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I can see pros and cons either way if there had been more time for discussion prior to starting Fascism. But the first turn of research has already been put into Fascism so it might be a bit late for that.
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(May 27th, 2016, 02:21)timmy827 Wrote: If you think time is of the essence on military buildup, would it be urgent enough to scrap Fascism/GG plan and start cranking units 2 turns sooner?
It's possible, but doing that would also mean giving up Police State during the buildup. I'm not so sure we really want to do that. Obviously going straight onto units now would still be a little quicker, but I'm more concerned with where we're at 10-15 turns from now than whether we get 1 additional Donovan city because we had units 2T sooner. Whether that's the right call... no idea. But I think we're pretty committed at this point.
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I tried to be diplomatic in the tech thread, so I'll be more blunt in here and say what I'm really thinking . May as well document it. This is the risk you run when you play your turn spread across 24 hours in a game with a 24 hour timer. If doing so impacts you in a negative way, that is your problem. It sounds like from his most recent tech thread post REM knew there was a chance BGN would attack, which makes this even more on him. REM plays about half of his turns in multiple chunks spread across long periods of time, so this was kind of inevitable. I honestly have no problem with him doing that, but the trade-off is that if he accidentally gets double-moved because of what he was doing, I don't have tons of sympathy.
So unless there's some sort of evidence BGN was intentionally trying to exploit this, I think it's "tough luck" and play on. Just my two cents. I do trust Brick though, so if he looks at the situation and disagrees, I won't complain.
May 27th, 2016, 18:59
(This post was last modified: May 27th, 2016, 19:00 by Tohron.)
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On a different note, are you running Serfdom at the moment? With your current production boosts, whipping would be inefficient, and without Representation & Pacifism, all Caste System has going for it is the +1 from workshops. Plus, with Railroads coming up, it would be nice to have improvements pre-built so that workers can focus on setting up a rail network when the time comes.
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They are currently in Pacifism and Rep, using Caste to boost their workshops and make specialists for GPP and beakers. During their upcoming switch they said they plan to use Police State, Vassalage, and Theocracy; I don't know what they plan to use for a labour civic then, but they were in Serfdom before they got Steam Power (which also gives +50% worker speed) so they might be mostly done tile improvements in their core. Their whole economy runs on hammers though so they might well want to keep the Caste boost for workshops.
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Welp.
REM sniped the Fascism general from us . I was puzzled as to how in the world he managed to 1-turn it, and then it clicked. Remember a few turns back when I pointed out that he's gotten a couple Merchants? Well... it turns out they can bulb Fascism. That's the only way I can think of that he pulled it off. Oh well. Guess it's time to queue up the military builds a turn early.
Also, Global Warming wiped out a grass workshop at Cotton Gin. Worst mechanic in the game. I honestly forgot it existed. I'm so used to playing whatever RBMod is called nowadays where that mechanic got nixed IIRC.
...at least we got the Pentagon?
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Ugh on losing the Great General. What terrible timing! But with half the tech done, surely we want to finish it for Police State civic, right?
I was traveling for 15 hours today, so I'll look at this in more detail tomorrow.
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If I had remembered/thought about Global Warming I would have advocated a mod of some sort on that alone. That really sucks.
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(May 27th, 2016, 21:00)BRickAstley Wrote: If I had remembered/thought about Global Warming I would have advocated a mod of some sort on that alone. That really sucks.
This is going to get exponentially worse isn't it? With 7 or whatever players cranking factories and coal plants? The whole world will be a desert in 40 turns.
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(May 27th, 2016, 20:53)Sullla Wrote: Ugh on losing the Great General. What terrible timing! But with half the tech done, surely we want to finish it for Police State civic, right?
I was traveling for 15 hours today, so I'll look at this in more detail tomorrow.
Oh yeah you're right - yeah I think we ought to just continue on with the plan. If we have a lot of wiggle room, maybe I'll take a city or two off research, but we do want to finish Fascism anyway. Police State will be nice for us.
So, minor dilemma. Tomorrow I'm moving all day. Fortunately it's just an across-town move, but the short of it is I won't be able to play at all until very late tomorrow night. With that in mind, if we don't think there's any major plan changes, I think I'll just play tonight so that we don't have to worry about a turn tomorrow.
So is there any reason we should delay and not play the turn tonight? Unless you want to cover it tomorrow? Up to you.
(May 27th, 2016, 21:00)BRickAstley Wrote: If I had remembered/thought about Global Warming I would have advocated a mod of some sort on that alone. That really sucks.
It could have been much worse. Cotton Gin is a minor city, and it was capped out with a perpetual 1F surplus. If we complete a workshop on that plains tile and work that, it'll stagnate it and make no difference. At least this isn't a cottage game. Getting global warming on a riverside town in your Oxford city is a far bigger gut punch.
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