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[SPOILER] Darius of Ottomans - Vets - Krill

I lied. Lets look at my immediate needs regarding civics.


So what are the resonable options here?

[US/Rep]|[Bu/FS]|[Ec]|[Mc]|[FS/Theo]

With the question being when to swap into the second civics listed, and if I should revert to Nh at the end of the first GA.

I do need some method of getting troops asap, be it by cash rush or drafting. Cash rush, well, I don't want to have to rely on that until I have the Kremlin.

Problem. My only decent hammer city is on SoL duty for 21 turns. My next best hammer city is both coastal and on the front lines. My third best hammer city is Lemon Song in US, which is actually my best hammer city at 25 hpt in US in 4 turns, the earliest I really want to kick off the GA (after Astro is researched and 1 turn to save gold), with Kremlin due in 11. But with a GA and in US, my cap can make 41 hpt, so Kremlin due in 5 if I stay in Bu.

Problem Solved, albeit at the cost of Rep beakers and Emancipation for a little bit. I don't kickoff the GA until I have Communism, which would mean I have to wait at least 9 turns to get Communism. And that is 8 turns without Ec cottage growth...I also need to consider that I want an observatory in my capital asap, and I can't do that if my capital is building the Kremlin.

OK, So PROBLEM NOT SOLVED!

Let's reconsider the problem of the kremlin more closely. What do I need it for? Cash rushing. Cash rushing what? An army, and to let me quickly move out of NH to FS for safety. I also want the Kremlin in a safe city, so no coastal cities, no front line cities. That leaves: Lemon song (68hpt, 5 turns), 10 Years Gone (36hpt, 15 turns), BronYrAurStomp (31hpt, 18 turns), White Summer (8hpt, 30 turns).

OK, so that does kinda screw me a bit. The Kremlin is probably safer than the SoL, so 15 turns without the GA? With 3 turns of GA production, that is 13 turns total with a bit of overflow trickery and the extra production from tile redistribution. 20 turns from next turn, t146 it should complete. Could anyone else get to Communism in 19 turns and have a GE ready to complete the wonder?

Communism needs Lib, so that requires Education. Only person who can get Lib and to Communism in time is sunrise (Cyneheard, the next closest has 3 turns on Rifling, then needs Education, Philo, Lib, Chem, SM, Communism for a total adjusted beaker count of 8881 beakers in 16 turns after Rifling finishes, 555 bpt adjusted. Rifling took him 6 turns, which is about 350 bpt adjusted. Not worried there). So sunrise needs Chemistry, Lib, SM and Communism for a total cost of 6095 adjusted, or 338 adjusted bpt. Actually, I think sunrise can match that.

Ways to stop sunrise from beating me to Kremlin? Cash rush the bastard if sunrise starts getting close to Communism. Fire off a second GA early, or just build it in my capital after I cash rush an observatory on the first turn of the GA so all of the hammers overflow into Kremlin. That will mean I have no choice but to run at least 1 GA turn not at max sci but what the hell, that was only for shits and giggles anyway.

But seriously, this isn't particaulry great on my part. It's starting to look like I can't use Rep at all if I want the Kremlin safe.

What if I really said to hell with using the later golden ages to power the economy and triggered one now, pushed out one GP and used the Gspy from Communism for another GA to push out Kremlin? I could revolt next turn and probably hit 1400bpt, enough to push out Communism in 6 turns, instead of 8. That is 2 turns right there. Then a second GA? I could probably get Kremlin in 17 turns total at 10 Years gone.

ARGH. That surely isn't worth blowing a GA early over.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Now here is the conclusion.

My final aim is to be in US/FS/Ec/Mc/FR. I swap into FS from Bu as soon as I have about 40 towns, and I swap out of Nh as soon as US and my gpt is viable to buy myself an army. I want to swap out of Rep as soon as FS becomes viable over Bu because I'll need US as I said previously.

That means the lynch pin to the final revolt is the number of towns I have. The intermediate civics are dependent on my usage of GAs and my hammer needs for Kremlin. My first golden age needs to be dedicated to both switching to Emancipation plus possibly US and almost certainly Bu and FR. While I could build Kremlin outside the capital it'll just be a pain in the arse to make that scenario safe.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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I. Want. The. Save. Now.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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1600bpt! I went with the GA now, because, man, I really want to get up that tech tree and start hurting people.

Let the overflow games commence.

Turn report to be edited in shortly.

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OK, I decided to revolt this turn because I wanted Emancipation asap. I also decided that it was the safest course of action because it would get me to destroyers first, allowing me to safeguard my coast and screw over everyone else. The added bonus was that I can just about revolt to US/FS at the end of this GA and not be that screwed over by losing Bureaucracy for the commerce bonus or NH for the "free" units.

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So, my tech plan is to go via Astro to Communism. I teched Compass at 100% this turn (not ideal but I hit enter by accident), next turn I want to overflow no more than 200 beakers from Optics, to save gold. Turn after burn out Astro in 1 (which is simple with the overflow). I currently make 1980ish after boni, and SM costs 2080 beakers, so I should be able to get SM in 1. That leaves Communism as a 2 turn tech...with a triple digit surplus. I won't have Bureaucracy for that last turn, but I don't really need it. Then either Physics for airships and ROFL level scouting, or Steam Power then straight to Combustion.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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BTW, by my calculations, while Bureaucracy is always going to be the best choice for maximising my OU+Academy capital, by the end of the golden age I should only be down about 100 beakers in the capital when I swap to FS. That leaves around 32ish towns that will benefit from the bonus commerce (10 turns after more like 50) that then go through multipliers. Bu and FS probably work out about even 5 turns after the GA ends, partly due to the extra 10 turns of cottage growth under Ec. While rush buying without Kremlin isn;t ideal, it is a method of quickly gaining troops, and if no one invades it allows me much better tech in the short and medium term.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Hmm, I can research Astro next turn while easily turning a gold surplus. question is, how big a surplus? Enough that I can get Communism in 1? I hope so.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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The way it looks, you're going to get Future Tech before attacking an opponent... wink
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Destroyers to pillage and blockade all coastal cities and force people to play defensive, then tanks to get CR2 fast movers. Tanks are only 3 techs past Combustion, anyway. And I'm only 2 techs from seeing where oil is...
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Quote:Destroyers to pillage and blockade all coastal cities and force people to play defensive, then tanks to get CR2 fast movers. Tanks are only 3 techs past Combustion, anyway. And I'm only 2 techs from seeing where oil is...

I've gotta say, this does sound like the kind of logic that will end with "And then stealth bombers are only a tech beyond that, so I might as well tech to them."
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yeah yeah yeah, I might win by SS after I workshop over most of my towns. It is possible. The turns would definitely be quicker.

But actually...Flight can be researched after I get Combustion and Physics (need that for Electricity then Industrialism). Radio needs Electricity. And I'm getting Physics for the free GS and airships. And with 16 bombers on a front, who needs slow moving arty when now one else can shoot down your bombers? Flight and Radio are only an additional 4355 base beakers each. And my GNP will be at about what it is now in 15 turns...outside a GA.

wink
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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