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Quote:The other build I'm not sure about is a stables at Steel Wheels. At 60 hammers it's more costly (in base hammers) than a Knight, and I'm not convinced that the extra promos on future units will be better than 1.25 Knights, though I'm open to persuasion on this point
Steel Wheels will be pumping out a lot of mounted units. We can pump out a Knight/Cuirassier every 2 turns during the Golden Age. So if we build a Stable first we'll have 5 units with 5XP at the end of the golden age, as opposed to 6 units with 3XP if we don't. The second promo will let us upgrade to Flanking II immediately for good withdrawal chances, or to C1/Shock for better odds on Pikes. That seems like a decent trade-off to me, and as we build more mounted units it will be even more favorable.
So I've switched production back to a Stable at Steel Wheels. Feel free to switch it back if I didn't persuade you
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You've sold me with Flanking II: on Curries we'll have a coin-toss chance of a retreat and a couple of those and we'll be ahead on hammers.
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RE: Emancipation unhappiness.
I did some digging into the emancipation unhappiness formula. It is based on the ratio of total number of cities in the world under emancipation compared to the total number of cities in the world. Take this ratio and multiply it by 40%. That is the percentage of citizens in each city without emancipation that will be unhappy because of the lack of it.
So, based on this:
Swiss Pauli Wrote:City count update:
11- India 
9 - Portugal.
8 - England, Maya, Mali, Inca, Egypt, Ottomans, HRE.
7 - Byzantium, Babylon.
6 - Carthage, Azteca.
5 - Rome 
England, Maya, Mali, Carthage, and Egypt would switch to Emancipation if I remember our allies correctly. That's 38 cities under Emancipation out of a total of 107 cities. 38 / 107 * 0.4 = 0.14 = 14%.
So, if we were to all revolt to emancipation, each non-emancipation city of size 7 or greater would have 1 emancipation unhappiness. A city of size 14 would have 2 emancipation unhappiness.
Feel free to email this to PAT to see what they think. To me it doesn't seem like it would do much to cripple CUDDLE.
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Nice work
Have sent the text to PAT, skipping the current city count because it's already out of date.
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Email to Babylon about them settling towards us:
Quote:Hiya,
It's probably best if you don't settle that western site: we plan to culture bomb the city Inca is about to plant on the desert hill W of the peak which would steal all the FPs from your city.
Over in the east, I'd put a city 4S of Leviticus (claiming sugar & dyes and I'd farm those two jungle grasslands seeing as Biology is coming), and another one 3S of the dyes for the FPs and corn, picking up incense in its third ring.
Swiss
I've been wondering what to do with that Great Artist, and this seemed the right moment to bring it up. Not 100% that we'll make that move, but we certainly want to deter Babylon from settling peacefully whilst we fight to expand.
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Before we went on pause, I upped the espionage slider to 10% to keep with Inca. We can turn it off next turn. I also closed border with Azteca to stop ruff from snooping into Ruby Tuesday.
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T132 Report
PP completed and we now produce 350 beakers at 100% and 158 gold at 0%. Offered PP to rest of PAT. Parked research on Compass as it seems the most useful (Babylon being already parked on Constitution).
Workers went on with their planned tasks, except for L'Wren who is roading the pigs as a prelude to roading from Babylon Bridge to Paint It Brown.
Steel Wheels is working the new mine rather than the FP, and Paint It Brown the Oasis (rather than the cottage or farm). Babylon Bridge's mint was whipped to completion, allowing us to assign an engineer next turn.
We've all but turned the tide down at PiB-KB where the tiles are now 54/45, losing 1 culture last turn. Borders pop in 5, so we should be fine here.
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Revised Worker instructions T133: I had Nakor farming this turn which was  He should chop the jungle because that gives us better flexibility as it takes fewer turns. Bianca should head to complete Uberfish's watermill (along with Uschi).
Our planned war with Inca will require 3 workers to road the tile 2N of Kalin's Burgers, so I was thinking about having Sirian build a worker next turn: there's lots of overflow from the chops towards the bank, so it would be a 1 turn build. Thoughts?
We'll want to think about changing civics at the end of our GA (in fact I should have got Lib from Maya to adopt FR already). Depending on how the big picture looks, we could go for Police State/BUR/Slavery/Free Market/Free Religion (if we're not researching), or simply add FR. Thinking about it, we can switch to FR in 4t without blocking a further switch at the end of our GA, so let's get Lib to do so.
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T133 Report
Not a great deal to report, except we're no longer top of the scorecard now Egypt has 1 more point that us
Decided to go with the 1 turn worker at Sirian (who should help finish Uberfish's watermill next turn). Cat -> Cat at Ruby Tuesday, barracks started at Babylon Bridge, stables -> knight at Steel Wheels.
Sirian's new bank is generating a whopping 42.5 gpt, so that should help PAT support another techer sooner rather than later (likely to be us). Cuddle hasn't been idling: they got PP the same turn as we did, they already have Gunpowder, so it seems like they're beelining Rifling, which gives us a pretty limited window of opportunity with Curries. Based on 11 turns for Rep Parts, I'd say Rifling will take Cuddle 14-15 turns, so we'll have to launch our offensive right at the end of our GA.
Good news at Paint It Brown: the tiles have stayed at 54/45, so I think we can fire the artist next turn (hire an engineer): PiB will be on 80/100 and at 5cpt borders will pop in 4, or 3 with an artist (9cpt).
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Quote:Our planned war with Inca will require 3 workers to road the tile 2N of Kalin's Burgers
After we capture or raze KB, you mean?
Quote:We'll want to think about changing civics at the end of our GA (in fact I should have got Lib from Maya to adopt FR already). Depending on how the big picture looks, we could go for Police State/BUR/Slavery/Free Market/Free Religion (if we're not researching), or simply add FR. Thinking about it, we can switch to FR in 4t without blocking a further switch at the end of our GA, so let's get Lib to do so.
What do you think about also switching to Nationalism, getting a round or two of drafted muskets right at the end of the golden age, and then switching back to Bureaucracy?
Quote:Cuddle hasn't been idling: they got PP the same turn as we did, they already have Gunpowder, so it seems like they're beelining Rifling, which gives us a pretty limited window of opportunity with Curries. Based on 11 turns for Rep Parts, I'd say Rifling will take Cuddle 14-15 turns, so we'll have to launch our offensive right at the end of our GA.
That's an ETA of about T157 for Cuddle to get Rifling. What is our ETA? Also, what's the ETA to Gunpowder so we can start getting Cuirassiers? Can we see if some of our neighbors could send us a few Cuirassiers each to help our attack?
We are almost out of room to expand into, which is one of the reasons we're gearing up for war, but I think there's room for one more city in the northwest. What do you think of founding a city NW of the Peak District, on the spices tile? It would pick up the corn, some grassland, and a bunch of desert/peak tiles, but it's another half-decent city for us and I don't think the positioning will bother our allies much.
Since we're gearing up for an attack, I'd like to try to figure out what kind of military force Inca has. Based on their position on the power graph relative to ours, I estimate their military rating at around 190K. Does anyone have a link to the iPower values for all the techs, units, and buildings? I don't really want to go fishing around in the XML files for this.
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