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[SPOILERS] scooter Expands the Empire Across the Sea

A couple days ago I wrote up a little report based on a chat I had with Tarkeel, and it came out alright, so I'll try to do it again. I mentioned that the Economics Merchant might be an easy route to get the 2-man GA, but there is another later game option available. I should note this is mostly just to think about later-game options - it feels fairly unlikely any of this will come to fruition. Actually, let's look at 3 possible routes, starting with the Merchant.


Sid's Sushi

I have more or less never used a Corporation in a game here. Games I played they were either banned or the game was decided before. And I think it's fairly unlikely the game lasts long enough for this. But for fun, I tallied up the resources. We currently have 18 Sid's Sushi resources in our borders. However, we're about to settle some seafood-rich islands. I counted only the resources within the borders of planned cities, and this would be enough to get me up to 30. This is without any trading for resources or conquering new ones.


(August 26th, 2023, 13:41)Charriu Wrote: [*]Sid's Sushi Co.:
Available at Refrigeration instead of Medicine
Food per resource decreased to 0.333 from 0.5
Culture per resource decreased to 1.5 from 2
Maintenance costs 3/4 of original,


This would net enormous amounts of food and culture. The other corporations are pretty underwhelming here given the low number of land tiles, although Ice Island's copper helps out Mining Inc quite a bit. As for what to do with all that food, well, there are a couple late-game civics here too.


(August 26th, 2023, 13:41)Charriu Wrote: [*]Emancipation:
+2 hammers per specialist
remove unhappiness effect
[*]Environmentalism:
Available at Biology instead of Medicine
Normal Corporation costs like any other civic
+1 commerce on water tiles


In addition, Representation exists still. So there's some interesting late-game options. There's one obvious issue here though.





Refrigeration is like 30k beakers away, and we make a few hundred per turn. The nature of the map means we're pretty low on scaling options here. There are commerce spikes upcoming. 24T of Golden Age minimum is on the table here for starters. Mercantilism and/or Free Market are nice boosts for us, and that stacks with Representation if we go the Mercantilism route. Our empire is about to grow by 25-30% peacefully, which adds more. But these are things that will have a multiplicative rather than exponential effect, so I'm not totally sure this is enough juice to really get us there. I suppose a particularly greedy/sandbagged Liberalism might be a way to do it too.


That all sounds pretty fun. But I'm not sure how realistic it is. There's a way simpler and quicker option.


The Sword





Just go get Frigates/Grens and win the game. The Grens may even be an optional step if we're being honest here. It looks extremely likely I can get Frigates prior to most (any?) players getting Astro. These 4 techs cost 8280b in-game right now. I'll use 300bpt as a break-even estimate. I'm currently below that, but I expect 1) that number will rise, 2) prereq bonuses exist, and 3) possibility of a GA at some point. So it's a good conservative estimate. This would come out to 28 turns of research. If we cut out MilSci, that shaves it down to 5520b and 18.5T of research. I did estimate the others are probably 20T from Astro? And it's not hard at all to imagine these turn estimates coming down a good bit. I bet 15T to Chemistry is super doable.



As an aside, Liberalism would cost me 5620b. I'm not sure it's really worth it in the short-term. Education is not a useful tech for us as we do not get discounts on Universities/Oxford, and our tech is more wide than tall, so the actual payback on all those hammers is surprisingly weak. And Liberalism itself doesn't do anything important either. That is 4416b (in-game) worth of techs just to get another free tech, so to me, that free tech needs to be at least that expensive. If another player wants to go for it, well that's thousands of beakers they aren't spending on naval technology where I already have the lead.


In this world, the way to win is to build a few naval stacks and make life a nightmare. All you really need is 3-4 loaded Galleons covered by a few Frigates, and you stick your stack in the middle of a bunch of valuable cities, forking a half dozen of them at once, and let your opponents decide which cities burn. Rinse repeat until concessions come.


The Base Case

It's worth comparing this to the backdrop of the base case here, which is to just keep leaning on our existing tools, in particular MoM which has a lot left in the tank. This looks something like hand-grow 2 more GP, possibly with a detour to Philosophy to make it less painful via Pacifism. Pop a 2-man GA in 10-15T, use it to clean up the first-to bonuses. Grab the Scientist/Spy at Physics/Communism and generate another GP during this to kick off the 3-man GA for 24T of Golden Age. From there there's a few options - such as using the GA to build Kremlin, or maybe if Taj sits too long, nab it right at the end for denial and 8 more GA turns. Or potentially go wild and get to a 4-man GA if enough planning is done.


While this is happening, keep using tech edge to reinforce defenses and fish for alpha strikes. No major investments - just random available units on boats looking for under-defended cities of value. The idea here is just keep the economic snowball rolling while forcing everyone else to slow themselves down with outdated military builds just to keep up with the threat. Imagine neighbors being forced to whip a round of Longbows or Caravels, for example. This doesn't even require actual war declarations, but even if it comes to that, declaring opportunistic wars will not hurt me economically because my trade routes are all domestic, so trashing of routes is not a concern.


Worth noting this route doesn't rule out one of the above options. I'm mostly talking here about not really beelining and instead keep snowballing our commerce organically and preserve flexibility at the expense of possibly missing a golden window. The main risk with this route is it gives everyone else time to figure out a post-Astro dogpile, I guess.


Any super strong feelings here?
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My thoughts:

1. Tech up to Chemistry. Build currently available economy buffs and prepare GA plans while doing so. Military stays small scale raiding for now as our main focus for hammers is economy.

2. With Chemistry in, go back and get first-to bonuses with beakers. Switch hammers from primarily focusing economy to focusing more on military in the core while periphery keeps building up to the point where all the highest ROI stuff is done and they can join in on military too.

I think our tech plan is flexible once we have Chemistry; we could build grens with Military Science or Drydocks with Steel, but I would treat those as optional. With Chemistry we probably have everything we need to win so at that point buffing our snowball is mainly there to deny first-to bonuses to other rivals and make sure our conquests continue to be profitable. Liberalism is easier to justify once we already have Education and Economics anyway.

To me this sounds like a 2-man GA can be hand-built and might come in around the time we switch from stage 1 to 2. Maybe we get Banking/Theology after Chemistry, fire the 2-man GA & try to get Economics done in time to get into Free Market and have 3 GPs for a 3rd GA and keep going from there. Or if it works out better we could get Banking/Chemistry after Gunpowder, and pick up Chemistry early in the GA before going to Economics. I’m not sure about that exact timing. But I think we can do both conquest and economy if we split the tech and hammer focuses like this.
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We discussed this earlier, and for me it comes down to choice: Do you want to win now by forcing concessions, or play a relaxing builder game and keep growing? I guess you could do a middle way as well, focus on building while also having some smaller raiding parties to prevent the others from building up, but we'd have to keep an eye out for a massed pushback.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Quick catchup on yesterday and today. I'll respond to the other comments later. The first thing is a check in on the Trade Route Economy.





Castles are coming online, and that is Kartool generating a cool 18 commerce from domestic routes alone. That is over half of the commerce output for the city.





Even this crappy culturally crushed Dye city is now becoming quite productive. It also gets to the 18c from routes, and the walls/castle ensure this city has really strong defenses for the forseeable future. (I am swapping out an Archer for a Crossbow next turn to bolster it as well.)





Or for an extreme example, this awful little city that is purely a Marble colony is a net-positive thanks to 12c routes + 6c from tiles, easily clearing the -8g maintenance. This will only improve as I add a Walls/Castle. The Walls/Castle duo are insanely cheap thanks to PRO + Stone, so even bad cities get them effortlessly. Skullcup will 1T the Walls with the overflow here alone.





Minor annoyance: players are starting to EP-dogile me. Superdeath in particular has Courthouses online, and he picked up research visibility on me the next turn. I did finish a Courthouse today at least and a couple more are coming, but they are expensive whips, and I am trying to get Hinduism in a couple of these cities first to at least bring the whip cost down a bit.





Settled Silver Lake out here on S Island. Also was able to speed the southern city by 1 turn thanks to the second Galleon reaching 1 tile further for a better chain/transfer. 2 more workers are on board next to the settler, so we should be able to get this island in shape quickly.





I've decided that Ice Island will be named after the continent of Lether. In part because the general mystique of the island fits well, but also the icy nature I think is a cool fit too. So, Letheras it is. I immediately converted it to Hinduism and began a workshop. They will take a cool 8 worker turns apiece, so the sooner I get more workers down here the better.





Finally, there's a bit of a theme on the eastern half of the empire. More infrastructure. Did a round of whips here, and especially prioritized Walls + Castles on the frontlines. They are making a pretty significant impact each turn as I can see my beakers go up and my costs go down every time I hit enter.
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Good to see things moving along on the settlement program. We do need another couple settlers out east but fitting in a round of infrastructure first is valuable too and will help keep our tech rate up, which is important for whichever plan we pursue for the next phase of our game. Looking forward to continuing discussions on what that plan ought to be.
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You’d think Bing would ask Greenline for some help playing turns if his illness is hanging on long enough that it’s consistently affecting the turn pace…
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(October 17th, 2024, 02:05)Tarkeel Wrote: We discussed this earlier, and for me it comes down to choice: Do you want to win now by forcing concessions, or play a relaxing builder game and keep growing? I guess you could do a middle way as well, focus on building while also having some smaller raiding parties to prevent the others from building up, but we'd have to keep an eye out for a massed pushback.


The most interesting thing to me would be to play with corporations and build deeper into the game. I think my main concern is that it won't actually be relaxing because at some point I'll just get dogpiled, and that being non-miserable depends heavily on maintaining a big tech edge. And I suspect my tech edge will thin deeper into the game rather than expand given the lack of mega scaling tools I have. The other and probably more important thing is...


(October 20th, 2024, 14:54)Zed-F Wrote: You’d think Bing would ask Greenline for some help playing turns if his illness is hanging on long enough that it’s consistently affecting the turn pace…


This persistent issue is pushing me more towards trying to minimize the number of turns in the game and taking a route most similar to what Zed-F also seems to like. I can easily see a situation where later in the game we're getting like 3 turns a week, and that sounds very not fun. So maybe I should push the advantage when we're still at 5.5 turns a week. As usual, meta concerns can often outweight in-game concerns.





Main news is that SD and Yuris can both tech Astro now. SD isn't too surprising as he was able to tech Optics a few turns ago, but Yuris did not even have Machinery a couple turns ago. In addition, Yuris picked up Alphabet, and due to his CoL avoidance, it does mean an Astro bulb is possible for him. However.


Quote:10/21/2024 07:39:25 145 Yuri score increased to 1306 (+18)


95% sure this is him bulbing Optics today. It's the only way he could have possible gotten Alpha-Machinery-Optics so quickly. So I'm pretty sure he does not have any GP currently to do this with. He's also generated I think the same number of Great People that I have in this game, so future scientists will be expensive. Will keep an eye on the event log.


As for Superdeath, he did generate a Scientist this turn. However, a Scientist will prefer Alpha and then Paper for him, so that is more likely to be used to extend his Golden Age.





Another Galleon en route with a settler and a pair of workers. I will likely drop the settler at White even though it's a single seafood city mostly for Galleon logistics reasons - it gets this one back quicker for another pickup.





Back at home, another Galleon loadup happening next turn. Unta-Pale-LiHeng produced a settler/missionary/worker respectively this past turn, and that will likely be the trio that loads up here. Meanwhile, Aren finished the final Ice Island settler also end of turn, which is the reason for wanting to get the at-sea Galleon home quicker so it doesn't idle. This means we only need one more settler from this theater, and there's no huge rush. I also dropped 2 more workers at Skinny Island last turn, so there's 4 total over there now. You can see a couple of them just at the edge of the screen.





Update on buildings, as we're up to 6 Castles and 2 Courthouses.





Took an "Empire Shot" and tried to widen it to actually fit the whole empire, and just now realized this misses S Island entirely, where we settle the second city next turn.
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Yeah I think I am hoping that by building up our military tech edge to Frigates we can force our rivals to follow us along that line so as to reduce the amount of time in which we are able to just stomp their navies, which hopefully gives us enough wiggle room to go back for the economic first-tos so that we can nab them before they can justify taking the time to do that. Then we can build on those first-tos to get to metal ships before anyone else can get close and repeat the cycle. Without those first-tos we might see our tech lead begin to diminish over time, but with them I think we can maintain it indefinitely. Everyone else’s real tech rate is substantially worse than ours, so even just following us up the tree should challenging for them, and as we take still more lands by the pointy stick and build cothons and castles in them, our tech rate will continue to grow relative to theirs.
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Dropped the workers and settler here to settle White Dot on T149. Traveling an extra turn with the Galleon does 0 to speed it, and doing it this way allows the Galleon to get back 1T earlier for the final settler of this area. Just off-screen is the next incoming Galleon headed towards Orange Dot, due to settle on T151.





Superdeath has begun on his own iceplains island.





More importantly, I have vision on my actual SD border. There is another Galley island in my direction he'll likely settle, but it looks like he only just now got to this one. It's completely empty. Things that make you go hmmm.





Bing is still backfilling his ice islands.





Superdeath meanwhile ended his Golden Age. I think he's probably reasonably close to Astro now? I'm assuming the Scientist he got will go into a bulb and get him ~60% of the way there, plus a little bit of GA teching as well.





Meanwhile I settled city #24 here this turn with a Work Boat en route. I think I'm just gonna chop the forests here. Leaving the forest cover up seems too risky for border islands. I can just workshop/mine/plantation the grassland tiles thanks to the excellent food surpluses here.





End of turn demos with next tech selected at break-even. Full speed ahead towards Frigates. 4 more Castles completed end of turn as well which was a nice economic boost.
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Did you remember that an oasis takes two moves?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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