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[spoilers] pindicator goes off the deep end

Turn 114

I can't count. For some reason I told Gaspar he'd get his last two galleys this turn and then this turn realized I was still a turn away. Hopefully he doesn't think I'm being petty over them not getting me the gold on time; I just can't count.

Three galleys loaded with zerkers were gifted this turn. People will notice, if not next turn then definitely the turn after when I gift the remaining three. Gaspadore has brougth in ships of their own, some caravels to escort the nav galleys.

Settled two new cities this turn. PWA picks up a fish in my empire and RA grabs the whales. I'll have Optics within 10 turns, so I figured I might as well grab that one now. There are still some minor spots I could settle, if I ever choose to build another settler.

I considered building more military to balance out what I was gifting away... but no, I need to get more infra up while I have NAPs with all my neighbors. Once we get globe up we'll really start whipping out a navy.

Happy New Year!
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Turn 115

Moment of truth. Either Rego gets Taj next turn or I do. One area of concern is if he's building it in So Skinny, there's a chance he'll be able to whip it next turn:

[Image: pbem26-turn115-top10cities.jpg]

[strike]An 8-pop whip will get 240 hammers, so he only needs to have 229 in the bank. With 250% modifiers (forge, org, marble) he'd need to average 31 base hammers (before modifiers) over 3 turns. It's doubtful the city has that much, but with creative whip overflow it's possible. Enough to make me sweat a little.[/strike] Edit: This is wrong; I'm including the 50% Ind bonus in his whipping totals. An 8-pop whip will get me 240 hammers; it will only get Rego 200 hammers (except in his capital since he's running Bureaucracy). So Skinny isn't the capital, so it would get 200 hammers, meaning it would need to be at 269 hammers after 3 turns. Or averaging 36 hammers per turn before modifiers. I'm feeling better about winning the race now.

Moment of truth #2.

[Image: pbem26-turn115-powergraph.jpg]

I'd say that's pretty obvious. It may not have been last turn, but it definitely is now.

I'll admit, I've been pretty muted in my civ enjoyment after the pbem23 scuffle. On top of feeling like I went overboard in the argument, I'm having a hard time figuring out what my next goals are. One obvious thing is to get the national wonders going. I whipped a buddhist temple in FCC this turn, and we'll overflow into globe next turn (my last 2 theatres finished end of turn). Education needs to be snapped up soon to get Oxford up and running in the capital. Lit will get us National Epic, possibly also in the capital, but more likely in CWA. Important techs are:

Divine Right - spiral minaret
Optics and Astronomy - gotta keep up with the naval techs
Feudalism and Guilds - longbows for defense and grocer for my shrine city (then probably banks for the same reason)
Paper and Education - Oxford and unis

And then I have to think some more. Do I go for the Great Merc and Economics right away? Or is it better to go for chemistry and grenadiers to finish off Yuri when our NAP is up in 20 turns?

It will help to know what my research is going to be like in a GA. I've been saving up gold specifically to do a 100% run once I get my GA (whether by Taj or by my next great person). I'm also rotating the Great Wall through cities that have good overflow, and will finish that wonder as my initial gold stockpile wears out. So we should be able to do a good 5 or 6 turns at 100%: this will get us through Divine Right, Optics, and Feudalism easily. I think those are the 3 biggest priorities, and then maybe on to Guilds and Banking or Paper and Education or Astronomy.
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pindicator Wrote:I'll admit, I've been pretty muted in my civ enjoyment after the pbem23 scuffle. On top of feeling like I went overboard in the argument, I'm having a hard time figuring out what my next goals are. One obvious thing is to get the national wonders going.

I sensed that, and sincerely hope the feeling passes. I'm fully supportive of renewed interest and goals, and you've done pretty good job of stabbing out at goals an achieving them.

How much gpt did you save on unit maintenance in the last few turns?
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Ceiliazul Wrote:I sensed that, and sincerely hope the feeling passes. I'm fully supportive of renewed interest and goals, and you've done pretty good job of stabbing out at goals an achieving them.

How much gpt did you save on unit maintenance in the last few turns?

A decent amount, about 14gpt in unit costs. To put it in perspective, that's about 5% of my total expenses. If I ever sell that many units outside my territory again I'm going to need to remember to add cost to cover transporting them: it cost me roughly 50g just to shuttle them over to Gaspadore.

I've been trying to think longer-term as to what my goal is. Do I go for economy and aim for a fast Communism (not to mention The Kremlin in a whip-heavy map)? Or do I go for military and head towards Combustion? Or do I continue to emphasize a production advantage and try to get Mining, Inc and Assembly Line (remember that Org gets cheap factories)? (Which reminds me: who can help me find out how many hammers per resource that Mining, Inc will get me? Or how much those will cost?)

That's another larger-scale question too: Communism or Corporations? State Economy is going to save me between 3 - 6 gold per city, so probably between 100g - 150g by the time I reach it. 10% Hammers will be nice, but we won't be able to abuse workshop spam (although they still will help). And how does this stack up against what I can expect from Free Market & Mining, Inc?
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Corporations are allowed? If that is the case, I would be beelining Sid's Sushi on a map like this.
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Sushi's banned (though the other corps aren't).
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pindicator Wrote:(Which reminds me: who can help me find out how many hammers per resource that Mining, Inc will get me? Or how much those will cost?)

Just check the corporations screen and select the relevant corporation. And you can see the values per resource in the Civilopedia when you have the game loaded.
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pindicator Wrote:I've been trying to think longer-term as to what my goal is. Do I go for economy and aim for a fast Communism (not to mention The Kremlin in a whip-heavy map)? Or do I go for military and head towards Combustion? Or do I continue to emphasize a production advantage and try to get Mining, Inc and Assembly Line (remember that Org gets cheap factories)? (Which reminds me: who can help me find out how many hammers per resource that Mining, Inc will get me? Or how much those will cost?)

My impulse is that communism is not quite as valuable to you since you're an organized civ, as you get cheap courthouses and thus the savings from State Property are not quite as valuable. It would be interesting to see some corporations in play, as they are banned for most games. Generally the gold -> food conversion is the most powerful. Since Sid's Sushi is banned that leaves Cereal Mills. However, on a hammer sparse map like this, Mining Inc. could be rather powerful to get more production into your cities.
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Just took a peek, and right now Mining, Inc will get me +4hpt in each city, and Cereal Mills gets +3 fpt. Not game-breaking, but a healthy boost. Both are fairly reasonable: they cost between 3g to 5g for cities with a courthouse. Maybe I'll have to go finish off Yuri and get those numbers a bit higher devil

Mining Inc is also the first Corporation we come to, at Railroad. If I manage to get a Great Engineer I will have to hold on to him. Cereal Mills comes a bit later, but at the important naval tech Refrigeration.

Also to keep in mind: with corporations in play, cultural victories become more possible. Nobody's pulled it off in a pbem/pb yet, but it's worth watching.
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Ammendum: I forgot, courthouses also reduce corporation maintenance costs, and you get them cheap. So Free Market + Corporation(s) dovetails really well with organized. Is that stronger than State Property? I'm really not sure.
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