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Astronaut without sin confounds press, invites trio to control civilization

NobleHelium Wrote:What do you mean by this? 25% more in beakers than in gold? huh


By adjusting the slider to lose 100 gold, we'd gain 125 beakers.
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SevenSpirits Wrote:2) Go through your cities one at a time, doing for each one first culture then production then food then gpp.

Also, does this mean you get granary food on the turn that the granary finishes?
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NobleHelium Wrote:Also, does this mean you get granary food on the turn that the granary finishes?

No I just remembered/wrote that wrong - growth happens first but the citizen doesn't get to do anything of course.
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[Image: Civ4ScreenShot2080.JPG]
I have to run.
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that screen is great smile

But it doesn't look good for the HRE.
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Rowain Wrote:But it doesn't look good for the HRE.

Indeed it does not. Luddicator's taken one city per turn from him. Sian tried a failed attack which softened Fierce up for Luddicator, and also left himself vulnerable to an attack by Yuri. Not the most fortuitous chain of events for Fierce and Sian.

If Sian crumbles we might pick up his North Island, which we should be able to hold with our naval dominance.
I have to run.
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I think everytime he opens the save Mackoti curses the war with you. I'm sure he would love to send his Knights into the south.
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Rowain Wrote:I think everytime he opens the save Mackoti curses the war with you. I'm sure he would love to send his Knights into the south.

We did offer him peace for <500 gold, so he can't be all that unhappy with the situation.
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OK, so suppose our plan is not rudely waylaid once more, and we swap to state property t107 as planned. I expect our beaker rate to be 200-300 a turn or so. What's next? I'll discuss some options, accompanied by their raw beaker cost:

Gunpowder
Cost: 1045

Enables Muskets, which we can draft, and is the gateway to better military techs.

Monarchy-Feudalism-Guilds
Cost: 1521

Monarchy adds a happy from the wines, Feudalism does nothing, but Guilds adds 1h to workshops. Guilds also saves 150 raw beakers on Gunpowder if we get it first, and along with Gunpowder it's a requirement for:

Banking-Replaceable Parts-Rifling
Cost: 4267
(+1045, +1521, -150 -> 6683 cumulative raw beakers)
Banking lets us build a bank or two, which isn't worth much. RP gives 1h on a few tiles (say, 10). But the real goal here is rifling which is an incredible military tech right now. Our main opposition is mounted units which Rifles just chew up, and they are draftable - with unequalled efficiency. Banking has the benefit that if we're early enough, we can detour to Economics for the great merchant, an move which nets about 300 raw beakers and means corporation will be a bit cheaper to reach later.

Then we have a few more options leading up off of Gunpowder.

Chemistry
Cost: 1567
(+1045 -> 2612 cumulative raw beakers)
+1h to workshops is great, and frigates will be fantastic too. And it leads to both...

Steel
Cost: 2438
(+1045 + 1567 -> 5050 cumulative raw beakers)
Cannons. Does anything more need to be said? I will anyway: Drydocks. Cannons are an amazing military tool, not the best fit for the situation since they'd be our stack defenders on open ground, but extremely powerful. Drydocks are an investment we'll want to make, but we're not in a hurry, really.

and

Biology
Cost: 3135
(+1045 + 1567 -> 5747 cumulative raw beakers)
Not as appealing as it once was, since it seems smarter to just pave over most of our farms with workshops.

There's also:

Physics
Cost: 3483

Enables airships, which would be a nice supplement to our military, but won't pull much weight of their own. Also comes with a great scientist who will be worth about 1100 raw beakers towards Chemistry (or if we have that, then Biology).

Horseback Riding
Cost: 193

Enables stables (and horse archers, haha). With Guilds, would enable knights too. Pretty lame. But important if we also get...

Music-Military Tradition
Cost: 2223

Enables Cuirassiers if we have Gunpowder and Horseback Riding (costs not included). Cuirassiers are not bad but they aren't draftable, nor collateral, so I'm not particularly interested. If we got up to Rifling too, we'd get Cavalry which are more interesting. But still, I don't think this is worth it.

My thoughts are: Everything I listed after Steel isn't worth thinking about right now. The question is simply, which first? Rifles or Cannons? The path to rifling is 1633 beakers longer and doesn't come with anything to bombard defenses, so couldn't even necessarily attack right away. But draftable rifles are worth a lot. I think a lot depends on how much time we think we have before we need to make our move. If we have a lot of time, we should get all those techs. If not, maybe we need to just rush up to Cannons. Or maybe we have time to get Rifles and Frigates, I don't know. Hopefully the GP out of Io is a merchant - that would be worth about 1500 raw beakers.

My inclination right now is to start with Monarchy-Feudalism-Guilds and hope Economics is still readily available.
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SevenSpirits Wrote:OK, so suppose our plan is not rudely waylaid once more

I'm not sure if there was sarcasm there, but I had to laugh. You guys were the ones who started that war.

Now that it's over, what effect do you think the war had on your chances of winning?
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