May 3rd, 2015, 07:51
(This post was last modified: May 3rd, 2015, 07:51 by Mardoc.)
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(May 2nd, 2015, 07:32)The Black Sword Wrote: My Ironworks city of Valath is makes so much hammers that it's just building gold(275gpt) rather than putting out a unit per turn and wasting overflow.
I thought excess overflow was converted to gold. Am I wrong about that?
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It's converted to gold, but the conversion is screwed up in a way I don't rightly understand, so the outcome is you get significantly less than deserved.
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It's not something I had seen before. I ran a quick test and didn't get any gold for lost overflow. Now that I think about it, it probably has something to do with that Pro walls overflow problem? They patched it out of the game to fix that maybe.
Slight change to the previous plan. I accidentally left us on saving gold last turn instead of researching. I think we can still manage to 3t Industrialism from here with heavy scientist emphasis. Additionally, I'm thinking Fascism is not worth the gold cost to research it. Instead I think we should use the Rep beakers to slowly pick it up, maybe a little bit of slider at the end if we need to time it with a revolt.
So, I think we 3t Industrialism. Then 3 more GA turns saving gold before the GA ends and we revolt to Nationhood/Theo. Then 5-6 more turns of gold saving, by which time we should have landed Fascism. We revolt to Police State/Bureau/Free Speech and turn on culture for around 18t. Maybe we want to keep Nationhood for an extra 5t, I'm not too sure. That would put victory at around T262. But our income will certainly fluctuate, I would not expect this to be perfectly accurate.
Regarding the defense, my general idea is to focus on the fundamental land defense from previous eras: lots of troops and collateral.
I think the aim for the navy is just to try limit their options. Once we get access to battleships, we should have a zone of control that will be difficult for them to get pass. I think I just want to keep my north coast a safe zone and give up the south coast rather than risk them slipping a fleet by me as I defend the south. Of course if they don't put enough effort into their fleet that's an option, but I doubt that will be the case. We can gradually reduce the ZoC until it's just around the capital if necessary. I'm trying to keep my fleet inside cities because they can't be hit by air units there.
The problem with air combat is that it's just trading hammers, and that doesn't suit me at all. I do want some air force to counter my opponents in key situations though. I'm focusing on fighters, because bombers are pretty crap until you get past your opponent's fighter screen. I'm thinking of just having a small set of 4 bombers to use if an opportunity opens up. Promos don't matter so much for bombers since they'll still lose to fighters almost all of the time. So I'm focusing on fighters for now and I'm putting up 3 airports and then in the future I'll just keep building fighters from there. I'm not putting my fighters on intercept unless we're coming up to a key battle, since that just allows them to trade hammers with me. I will look for opportunities where my fighters outnumber enemy interceptors though. If I can set up 2 vs 1 situations then I can change the hammer trade in my favour. The alternative is that they keep lots of fighters back on intercept instead of strikes, which should suit me ok too.
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Instructions for future turns.
Builds
This turn I'll be doing a bit of micro stuff, odd specialist usage and wealth/research building in order to finish Industrialism. So whoever plays the next turn should take off all the wealth/research builds, except for Valath, and check that the cities are working good tiles.
We really like hammers and gold from now, we don't care so much about beakers and food. Apart from the 3 culture cities, the only building really worth it I think is a bunker if a city is coming under threat from air units.
New builds should primarily be Tanks and Marines. There are 3 cities with Airports: Serpent Ford, Scarred Foothill and Wesmere. These should continue to build Fighters. Any city with a Drydock should build Battleships, maybe another Carrier or two.
We'll need to build more Artillery, and can build some more bombers too, but I think the next few turns should focus on Tanks and Marines to hold the ports. Can also go for some more intercept-2 Anti-Tanks for air defense if you feel necessary.
I think I'm concentrating on the Navy a bit more than FinHarry, but at least that first round of Battleships are definitely worth it. Should be a judgement call after that whether we should switch to land builds.
Research and Civics
Spend the next 8 turns saving gold. Immediately after the golden age ends(3t) revolt to Nationhood/Theology. Then wait another 5t and revolt to new civics at the first opportunity and turn on 100% culture. We should use the Representation Beakers from Artists/Engineers to tech Fascism at 0% research and the use the slider on the last turn if we haven't got it yet. So revolt to Police State and Free Speech. Make another judgement call on Nationhood vs Bureau for the next 5t period but I would lean toward Bureau.
Obviously Draft 5 Infantry every turn you can, and probably focus on cities where FinHarry are likely to capture.
When we start saving gold, send out loan deals to everyone so they know we're offering credit. We offer 1k gold, they offer 110gpt. Not BGN or Old Tourists probably but everyone else should be trustworthy.
Culture
For the Artist cities, keep starving Shard down and it will get an artist 2t after my GA ends. Make sure to keep the other artist cities below the 2600gpp threshold before that. Then starve down Alethkhar, Tombs of Kesorak, Basilisk Caves and Silverhead. The order depends on where the enemy is threatening but I guess Alethkhar is the most vulneruble and Kesorak has the worst gpp generation so those two should be first. Again be careful that the other cities don't break the thresholds too early. And remember that after 3000, the thresholds increase by 300gpp each. Finally get out Hornshark's artist after those 4.
The main thing in the 3 Great Cities is focus on culture generation. They're currently building airports though which will start giving us culture soon, so hammers are useful as well. Specific notes below.
Weldyn is currently working some windmills and a plains town over artists during the golden age to help build the Airport. Once the GA ends, focus back on working artists but use the windmills to stay above ~10 food as defense against a poison water mission.
Elensefar will be coming very close to those 2600 and 2800 thresholds. So I'm working some extra plains hill mines over artists there right now to help get the airport up. Once we're safe that we don't get the GP too early though, focus on artists and max culture generation. I guess we'll never have enough hammers to finish the Customs House after the Airport, so don't bother, just start building culture.
Frontline has a similar situation to Elensefar, needing to be careful of the gpp thresholds. Once that's clear we go full on artists. Also, when we turn culture on 100%, be sure to take the towns back from Tzeentech to the south.
Military
Be careful of commando units and Morale promotions. They can unload a commando unit, take morale and move 5 tiles along a railroad. I know they had 3 GGs and such units would require a lot of experience so I've been keeping 4 units in threatened cities so far.
If we are going to lose a city, be careful of them unloading commando units in it. The 3 super-units mentioned above could move 15 tiles along a railroad, normal commandos will move 10. I don't have a great feel for how many commando units they could have, but those they've been in a lot of wars, they like xp gathering and those 3GGs could give them a few. I've already underestimated them once here.
If necessary, give up non-essential cities. I've been planning to give up the south coast cities for a long time, it's just a matter of delaying them as long as possible.
Our fleet will not get hit by air units while it's in a port.
Foreign
Cancel payments to Krill and Molach when they come up in around 5t IIRC.
Joey has been gifting us 2 units a turn, perhaps to do with the BGN situation. Last turn I sent back a fighter. Right now I'm thinking of gifting back 1 more advanced unit each turn for his two if he continues. So, fighter, tank, marine. Not sure about giving the commando guy Bombers, that's pretty scary. If Joey really does just want to help us, he can always gift us back the units we send. If it is supposed to be a trade, well, hopefully that will be one that both sides feel they benefit from. He pulled back his big stack from his border recently and in general we have a good relationship.
BGN looks like he's mostly staying out of it but I wouldn't trust him. Particularly this fleet of 10 destroyers that have entered the waters near the FinHarry conflict. We have to assume they're hostile if we leave ourselves open.
Dtay is very friendly.
Krill is hard to judge with his units scattered all over the place but he's always accepted mutually beneficial deals.
WLP border has always been very peaceful.
Plako doesn't seem to want to do any more trade with us. Wouldn't even let me pay him for his spare sugar.
Everyone else we've had neutral, minor-positive interactions with.
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And to emphasis once again, the absolute most important thing would be to enjoy the turns.
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OK read everything. Will you play this turn, or is it over to me? Is the FinHarry war the only active one? Are we first in turn order?
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It's over to you, my flight is really early and I still have some stuff to get together ...
The FinHarry war is the only active one and we are first in the order.
And the password is 'Pen' if you didn't see it.
Thanks again Yuri.
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Heads up: Industrialism didn't finish because the Aztecs bombed tile improvements, so the income dropped, and research dropped to 90% as a result
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Truly epic battles of Civ4
Now to actually fight it...
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Only had around 40 destroyers vs FinHarry's 35. Aircraft failed to get through as well, Fighters on the Carriers shot everything down. Expect FinHarry to capture some cities if they have commando units onboard, but they shouldn't get to the culture ones
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