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Wow, we only lost about 350 GNP from that ending. Also, lol@only, but, well, that's probably only around 20% of our useful GNP.
Also, the degree to which we're blowing everyone else away, even if our GNP is enormously inflated by culture, (especially with Barad-Dur getting an extra +50%...) is enormously impressive.
That NAP information means we've got NAPs for the next 15-25 turns at least. We've got good builder traits, so I guess that's good for us, but... I dunno. That feels like a long time, right now.
These games, especially here, are usually over by now, right?
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Ranamar Wrote:Wow, we only lost about 350 GNP from that ending. Also, lol@only, but, well, that's probably only around 20% of our useful GNP.
Also, the degree to which we're blowing everyone else away, even if our GNP is enormously inflated by culture, (especially with Barad-Dur getting an extra +50%...) is enormously impressive.
That NAP information means we've got NAPs for the next 15-25 turns at least. We've got good builder traits, so I guess that's good for us, but... I dunno. That feels like a long time, right now.
These games, especially here, are usually over by now, right?
Yeah, we're making 1400 beakers a turn at breakeven so you're spot on that we dropped 20%. And yeah, that's a lot. The fact that we're more than doubling the rival best MFG and have 50% more food than anyone else is nice too. And keep in mind that yuris is in a golden age too.
Between the wonders and Broadway and Free Speech we seem to be about 350-400 culture per turn ahead of our rivals. We're still very close to the top GNP though, even if we're below GES, and we're up quite a few techs on everyone.
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Ranamar Wrote:That NAP information means we've got NAPs for the next 15-25 turns at least. We've got good builder traits, so I guess that's good for us, but... I dunno. That feels like a long time, right now.
It's a long time. In ~17t at our current tech rate we'll have teched up to Plastics and also have Rifling. We'll be able to build Tanks, Marines, Battleships, Transports, and Subs, and draft Infantry. 3t later we can have Flight too, for Fighters and Bombers. And we should be able to build Three Gorges Dam in the capital in 7 turns while we make factories everywhere else.
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SevenSpirits Wrote:It's a long time. In ~17t at our current tech rate we'll have teched up to Plastics and also have Rifling. We'll be able to build Tanks, Marines, Battleships, Transports, and Subs, and draft Infantry. 3t later we can have Flight too, for Fighters and Bombers. And we should be able to build Three Gorges Dam in the capital in 7 turns while we make factories everywhere else.
The only reason we'd be building Three Gorges Dam while everyone else is building factories is because Barad-Dur will have already finished its factory.
That's not quite as long (strategically speaking) as I thought it was, because I forgot just how expensive teching up through Plastics is. Instead, the NAPs are just the right length, although Yuris will probably come back begging for another one. (... and we'll probably be able to get more money out of him, too...) We pretty much have NAPs up until right about when we'll want to be striking someone anyway, and we're "safe" until then... and can build up a force of Marines while we wait for oil.
We're going to want to take advantage of our tech and production lead and roll someone quickly, though, once we've got that in place. The obvious convenient target is Yuris, but his NAP expires a little early, perhaps, and he'll be asking for an extension for sure. Attacking GES is probably equivalent to giving Commodore warning when we reach Combustion and can start building oil-based units, and will probably get about the same amount of warning due to him feeling out a NAP renewal.
If one of them doesn't ask for a renewal, we'll have a target and also know to watch out, because it means they're likely either desperate or think they can take us. On the other hand, it will also mean we'll have our target. Otherwise...
We're on good terms with Commodore and don't need to renegotiate anytime soon, so I figure we can leave him alone. (He has no idea how lucky he is that he has our only rolling NAP, I bet.) We've demanded a lot of money out of Yuris. I strongly suspect he's one of the most hurting with regards to techs, although I haven't checked recently. On the other hand, GES was, at least, the fastest-teching, and I feel like, if we manage to catch him slightly before he gets all the modern stuff, we could have a chance to overrun him right before he'd start being a real threat. Also, I think we're on less good terms than we've been, not that our relationship with Yuris is anything other than someone out for lunch money, at this point.
If only one person is missing assembly line by the time we start being ready for a target, we should probably roll that one. Otherwise... I'd say we'll want to attack the one closest to being a threat. Then again, 20 turns *is* a long time, and things could change in that time.
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Good thoughts.
I think our GES NAP expires perfectly, while the Yuris one expires a bit too soon. (Possibly right before we get oil, hm.) But it's likely we can extend that one somewhat.
Ideally we keep two NAPs running while we crush one player at about t150 or a bit later. Which player is the best target is still ambiguous at this point. If someone else is close to oil and the others aren't it might be best to hit them first, to keep them from ever getting it up.
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SevenSpirits Wrote:Good thoughts.
I think our GES NAP expires perfectly, while the Yuris one expires a bit too soon. (Possibly right before we get oil, hm.) But it's likely we can extend that one somewhat.
Ideally we keep two NAPs running while we crush one player at about t150 or a bit later. Which player is the best target is still ambiguous at this point. If someone else is close to oil and the others aren't it might be best to hit them first, to keep them from ever getting it up.
Pretty much my thinking in a nutshell, if we figure I was being too optimistic about when we'd actually be prepared to strike.
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Played turn this evening.
It was rather unremarkable.
One of our coastal cities that actually gets some decent foreign trade routes started a customs house. I'm not entirely sure it was worth it, tbh, at 4 turns, or roughly the same as a market or grocer, one of which it is missing. Actually, retrospectively, I should have listened to my reaction to the thought and queued an airship there instead.
Speaking of airships, I scouted some stuff; it looks like we're looking at rifles and knights, for the most part, right now. That could easily change, though. Also, we should really rebase one of them next turn to our island. It's in a great position to send scouting out. I expect it to be a rather excellent airbase in the future, as well.
EOT, Radio came in, as planned. We're going to need to turn down the research rate a bit now, though, since we can't quite afford 100% research next turn.
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Ranamar, I wasn't going to say this but it's really hard to read your text sometimes due to the excessive use of commas. Please stop doing that.
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Those are long NAPs. There really shouldn't be any trouble getting an era of units ahead and wiping out our opponents. I think this calls for an Easy Button.
When did this game start again? It really didn't take very long to get to this point...
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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After 18, but the tech pace has been absolutely blazing.
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