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Yeah Batavia is doomed let's just abandon it before our stack gets wiped. Blah, should have just razed it from the start. Leave 1 rifle in it for now, put a turn into a crossbow this turn, next turn rushbuy it so it autoupgrades to a machine gun at EoT? Make sure we'll have enough hammers to actually complete it. That'll make him think twice about attacking.
I think we should stick to Free Speech, the +commerce from it is so strong and synergises with USuff. Like, count the number of towns we have, I suspect that the gold we get from those tiles, passed through our banks and Kremlin outweighs the production from Nationalism. Besides, the age of rifles is nearly over, we want to use machine guns to pin down their advances and smash the actual stacks with cannons and cavalry.
I think we can still play it both defensive and economically here. AT is at mere military parity. Oh, and his stack is slow, no chance of getting run around.
And we're not losing the sea, we have ironclads
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On second thoughts, you know what? We're not actually getting attacked, not for a while. There's no collateral in there. So again, get some high tech machine guns out on the border, but overall we still have time. Besides, AT just switched into economic civics, so unless he's playing some brilliant double-bluff I think we're mostly safe.
I'm happiest if we stick to just one method of rushing builds, no point having both Slavery and USuff. Theocracy, hmm, I don't mind swapping into that for a round of 5xp cannons, a couple of those would tear anything medieval-renaissance to pieces.
July 1st, 2013, 00:55
(This post was last modified: July 1st, 2013, 00:55 by thestick.)
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In good news, our Spies caught one of Commodore's spies in Stardust Bay. The bad news is that he caught one of ours, and AT got ANOTHER Great Engineer. And is currently fielding two million men against us. Though you're right, he's in Bureaucracy/Caste/Pacifism...
Swapped into Universal Suffrage/Caste System/Theocracy, pushing us back to 1st in MFG. Queued up Cannons, Barracks, and Ironclads. (Combustion isn't going to be here for a while) Moved the stack of 16 Cavalry east.
And the swap didn't even knock off a turn off the EOT of the Statue.
I'm thinking we should wait on rushbuying Eastern Utopia's levee until we mass enough troops.
(March 12th, 2024, 07:40)naufragar Wrote:"But naufragar, I want to be an emperor, not a product manager." Soon, my bloodthirsty friend, soon.
July 1st, 2013, 01:29
(This post was last modified: July 1st, 2013, 01:30 by Nicolae Carpathia.)
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Haha, this is ridiculous, we can. not. get a spy onto that sentry tile. Might want to steal astro and tech physics and build some airships.
And seriously, we don't need that many ironclads. Enough to counter their frigates and lineships.
The reason we didn't shave off a turn on the SoL was because we lost organised religion .
And we might end up having to burn the GEngineer in the end. Because the moment AT gets democracy, he's burning both engineers on the SoL. Just make sure we don't waste the engineer.
Actually, now that I think about it, SoL is good but it's not the end-all-be-all. Pentagon and Cristo are both incredibly powerful late-game wonders as well. So if AT double-rushes the SoL, that takes him out of the running for the other two wonders.
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From poking the save:
Those knights in Burke has been sitting inside for the last 5 turns or so, it's grown but it's remarkably stable. So I'm not too worried. 11 rifles and 5 grenadiers and 1 cat an invasion does not make.
We need to build roads 1NE of Sunny Bay and 1NW of Batavia. We should either mine or windmill the wines 1SW of Sunny Bay, don't need extra wine resource, and better tile yield. In fact, don't complete it at all, just on the off chance we get the wines at Port Shaluo pillaged, we can insta-improve this one!
Definitely rush an ironclad from Sunny Bay next turn, otherwise we have no presence in the water. Otherwise, hold off on rushing Ironclads everywhere else, we don't really need them. Hold them in the queues for now. Instead, complete the drydocks first, so that way we'll have 6xp ships that can take navigation 1 for the +1 movepoints.
Should have set Batavia on Max hammers before starting on the Xbow.
Rush Eastern Utopia's Levee as well, it's incredibly powerful and will pay itself off very quickly. Afterwards, forge to get some more happiness.
Should have swapped a village over to a mine in Fort Matthew to finish the rax in one turn.
Mermaid Tears is better served by pushing Levee and Ironworks out asap. We can rush units out of other cities in the MHlands.
After Sapphire grows to S20, we should stop working those cottages and go max specialists. I'm actually of a mind to tear down those villages and put up farms, we should be specialising this city for max food. Though, what we should have done was
Should have put the overflow from the uni whip in Thrush lake into a Levee, +5h is actually alot.
I have sentry chariots and HAs lying around on a ton of border cities. Stop wasting them, run them up to our opponents borders and check them every. single. turn.
No point having 2 spies in Stardust bay, only 1 garrison spy/city.
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A mistake I probably made while allocating tile improvements: we shouldn't be forting the tile 2N of Soul Stream, as it doesn't actually get us a north-south passage. Instead, focus on getting the tile 1S of Soul Stream workshopped.
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Rushed the Crossbow in Batavia, wasn't enough to complete the Machine Gun. Time to throw more money at it. I was considering rushing Ironclads in the other seas, but AT hasn't shown much of a presence elsewhere, so I'm hoping we'll be okay... AT's going for Communism - he polished off Liberalism, and is probably going to swap at the end of the Golden Age. Bad news, he'll probably attack right after the Golden Age ends.
What about Blackrock as the Ironworks city?
(Workshop 2E) We get 45 hammers base without paving over any of the towns, and unlike Fort Matthew, we have the infrastructure and size to get a productive Ironworks now.
(March 12th, 2024, 07:40)naufragar Wrote:"But naufragar, I want to be an emperor, not a product manager." Soon, my bloodthirsty friend, soon.
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Disagree, Mermaid Tears is still the stronger IW city. They're already the same size, MT only needs 2 more growths before it will cap out. The only piece of infrastructure separating the two is: a levee build. That we can rushbuy.
MT also has a higher base hammer cap: 54 to 51. But that's a minor thing.
The most important thing is that from a strategic level, we lack strong production centres in the MHlands. So having the IW in Mermaid Tears will add alot of local production to that blob of land.
As to when AT will attack? I'm still not convinced he will. I mean, I'm okay with a massive army to ward everyone else off and to guard our empire that is almost twice that of anyone else, but I don't think he will. Instead I expect him to pile onto Dazed and try to take what he can.
How paranoid should we be? I try to deal with it in several ways. Always leave myself with a backup plan: you can always sacrifice front cities in exchange for time to muster up a stack of collateral. Always scout and predict your opponent's approach. Right now, we have spies in the AT lands in preparation for a real build up: only get worried if you spot a stack of cats or cannons. Plus, if AT wants to attack without exposure to collateral on the first turn, he will approach from one of the tiles either 2S, 3S or 4S of Burke. We have a sentry chariot that can reveal those tiles.
And finally, consider this. If AT wants to improve his position and win the game, he's unlikely to do so by attacking us. We have more production and better military techs. He has Grenadiers, we have Cavalry and Cannons. That's not good enough. I am reasonably confident that his build up is fundamentally defensive in nature, or at most will involve piling onto the weakest player.
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Another thought. Since AT isn't poised to attack Batavia right this moment, how about we slot in the temple just above the machine gun for next turn? The overflow from the temple plus natural production should hopefully be enough to finish the machine gun.
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Poked the save, haven't made any changes. Please check how many hammers a GEngineer can make, and make sure to always check the F4 tech screen for AT and SoL.
Note we lost the spy at Burke
Switch Batavia back to a Temple, the overflow from that + natural production should be able to finish the Machine Gun next turn. Just check the numbers and make sure I'm correct.
I suggest we stop spending EP points on Dazed, that'll only make him suspicious. Run a turn of EP to get above the steal tech number at Daddy Bass (on the Ctrl-E espionage screen) on the turn before our spies hit 50% discount, and then steal Astronomy.
I suggest our current tech priority is Economics --> Corporation --> (steal Astro --> Physics) --> Assembly Line --> Biology. Physics makes all our worries about vision on our opponents go away. We'll need Bio farms to keep our population alive once we set up Factories everywhere.
Another thought: since this game is clearly going to hit the modern era soon (we might even get to build a spaceship), my question is, should we beeline Plastics for the 3 Gorges Dam (in Mermaid Tears), or should we bite the bullet and build Coal Plants everywhere?
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