, is going to need a public transportation or to be drafted out of unhealthiness range but, as you can see, it's working on a great person so we really can't do that yet....
hmm.... well, that's another option - try to hurt india by retaking naufragar cities from them.... sadly i think nauf could have defended this one, but for the bombed-out rails
so interestingly, due to all our cities working a ton of biology-enabled specialists, they all got around 3-400 GPP during this golden age.... so it's actually not inconceivable that a fourth GA could be in the cards for us if the game goes long enough. we'd have to rely on some luck from the dice though
ok kinbozan.... you have four unused desert hills, each of which is worth 3 gold and 3 hammers... this town has served us well and powered us through some tough economic times but... i think it's time for it to go :') wow do i ever derive just enormous amounts of perverse joy from burning fully-matured towns just because i can
well, here is a big argument that nauf could, hypothetically, make for their continued existence.... you need happy to draft off of, and i need as many of these mininc resources as i can scrounge together.... perhaps we can reach an accomodation (haven't sent that deal yet though as i'm not sure if these prices would be considered extortionate or not...) aaaand then i realized gold is a mininc resource and so maybe i shouldn't be trading it to everyone, whooops...
gonna try this as well, which pays back for us almost immediately (next turn we will have 6 mininc cities, so 4 more resources is worth 0.75 * 4 * 2 * 6 = 36 hammers/turn on the first turn and will only get better from there.... and sent them two more asks of copper/iron for 20 gpt. enabling my mining addiction will actually do quite a bit for keeping me onsides in this war, i'm actually more worried about mjmd seizing nauf's gold and copper supplies in the desert than i am about the actual territory they're picking up (for now anyways)
civac has unloaded that force from their northern navy that i was so worried about.... and yeah, with 4 workers and, indeed, the settler we saw them make in ankyra, aboard they probably weren't cracking any of our coastal cities.... so where are they going williams, it looks like your theory about an attack from an unexpected direction is pretty likely to prove correct... however, yeah, for now i guess i'd better do my due diligence and shuffle some defenders around so they can't raze gondar or matara, should they be so inclined
check it out yall - we have one, singular real ship!!!! :O
ok, now for the hard part.... reps or police state? i count.... 110 specialists empire-wide, with most cities having a library and nothing else, so reps should be worth roughly 357.5 beakers/turn. that's the easy one.... and swapping to the high upkeep civic will cost us 28 gpt * inflation = 47.6 gpt as well, so let's say reps is worth about 400 net beakers/turn right now.... though we will surely draft off much of this over the coming turns
police state, if we are exclusively spamming military units, is..... much harder to estimate. we are in golden age now, incompletely industrialized, and about to start a mininc wave..... so what does all that add up to...? our current mfg is 3025, is that total base hammers or are modifiers reflected? i see that orgrel is NOT reflected (changing a city from a building to a unit does not change the mfg) but everything else seems to be (changing the engineer at takakeisho to a scientist subtracts 7 from the MFG, not 2). and then.... ugh, with all the different hammer modifiers involved i can't think of a good way to derive total base hammers from this besides counting. so.... counting
.....
.....
.....
one eon later: base hammers outside of golden age would be
98 - 18 + 29 - 10 + 37 - 14 + 61 - 20 + 55 - 16 + 22 - 7 + 38 - 9 + 38 - 15 + 68 - 13 + 49 - 13 + 52 - 15 + 70 - 14 + 49 - 15 + 18 - 5 + 28 - 10 + 23 - 7 + 28 - 8 + 22 - 5 + 53 - 10 + 51 - 14 + 52 - 14 + 51 - 15 + 32 - 11 + 23 - 6 + 66 - 15 + 58 - 12 + 28 - 10 + 53 - 15 + 52 - 14 + 37 - 10 + 22 - 9 + 20 - 5 + 26 - 7 + 47 - 16 + 48 - 17 + 52 - 10 + 39 - 9 + 27 - 11 + 7 - 2 + 43 - 11 + 31 - 9 + 27 - 6 + 30 - 9 + 29 - 8 + 29 - 8 + 13 - 3 + 6 = 1337 WOW that sucked lol
but we also will spread 13-hammer mininc to 45 more cities for 585 more hammers, so that's 1922 base hammers total when topped out, more or less. 1922 * 0.25 = 480 marginal hammers if we're spamming units which DOES beat representation, especially if we feel that a hammer is more valuable than a beaker both generally and in this specific situation...... hoooowever. we really have to be spamming units everywhere for that to hold. if a significant number of our cities are making random infrastructure buildings like all these grocers and the bomb shelters i expect to put everywhere, or on wealth and research builds to alleviate the impact of both the corps and the lack of representation, police state will not come out ahead. is that gonna happen?
well..... clearly our win condition here is military, we will never win a space race and i think there's little point in trying. i imagine that, once our cities are health-neutral and industrialized (so, for the core, within the next 5 turns) every remaining build will be a unit or wealth/research. i also think we can safely pivot away from wealth and research builds once we reach nuke tech, as i doubt anything from the rest of the tree will represent a better build than just more nukes.... other than perhaps SDI which, ok, is actually pretty far down the tree at laser tech and would still require SOME research power, which likely means some cities building research, to attain. and the internet, should we go that route....
hmmm. well, these next 5 turns, in which we are desperately researching towards nukes and will be building units in only a handful of cities since we won't yet be fully industrialized, might matter a LOT.... if we start out 2000 beakers in the hole from 5 turns of losing reps before PS starts to really pay out, and the margin is small, it could take a looong time for PS to come out ahead.... not to mention it will take at least 10 turns just to spread mininc around
nope, tech hole is just too deep, and the amount of non-unit builds i think we'll have to do if we go for PS is too significant. PS will come out ahead eventually but we just have barely any cities ready for nonstop unit production right now, and reps probably gets us to nukes faster. but if we DO get a fourth GA of course i'll go for it
MAN i sure hope this is right...
finally an answer to this question i've been worrying about for 10 thousand years lol