Posts: 824
Threads: 7
Joined: May 2011
SevenSpirits Wrote:Well a good amount of that is overflow, you know (from the Ironworks build). We're only making 291h/turn into wonders.
Only.
Quote:I bulbed Physics for ~1500 beakers and we could barely research the rest of it this turn. Done!
Uranium is thankfully available on everyone's home continent. Here are ours:
Under a workshop and our one unworkable grassland. Cute.
Under a workshop isn't too bad... it just cost us a few worker turns.
That second picture is really quite amusing, though, in a sort of "the gods must hate us" sort of way... It shows both our oil (just barely not in any BFC) and our Uranium (in the most useless corner of our blob).
Quote:So also, I'd started Shwedagon Paya in Edoras. Reason being that with the multipliers we get, it's actually PROFITABLE to spend hammers on wonder fail-gold and then spend the gold post-kremlin to rush hammers. Since we're building Paya soon anyway this seemed like an easy choice!
Durr... I feel like failgold ought to convert at the same rate as building wealth. Hmm... and with a 200% (+100% resource +50% wonder +25% forge +25% civic) bonus that would, in fact, be pretty close to profitable even without the rushbuy cost reduction.
Quote:Finally, since it's turn 2 of the golden age, we get to see graphs from turn 1. Here's MFG:
You can tell where we had our previous golden ages, but this one puts them to shame in terms of hammers.
It looks to me like, at least hammer-wise, we've gotten at least as good bang for our buck as everyone else, too, from our GAs. I suppose the fact that we have more land now helps with our mfg pre-GA matching our previous GA's mfg... and with the enormous boost (which can't be more than 1H/1C per worked tile) we got out of things this time around.
I had another thought, but I forgot it.
Posts: 7,766
Threads: 94
Joined: Oct 2009
I just noticed by looking at tile yields that GES is in a golden age!
Some downloads and loads of old saves show that this occurred on turn 117, the turn he was declared upon. Therefore next turn it will be over. Glad I caught it before then!
He's doing worse than I thought right now, I suppose due to the drafting/whipping and not being in bureaucracy.
Posts: 13,214
Threads: 25
Joined: Oct 2010
Uh, I think you guys are missing something. Physics reveals Uranium but you can't actually use it until Fission. Since you're going for CR though that should be easier to get than Plastics.
Posts: 7,766
Threads: 94
Joined: Oct 2009
NobleHelium Wrote:Uh, I think you guys are missing something. Physics reveals Uranium but you can't actually use it until Fission. Since you're going for CR though that should be easier to get than Plastics.
Lol, didn't know that, thanks. I never play this far in.
I guess we can just ignore combustion then and build wooden ships and ironclads.
Looking at tech costs:
Plastics is 28000 beakers away. 20t of research tops (i.e. at current rate)
Combustion + Fission is 12000 beakers away. Maybe 8 turns?
I think let's ignore the fission option unless someone else goes there first, creating an arms race. It's a waste of beakers other than that one limited purpose. So Electricity-Radio, then Nationalism up through Industrialism, planning to get Combustion/Plastics next. (But I mean that's pretty far in the future.)
Posts: 824
Threads: 7
Joined: May 2011
SevenSpirits Wrote:Lol, didn't know that, thanks. I never play this far in.
... and I've always had oil available on land, so it hasn't been an issue. (I routinely completely ignored fission. I just notice the resource requirements.)
Quote:I guess we can just ignore combustion then and build wooden ships and ironclads.
Looking at tech costs:
Plastics is 28000 beakers away. 20t of research tops (i.e. at current rate)
Combustion + Fission is 12000 beakers away. Maybe 8 turns?
I think let's ignore the fission option unless someone else goes there first, creating an arms race. It's a waste of beakers other than that one limited purpose. So Electricity-Radio, then Nationalism up through Industrialism, planning to get Combustion/Plastics next. (But I mean that's pretty far in the future.)
Why not Combustion before Corporation anyway? I want to say it has other goodies too, but maybe it's mass transit, which is a rather mostly useless improvement unless Environmentalism is involved... (Although... Barad-Dur is dangerously close to needing more health... but it also doesn't have an aqueduct.) Checking the tech tree... Hmm... Combustion obsoletes Whale and, yeah, doesn't get us anything other than mass transit, without oil or nukes. Probably want to slot it in between Constitution and Corporation, then, unless someone else gets fission themselves.
But after Radio, yeah, we should go more or less straight for Plastics. (Fortunately, we'll already have Electricity, which other teams will need to get...) I'll be amused but unsurprised if we manage to put the Three Gorges Dam in Barad-Dur. That'd be nice! (Also, it's a long way off.) OTOH, if we go for Assembly Line sooner, it's possible that our competition for the Pentagon might not have built it yet.
Posts: 7,766
Threads: 94
Joined: Oct 2009
Chat with Commodore indicates that GES was actually in more trouble in the war than we thought. Specifically he says GES was losing in the middle and had two coastal cities forked by galleons. (GES was still 3 techs and 2+ production turns away from ships.) Furthermore Commodore was threatening his westernmost city.
So I guess it's plausible that he signed peace for the two cities with no big secret terms. Peace with Commodore was apparently in exchange for some island settling rights.
Meanwhile my assessment is that Commodore is friendly, yuris is absolutely going to hold to his NAP at the minimum, and GES/Luddite has reaffirmed that they want to be friendly. (I chatted with Luddite a couple times.) Therefore there's less hurry to build military everywhere. Cities with high commerce can get back to Observatory/Uni builds if they like. But we should still pump up our power a lot, at least get a machine gun per city and a few more galleons/frigates/ironclads.
Posts: 12,335
Threads: 46
Joined: Jan 2011
Shall we kill them? Kill them all?
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Posts: 7,766
Threads: 94
Joined: Oct 2009
Lewwyn Wrote:Shall we kill them? Kill them all?
Patience.
First we must invent plastic so we can have a good offensive military.
Posts: 824
Threads: 7
Joined: May 2011
SevenSpirits Wrote:Patience.
First we must invent plastic so we can have a good offensive military.
Tanks and Marines are definitely the next big breakpoint for military, as we've been saying... Marines because amphibious assaults really are the fastest way to take a city on this map, and tanks to clean up inland... and then we'll need a few turns to build the units we've unlocked. Everywhere that can build marines that complete before we've gotten Plastics for a turn should, I'd say.
Also, let's prebuild a work boat or two for our oil around then, too.
Posts: 824
Threads: 7
Joined: May 2011
We got the save sometime between 6am and 7am today, but I didn't play it because I was helping a friend learn about C. (In particular, memory management is the thing lots of people stumble with.)
|