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Hm. Unless I'm blind, there actually isn't any furs for Gillette and M3 to squabble over. There are just four sources of fur, and we've been getting Gillette's only one.
If you know what I mean.
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Probably a minor mistake of a map maker. No wonder they would like to see it given back. I wouldn't mind them giving something else we lack instead e.g. dyes.
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I had totally forgot that we had the the 30T deal concerning furs. I now checked our peace terms and they look like this:
Quote:
- 6 Berzerkers
- 2 galleys
- 2 workers
- Island city
- 30 turns of fur
- NAP to t200

I think we should start planning the coming T200 war. I'm in favor of going all in with it. 3M and Pirates have recovered quite a bit while we've been fighting, but Gillette is by far our toughest competition and if we manage to take their main land holdings we should be in a winning position. Not totally sure about the timings, but we probably want to have Cavalries, Rifles and Cannons then. Maybe also Physics.

We would also need a desicion concerning 3-man GA + our civic swaps. In general we should finish military builds only in our best production centers and leave the military builds 1T from completion in the weaker cities to wait for Theocracy (not sure we can utilise Vassalage at any point).

I don't have a very clear idea concerning the timings of things e.g. If we fire our 3-man GA e.g. on T185 and our tech path would be Communism - Rifling - MilTra - Chemistry when would we be finishing the techs?

from war point of view we should start drafting ~T190 and start finishing our military builds ~T195. This would favor firing our 3-man GA immediately so that we can minimize drafting during GA. On the other hand it would be beneficial to be able to change back to economic civics at the end of our Golden age, which would favor firing the GA so that it ends near T200. Since I feel we need to go all in I wouldn't mind firing GA early and even utilising Police state when our GA ends especially if we can somehow manage to secure 4-man GA in reasonable time frame (might be doable with Physics Scientist).
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I agree with the all in sentiment. We need to take out Gillette before they get to spend too long in state property, consolidating the new world. If we succeed with that campaign we should be able to roll on to a domination victory.

Do we still build banks in our best commerce cities before going full military? I think that may be worthwhile. Firing the next GA ASAP is probably ok. If we want both cavalry, cannons, and airships we still need a lot of beakers.

Not sure where to push out those GPs for the four-man GA. Maybe put Ramune back on GP duty after Globe but before nationhood? Or maybe use the capital after we leave bureaucracy? (But we don't want a scientist.)
If you know what I mean.
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Also we should remember to emphasize spy and engineer points as much as possible in HN from now on, as those will be hardest to come by for the four-man GA. Or if we can pop a great artist and save the spy, that would also be nice.
If you know what I mean.
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I took a short look at things. I changed Painkiller's mercantilism specialist to Artist (we need all the culture we can get there). Changed one of the Merchants in HN to Spy. Not really sure, if we should try to get 4-man GA. I think this game will be ended before we can fire it so might be better actually switch to all Scientists and bulb towards Physics. In case it is Merchant Trade mission might be the best use. Even 1 Airship gives us very nice visibility advantage. Our next GP is already 1400 points one.

I also switched all freshly started Stables to Knights/trebs and catapults to trebs. I think most of our military builds should be finished when running theocracy so we don't nescessarily need stables and since Cannons are our target we should build Trebs that are pretty cost effective to upgrade to Cannons. I also suggest that when current peaceful builds end we dial up militaristic ones. btw. we might also need to build some Frigates after Chemistry.

Our break even tech rate is ~800 at the moment (golden age) and after finishing Communism we'll have gold for 1 more 100% teching round.

We could consider adopting Nationhood after finishing Rifling that could be ~T187 (depends when we launch our 3-man show) and focus for drafting 5-6T in the beginning of the GA while prebuilding Knights and Trebs. Banks should only be built, if they can be done under 5T. I think we should also stop all our expensive side projects e.g. Sistine. I actually did change WIFOM to treb. Mai-Tai could focus on missionaries and Ramune naturally finishes up the GT. We could build Kremlin though at the suggested DeerSlayer. At some point we probably want to run slavery and finish up our military builds utilising whip and overflowing to other military builds so Kremlin would be nice.
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Well, you were the one who started Sistine. I didn't dare to veto it. wink

Stables may be nice if we want to finish units outside of theocracy. But I agree we can probably do without them. And if we're switching to mostly units we don't need organized religion so urgently. We can prebuild a knight, cat, treb, and musket/rifleman in each city, plus frigates in the coastal cities. That's a lot of power hidden in the queues. Just make sure not to finish steel with both cats and trebs in the queues. Decay may be a minor issue. It starts after 10 turns, right? We can probably just ignore that.

Sounds like fun. hammer
If you know what I mean.
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If anyone cars how to play this out, speak now our forever hold your peace.

Darrell
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Darrell you're free to use your own judgement. Couple of points. We've by far the biggest land army in the game. I would try to find some kind of work for it, before it gets obsolete. Also bevare sea invasions from Gillette. Replacing cavs with MG's is good idea there after railroad. 1 MG correponds easily 2 cavs there.
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I figure mass MG nests will give them a good run for their money to pay dearly for invading.
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