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Krill Wrote:They weren't even in the queue, so they haven't been upgraded. Lost about 100 hammers by my reckoning.
Ah okay... Couldn't figure out what the big deal was, but you had put hammers into rifles and then removed them from the queue. I see.
Note to self: Always add removed items to end of queue after rejigging build order.
I have to run.
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eot t140, 1869bpt, -71gpt. 524g left. Next turn will rush Levee in capital for 10 hpt, then overflow into Wall Street (gets WS exactly the same time as without the Levee) but I'm going to ignore a factory and coal plant because the factory takes about 20 tuns to pay off and I can't afford the unhealthiness from the coal plant as well which is what would make the factory worthwhile. That capital is now food neutral at size 18, working 1 windmill, 1 copper mine, 1 pig and 13 towns and 2 cottages. Getting WS one turn later would cost me over 130 gold at max tax (which I'm going to be at once it is completed) which is worth at least 65 hammers. Buying the Levee costs 159 gold for 78 hammers and saves me 3 turns on construction of Levee, which is an additional 10 hpt which is another turns worth of hammers without the levee. OK, those numbers are slightly funky but whatever.
I'm 24 beakers short of completing Steel this last turn, so next turn I should finish Steel, the turn after complete RR on overflow, then likely blow the GA, and go Combustion>Electricity>Industrialism and revolt to Theocracy and Buddhism on final turn, total techs taking about 5 turns to research though. Which means, probably need to blow the GA turn that I start RR actually, so blow the GA t142. First tanks roll of the production line t149. I'm currently at about 1350gpt at max tax, I can easily see that going up to 1600, maybe 1700 by the time WS is finished at the end of the GA.
Other decision is what to do at the end of the GA with civics. Most of cottages will be towns, so do I still need Emancipation, or should I go to Serfdom for some faster railroads? So long as Serfdom means it is one worker turn per RR, that is fairly tempting.
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March 16th, 2011, 18:33
(This post was last modified: March 18th, 2011, 11:19 by Krill.)
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eot t141, 1538bpt @80%, +247 gpt. Break even is now over 95%, Steel researched, RR due next turn. I'm considering getting Fascism for the free GG so I can get started on the HE, it's less that 1 turns research.
FWIW, this is the highest bpt in any RB MP game that I can find, including the RB1 huge map. I'm actually almost on par with RB1 for tech pace here, down Bio, Music, Mil Trad, Flight, by the Time I finish Ind by my calculations.
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You know, I think I could hit 3k bpt in a GA here. I'd need Rep, FS, CS, Merc, FR, the rest of my cottages in towns, and to grow pop a bit, but it would definitely be doable with Labs.
No, I am still going to hit people with tanks, and yes, I am considering teching to MA and searching for some spears.
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Krill Wrote:FWIW, this is the highest bpt in any RB MP game that I can find, including the RB1 huge map. I'm actually almost on par with RB1 for tech pace here, down Bio, Music, Mil Trad, Flight, by the Time I finish Ind by my calculations.
What are the key factors driving this?
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Basically everything that can be a cottage is a cottage, and every land tile I could feasibly work is worked, except the 5 that don't have any food resource. That and I've not fought any real wars in this game, OTOH, losing the third city is a fair set back.
My MFG is actually pretty crap, but nearest rival is at about 15, 16%, and I'm at something like 26.15%. sunrise has a size 11 capital and just has not settled cities to work his land tiles to the NE of his capital, but then go and look at Cyneheard and he has a much better improved empire, but then he has focussed way too much on building units that he hasn't used at all.
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Turns out last turn I would have been at 1902bpt, -69gpt.
This turn I finished RR as expected (bang on 100, minimal overflow), +1929bpt, -62gpt.
Any one reckon I can make that to break even at 100% tech by the end of the GA? I'll be triggering it next turn.
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Actually, that isn't fair. I thought it would have been difficult, but after checking out the save I should probably reach break even at 100% science by the time I'm ready to start building tanks, simply by finishing markets/grocers and reassigning specs that I'm currently stuck using as scientists to merchants, and by Wall Street finishing in the shrined capital and making it more efficient to move over the two scientist specialists to merchants there, even though it is the Oxford city.
Anyone think this would make a bad IW city?
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OK, next turn I'm blowing my GA. I've worked out my primary attack plan against sunrise, and it will be a fun one to watch if I can pull it off.
In fact, after testing, I now have a backup. This will be fun.
EDIT: Actually, no, the back up is now going to be the primary. Goodbye any chance of defending against it...
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Here is a picture of the front against sunrise. Have a go at figuring out how to invade:
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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