Posts: 4,090
Threads: 28
Joined: Jul 2008
Agree that the plan sounds good in general, though I haven't looked at the details.
Yeah, markets are more valuable than courthouses in our core cities. I think getting courthouses will be important in our more distant cities (like Simple Life or Eastern Dealers), but not so much in most of our core. They're decent buildings to grow on, though.
Furthermore, I consider that forum views should be fluid in width
Posts: 13,563
Threads: 49
Joined: Oct 2009
Communism beeline sounds good.
Random question - what is the world size and how many drafts per turn does it allow? If we're at 5 drafts per turn (sounds like it from the 8 theatre requirement for GT), that makes a draft camp that much more useful as we'll be hard pressed to do all our drafts in "normal" cities.
I'd rather we didn't exploit the build culture bug.
I have to run.
Posts: 872
Threads: 0
Joined: Mar 2007
(March 29th, 2013, 12:28)Gold Ergo Sum Wrote: I think the biggest variable is the Liberalism race. We shouldn't dally at all in that race, so if we get even a hint that Apolyton is racing there, we need to go full bore.
Yes. Particularly because of this:
(March 20th, 2013, 10:30)Sullla Wrote: Kjn, do you have any idea which team produced the Great Scientist this turn? I have absolutely no clue. (March 20th, 2013, 13:00)kjn Wrote: No idea, except it's not any of the teams we have decent visibility on (CFC, WPC, Germans, the Spanish).
Until we find out otherwise, I think we have to assume that Apolyton has a Great Scientist in reserve to bulb Education.
Posts: 70
Threads: 0
Joined: Jan 2013
Hmm I think that plan is too aggressive. You're putting a ton of hammers into units, and more into theaters and the Globe which don't have much purpose except to make more units. Those units will be obsolete long before they ever fight, and until then they'll just cost maintenance. I think it would be better to just run more specialists in Starfall(of any type).
I also think that Communism is a long way away even if you go straight for it, so some courthouses could help. And if you can get Democracy first, having emancipation and US will really boost research speed a lot.
Posts: 10,061
Threads: 82
Joined: May 2012
I think the plan sounds good, though I'm with novice on the culture bug.
@Ubercannon: as a Civ planning to spam workshops, we won't really be able to run emancipation, and communism is certainly a lot more powerful as a tech target.
Moreover the units aren't going to obsolete as we plan on invading the Germans at about T150, and besides, catapults take a while to obsolete.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 2,788
Threads: 10
Joined: Oct 2009
(March 29th, 2013, 13:20)Ubercannon Wrote: Hmm I think that plan is too aggressive. You're putting a ton of hammers into units, and more into theaters and the Globe which don't have much purpose except to make more units. Those units will be obsolete long before they ever fight, and until then they'll just cost maintenance. I think it would be better to just run more specialists in Starfall(of any type).
I also think that Communism is a long way away even if you go straight for it, so some courthouses could help. And if you can get Democracy first, having emancipation and US will really boost research speed a lot.
We have 15 cities at the moment. Setting aside two to build units is not terribly aggressive, it's just good city specialization. Catapults really don't obsolete much, especially on defense, and they can also be useful for HR purposes.
Also, democracy is an expensive detour, and not worth it I don't think. I much prefer Sulla's proposed tech path to going toward democracy.
I can go either way on the culture bug; it's not something I'm terribly stressed about. If it were an RB game I'd say the implicit assumption even if it's not spelled out in the rules is don't do it, but this isn't an RB game.
Posts: 6,664
Threads: 246
Joined: Aug 2004
I'm more convinced than ever from some of these comments that a lot of lurkers aren't actually reading what I write at all. Ubercannon, there are many ways to criticize this plan, but "too many units" certainly isn't one of them. I build exactly two war chariots over the course of 5 turns of Golden Age production, and both of them are used as military police for newly founded cities so that they aren't completely empty and open to attack. We're basically running the minimum right now until we do tech up to more advanced units that will see fighting. I'm equally unsure how drafting units continuously out of Starfall, which will always be the most technologically advanced unit on the mace/musket/rifle line, will lead to obsolete units. I confess I do not understand this criticism at all.
Qgqqqqq, there's not a single catapult built anywhere in this plan. Again, are people actually reading this stuff?
Novice, this is a Huge map and we can draft 5 times per turn. I'm hoping that we'll eventually have the 35-40 cities we need to fill up a full draft cycle of 10 turns. And I have every intention of using the Build Culture bug wherever possible to pop borders, although it looks like CivFr took the Music Great Artist anyway, which would render the whole thing unnecessary.
Posts: 13,563
Threads: 49
Joined: Oct 2009
(March 29th, 2013, 14:54)Sullla Wrote: I have every intention of using the Build Culture bug wherever possible to pop borders
What does this mean, exactly? Are you saying it's not up for discussion?
I have to run.
Posts: 2,788
Threads: 10
Joined: Oct 2009
Sulla, I think the discussion of cats comes from the fact that you specifically mentioned using cats in the whip cycles to produce the globe (which I think is a smart idea). So while it's not from the micro plan itself it is from your post.
Posts: 10,061
Threads: 82
Joined: May 2012
Apologies, this
Quote:. We can always build cats while waiting on Horseback Riding tech.
Combined with the idea of whipping units out of globe/into globe was what made me mention it, as well as the general discussion that our recent military concepts had mentioned (that if one will be building military then catapults are a good idea) were what put the concept in my mind - moreover it was mentioned in opposition to the idea that units built during this period would be obsolete.
Unfortunately I am away from my computer at the moment, and my phone is unable to access the plan, let alone the save stack.
I apologise if this means my comments are irritating due not having the full knowledge/experience of the current game behind them, but I assumed that this was preferential to no comments at all.
Again, sorry if I offended you
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
|