Next turn is up and the winner of the Great Person lottery is...
Did a quick figuring and it's likely Guilds comes in at end of turn 182. So more time to build units, or maybe sneak some infra in?
Turn is not played; I did the worker movements, though, but I don't have time to look over it all.
Also, I've been thinking that if Commodore if getting overtures from both sides then maybe we need to have our slow moving stack ready to be shipped east at a moment's notice. Which means more galleys
Yeah, paper bulb works for me. I kind of want to build UoS but we really don't have that kind of hammer availability. The other option would be to use the GM for a trade mission to speed up Guilds. Can you take a look at how much money we would get from Commodore's coastal cities? Maybe Yuri's too - it may be that a trade mission would speed us up just as much as the GE bulb would have.
As for courthouses, we can't go too nuts. We only have 2 extra turns over what i mapped out so it would be 1 or 2 courthouses at best. And we want to put them up sooner rather than later so i probably need to tinker with the plan. Plus if we want to have half built HAs ready to auto-upgrade into knights we may not have much extra hammers at all.
I'll tinker with the numbers today, but i'm not able to get inside the game for ~10 hrs
How can I check Commodore's cities without moving the GM over there?
What we need is Lord Parkin - he had some sort of system to do this (maybe he just did it in WB). Unfortunately, now that he's not in PB7, he actually occasionally sleeps....
Select your GM
Hold shift
Right -click the city in question (still holding shift)
Mouse over the trade mission button and it should tooltip the amount that city will provide
As long as you hold shift he won't actually go anywhere
pindicator Wrote:The other option would be to use the GM for a trade mission to speed up Guilds.
Great Merchants in the midgame almost always produce more beakers by a trade mission than by bulbing. Remember to consider gold-beaker skew. In addition to the usual skew from libraries, also included are the modifiers for known-tech devaluation and 20% for a prerequisite. Both of those apply to deficit research but not a lightbulb. And the RB mod made the known-tech modifier very large, right? That increases gold-beaker skew and considerably favors the trade mission if anyone else knows Guilds.
pindicator Wrote:Select your GM
Hold shift
Right -click the city in question (still holding shift)
Mouse over the trade mission button and it should tooltip the amount that city will provide
As long as you hold shift he won't actually go anywhere
T-hawk Wrote:Great Merchants in the midgame almost always produce more beakers by a trade mission than by bulbing. Remember to consider gold-beaker skew. In addition to the usual skew from libraries, also included are the modifiers for known-tech devaluation and 20% for a prerequisite. Both of those apply to deficit research but not a lightbulb. And the RB mod made the known-tech modifier very large, right? That increases gold-beaker skew and considerably favors the trade mission if anyone else knows Guilds.
That's an amazing tip, I never knew that.
RB-Mod does not have a known-tech valuation for pre-Paper techs, so that's not an option. Still, your point is correct. I definitely think we'll produce more beakers with a trade mission, so the question is whether or not we want to do that and speed up Guilds, or tech Paper (or Engineering) by hand