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Turn 183
We have open borders so the settler won't bounce, and if we settle here it nicely invalidates all the possible places they could go.
Down here we could settle Carbine, the ? or Desert Eagle, depending where they land. If we go for the ? we need to get another settler for the jungle NW of the fish. It orphans the clam, but I'm not too bothered by that... What do you think?
Is this better
On the money front I have no idea what state property is going to do for our economy, we'll just have to wait and see.
In Occam we could 1-pop whip Oxford t185 to get it a turn earlier, this gains us 190 beakers for that turn and kills the scientist specialist who would make 10 beakers a turn - so would take 19 turns to pay that off. I think this is a pretty easy decision to make!
Two turns, please don't be a scientist.
Here's what we're building - the trebuchetts will upgrade to cannons, the knights are to flank any troll catapults, Zerks are to upgrade to Grenadiers. SFL will whip the forges when cities run out of decent tiles, then do the same for trading posts, harbours, markets and grocers in the commerce cities and trading posts, barracks and eventually dry docks in the production cities.
Trolls got replacable parts, we're not catching them up are we?
Level on power for now... Looks like M3 started building units, I think they'll revolt to Nationalism soon and start drafting rifles seriously. I guess Trolls will be building a range of things, but mostly drafting rifles - we can come up with a rough guideline for how many troops they're building/drafting and see what we can do about it...
Demos
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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Couldn't we whip Oxford now? It would only lose the scientist and the two plains hills, so we could recoup our investment a lot faster (at the slight cost of having to regrow the hills) (though since you ended turn, it might be a 2-pop whip now?)
If you don't run a scientist the turn before the ITS GP will pop, that will change the odds slightly without changing the date--I'm assuming it's worth it?
Thinking a bit ahead (after seeing all those forges), Ironworks comes at Steel, right? Where do we want it?
Have you done any diplo recently? Any updates about specific war plans from M3? T190/200 is coming quickly!
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? and NW of the fish sounds good to me. Keeps everything on rivers, too.
I like the idea of firing the Scientist, very clever.
Wow, we really are getting close to T190/200 already. Really impressive job, Old Harry.
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Cheers yossarian, I might ded-lurk you and caladorn in pb14 if you're interested? I won't be much help though as I'm playing too many games as it is!
C-H - I'm planning to turn research to 100% the turn after next so 2-pop whipping next turn might fit nicely. Thoseplains mines are going to be windmills worth 15 bpt so we break even after about 13 turns. But yeah, I like it, let's whip next turn!
I never normally build ironworks, its just so expensive, where would you put it?
And I'll see what m3 are thinking about war in the next couple of turns or so...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
July 26th, 2013, 00:04
(This post was last modified: July 26th, 2013, 00:05 by YossarianLives.)
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(July 24th, 2013, 02:26)Old Harry Wrote: Cheers yossarian, I might ded-lurk you and caladorn in pb14 if you're interested? I won't be much help though as I'm playing too many games as it is!
Awesome Old Harry, thanks! Definitely interested and would really enjoy having you on board. I already spoiled myself in 13 or I'd dedlurk you and Fintourist. I'm rooting for you guys, though.
I'll be rooting for you and Bacchus too, C-H!
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Turn 184
Ooh! Yes please!
And hmmmm, no thanks. I replied asking for 150 gold instead but forgot to take a picture.
Ah, there you are! This means that Desert Eagle has to be settled this turn in the original place we planned.
Crash goes the economy.
So they can go settle inland if they'd like, but I think they're going to try and settle in the gap that Carbine will leave. If we settle carbine in place they can settle on the peninsula by the banana, we have a settler on a galleon that can get to that spot a turn before them. So I think we leave the carbine settler there until they move to force him to settle, and unload our other settler onto the peninsula just north of the banana. That leaves the other peninsula without a settler, but I think that one is easier to defend right now.
This feels so wrong, but lets do it anyway... By whipping this turn Oxford will give the 100% bonus next turn (I thought it might be this turn, but checked and it didn't).
Will it or won't it? (We can afford to fire both scientists here to improve our chances).
So if we get another scientist we want to bulb Sci Meth and then plough through communism. If we get an artist or merchant we launch a golden age and make sure we can revolt to state property by the end of it. I've got some plans for whipping infrastructure into SFL to use the pop who would otherwise be on crappy tiles, but if we revolt to Caste System they can be scientists instead. Then when we revolt to SP at the end we can switch back to Slavery to get the population back under control. I think we want to stick with Organised Religion rather than running Pacifism. What do you think?
To bulb Sci Meth I want us to start with as close to but under the number of beakers we require - so working out the size of the bulb goes like this:
bulb = 1500 + 3 * pop = 1500 + 3 * (206+8) = 2142 beakers
Sci Meth = 3432 beakers
We already have 1060 beakers so we need 3432-2142-1060 = 230 beakers this turn.
So I've set us to 10% to get 122*1.26 = 150 beakers
Fake Edit: It's a scientist
Thanks to Buddhism we have visibility on Bloody Mary and Cuba Libre. I think we want to get some missionaries to deposit in the other Troll cities that lack religion, in the hope they'll think its a natural spread and we'll get some intel.
Power
Demos
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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So when is the next great person coming? What is the ETA on Communism? What would the second scientist bulb?
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The next one is a long way away, we might get a scientist from Physics if Trolls don't get there first. I presume we use the second scientist to part-bulb Physics, but we need to go to Steel and Mil Sci first, so it'll be a while. I'd guess three turns for Communism from here.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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That's surprisingly low for Communism--that's good at least
We could part-bulb Physics, finish it (how long would that take?), get the scientist, then use that to bulb Chemistry--does that work? It think it would be worth it, as much to deny Trolls as to help us. In addition, we could build a couple airships as well--they aren't banned, right? I remember reading a while back that they were over-powered since you're not meant to have air power that early, and there's no counter for them. The main problem with that is that Trolls could swoop in and take it at any time, so we'd need to save the bulb until the last moment. In addition, we might need to delay Communism to have any shot of getting the Physics scientist, which could be disastrous
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Turn 185
Trolls are only two turns from Rifles.
Before we do any whipping or whatever we have 1213/3432 beakers in Sci Meth and we get 2142 from Galileo taking us to 3355/3432. :Thumbsup: I like your plan for the Physics-Chemistry bulb, but we need to be sure Trolls can't beat us to it. If we can finish Communism with a lot of overflow and grab a little tech (Theology - which has the added benefit of letting us run Theocracy when we revolt) we might be able to 1-turn Physics. But after that we're going to be in anarchy for two turns. That sucks. So do we go Sci Meth-Theo-Com-Physics, Sci Meth-Physics-Theo-Com, Sci Meth-Com-Physics or Sci Meth-Physics-Com and ignore theo?
I can't see where the Troll settler/galleon went, but they can't land over here without us settling before them.
However they could settle here next turn, but you might be able to see that Machette just whipped a settler, which will block that possibility off in two turns time.
Is this the best city in the world? (Well no, it's fifth apparently, but I don't believe that.)
I've set BOG to max commerce too, it could grow a bit more, but I think we need the beakers now.
The rest of the cities - SFL is onto forges now...
Some graphs.
And the demos - Trolls are going flat out for Rifling, and are 20% ahead of us on GNP.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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