Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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Ranamar and Lewwyn, ministers for Bismarck of Mali

Are you seriously building ironclads? Those things are slow as hell and can't go into ocean. Should just build machine guns I say.
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NobleHelium Wrote:Are you seriously building ironclads? Those things are slow as hell and can't go into ocean. Should just build machine guns I say.

The map is also 40% coastal, I'd say. Slow as hell is a consideration. No ocean really doesn't matter. I think we have 3 or so? MGs have the advantage of being more total hammers (and also a smaller multiplier), so they can overflow more.
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The point is to get Assembly Line one turn after Corporation. The benefits of Assembly Line are good. Since we're getting Combustion already (even though it doesn't do anything at all), I don't think we should dally around with Rifling. We want to get started on the Factories ASAP. So, Combustion - Corporation - Assembly Line.

The trade yuris offered was negotiated by me. See my last post (excluding the rules reply).

About the mass mercantilism adoption: it doesn't seem to have hurt that much. A loss of 50 more commerce between losing GES' and Commodore's routes combined. Keep in mind they lost commerce too, although merc specialists + rep is presumably compensating (er... except for GES who's in US).

Luckily, we have Numenor. DON'T WHIP NUMENOR. Every pop it gains is worth lots. Right now, most of our coastal cities have a 5c route to Numenor. And naturally, don't build any more customs houses.

More machine guns (like up to 5 more) won't hurt. But that's why we kind of wanted Rifling.

We've built three ironclads in cities with drydocks and no barracks. We had to build some boats, and they are good until Plastics or Fission on this map.
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OK, the turn came just now so I played it. Had a look and I was wrong about combustion. It will actually cancel a couple trades (I think?) so we definitely shouldn't research it - major negative effect there.

Instead I nearly finished Rifling. Next turn we barrel through it, then through Corp, then Assembly Line. Sound good? We can save Combustion for when we're about to start Plastics.

We have built Cristo Redentor! Here's how it works for us.

Turn X: Swap into slavery and organized religion.
Turn X+1: Slave a bunch of buildings. Then swap back to caste/theo, which is what we're usually in.

It's good to slave on the turn we switch out, because then the OR bonus WON'T be divided out of the overflow!

I think our first turn X should be the turn we can first build factories. (i.e. the turn AFTER we get Assembly Line.) We'll start a bunch everywhere, then slave them the following turn. Sound good? I didn't do our first swap this turn because we were completing a ton of units that want the 2xp.

For units, we have 11 airships now, I'd guess that's enough. We should now build musket/rifle/infantry (they'll all upgrade to infantry in the queue) except in cities that will finish the units too early. In those, a few extra machine guns shouldn't hurt.
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SevenSpirits Wrote:OK, the turn came just now so I played it. Had a look and I was wrong about combustion. It will actually cancel a couple trades (I think?) so we definitely shouldn't research it - major negative effect there.

Instead I nearly finished Rifling. Next turn we barrel through it, then through Corp, then Assembly Line. Sound good? We can save Combustion for when we're about to start Plastics.

We have built Cristo Redentor! Here's how it works for us.

Turn X: Swap into slavery and organized religion.
Turn X+1: Slave a bunch of buildings. Then swap back to caste/theo, which is what we're usually in.

It's good to slave on the turn we switch out, because then the OR bonus WON'T be divided out of the overflow!

I think our first turn X should be the turn we can first build factories. (i.e. the turn AFTER we get Assembly Line.) We'll start a bunch everywhere, then slave them the following turn. Sound good? I didn't do our first swap this turn because we were completing a ton of units that want the 2xp.

For units, we have 11 airships now, I'd guess that's enough. We should now build musket/rifle/infantry (they'll all upgrade to infantry in the queue) except in cities that will finish the units too early. In those, a few extra machine guns shouldn't hurt.

Sounds like an excellent plan. We definitely need to make sure that we pick stuff that either will take a ton of time to finish or won't take to long to finish, so that we get the theocracy exp bonus. Alternately, I think there are still some infrastructure buildings to build, so, as soon as the units that are going to finish soon (i.e. before factories) finish, we should switch over and we can build random infrastructure while we wait for factories to become available. At that point, of course, we do the whip-and-switch when we can switch again.
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I think the factories should be our first whip/switch. Why convert the pop to hammers now, when we can do it in a few turns with the factory bonus?
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SevenSpirits Wrote:I think the factories should be our first whip/switch. Why convert the pop to hammers now, when we can do it in a few turns with the factory bonus?

Why wait 5 turns to whip the factories when we could wait a few turns less if we won't be completing any units in that time anyway?

I agree that it's not worth whipping anything before the factories, though.
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You mean switch to just organized religion for an extra turn or two? If so, sure we can do that.
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T133:

I followed your idea of swapping to Org Religion earlier. For the most part we're not completing units right now, yet plenty building are under construction.

Researched Rifling at 100%. Next is Corp then Assembly Line.

Repositioned airships. I think we'll have almost complete map coverage next turn.

Last turn, Luddite sent us a snide note about cancelling our trade routes. (I think he thought it would hurt us more (probably true when you factor in the free specialists he gets), and that's why he did it.) I think that marks the end of our good relations. So this turn I cancelled our rice and open borders, and asked yuris if we could trade a musical for HIS spare rice. Luddite is surely up against the health cap, so this should be irritating for him. I also asked Commodore about trading for his wheat, which is currently being rented out to Luddite for 10gpt (or so Commodore said). He said that he was open to negotiations in 5t (as Luddite has already purchased it for that long) and would check if he needed happy (i.e. musicals) or money more. Luddite has started building factories, and he's not expansive, doesn't have hanging gardens, and has fewer health resources than us. So I expect health to be kind of important to him.

End of turn, we got a great engineer. Yay! Two possible uses:

a) ~1650 beakers of industrialism after we research assembly line. I.e. a bit under one turn of research (since it doesn't get the 1.2 multiplier).
b) 589 hammers into a wonder (pentagon or three gorges dam) I.e. about 4-5 turns of Barad-dur production.

I think we should use it on a wonder. (Those two effects are incredibly strong.) And I think researching Industrialism/Plastics will take like 7t so better to construct Pentagon manually and then get the Dam in ASAP after Plastics. Sound good?
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Technology update!

Commodore has over us:
Priesthood, Drama, Music, Democracy, Corporation
And is missing:
Optics, Astronomy, Physics, Electricity, Radio, Liberalism, Communism

GES/Luddite has over us:
Priesthood, Theology, Divine Right, Democracy, Corporation, Assembly Line, Fascism
And is missing:
Physics, Electricity, Radio, Communism, Archery, Horseback Riding

Yuris has over us:
Priesthood, Theology, Democracy
And is missing:
Compass, Optics, Astronomy, Physics, Electricity, Radio, Liberalism, Communism, Scientific Method, Archery, Rifling, Railroad
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