September 27th, 2011, 01:32
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novice Wrote:I then set research to combustion, max tax, and switched a bunch of scientists to merchants and spies to bring the research time down to 3 turns. Why? So that we can finish combustion at max sci on T135, and direct the overflow to Radio if Pyramid Scheme spawns a great engineer, and direct it to something else (e.g. Nationalism) otherwise.
Nice plan.
And presumably rego lost at least one city?
And on the sixth day, god created Manchester.
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September 27th, 2011, 02:25
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spacemanmf Wrote:Nice plan.
And presumably rego lost at least one city?
Yes, Pindicator was razed.
I have to run.
September 28th, 2011, 07:10
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September 28th, 2011, 07:31
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T134 played. Slight change of plans, Darrell shows Electricity in 1 and I want to be sure to be able to beat him to Radio. So I switched on max science, and burned through Theology. Will burn through Combustion next turn, and then Radio if we get our GE.
Also assigned all our EPs to Darrell to maintain research visibility on him.
I have to run.
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Posts: 13,563
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Joined: Oct 2009
Played T135. We popped a great engineer in Pyramid Scheme that could rush Christo Redentor, and completed Combustion. Unfortunately we don't have enough overflow to get Radio in 1, we need two turns. Also, the great engineer won't be able to complete all of Christo Redentor, but Darrell however has two of them...
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So this was the situation. As you can see we had the option of researching Radio in 2, only just.
However, I didn't want to invest 3k beakers in radio without knowing if we got a great engineer, so I opted to finish combustion this turn. Unfortunately that cost 700 beakers, so now we still need 2 turns to finish radio.
As such, I almost hoped we didn't get the great engineer, so I wouldn't have to be annoyed with my own lack of planning.
Of course, we got the great engineer, and as you can see we can't even finish flight in 1, which is 1k cheaper than Radio (but has no prereq bonus). So we couldn't really squeeze it out by building research etc. either. If I had researched Combustion to near completion two turns ago, as originally planned, it might have worked though. I should have done the math then.
Anyway, if we do decide to go for Radio, we should build a Machine Gun in Capital over the next two turns. That will give us ~70 hammers overflow into Christo Redentor. The great engineer will give us 200 hammers + 20 hammers * 20 pop = 600 hammers, so with the overflow we should be able to finish the wonder the turn we get Radio.
Breaking news:
I'm chatting with Darrell, and he says his ETA for Radio is 3 turns - which means we should be able to beat him to CR after all. I advised him to invest his beakers in a more useful tech.
Also, Shoot and Dave want Darrell to attack us. No surprise there. I'm trying to convince Darrell that we should work together going forward. I think we both want to, we just need to find out if it leaves both of us with a chance to win.
I have to run.
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novice Wrote:Anyway, if we do decide to go for Radio, we should build a Machine Gun in Capital over the next two turns. That will give us ~70 hammers overflow into Christo Redentor.
Overflow that we won't need, since our capital can easily produce 70 hammers naturally in one turn. So while researching Radio our capital should just keep building Broadway.
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Interesting times.
And on the sixth day, god created Manchester.
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October 4th, 2011, 07:37
(This post was last modified: October 4th, 2011, 08:25 by novice.)
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Got it. And played.
I have to run.
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