November 4th, 2014, 17:46
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Gunpowder is just weird though, if we go Corp we almost have to ignore it until afterwards, if we go Steel we could be drafting muskets from teh third turn of the GA.
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November 6th, 2014, 06:44
(This post was last modified: November 6th, 2014, 06:46 by Krill.)
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Up to +640gpt saving gold, still about +100bpt. Max bpt is stil about 1360 with -512gpt at the moment, but specialists screw that about. we're still third in crop yield with 7.5% of worl pop but dtay just broke through 9% world pop.
novice, if there is something you want to do, I don't have a clue on the worker micro for most of this land. I'm not even 100% sure if we end up drafting everything into the ground, but a couple of solid hammer cities would be nice...
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November 6th, 2014, 15:35
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I've just gone through the cities again, trying to figure out where to draft from and all that crap, but really I'm still torn on how to play out the golden age. Now that dtay has committed to research, it seems like he will have Rifling on T165. Looking at the GNP, the tech costs and his saved gold, I think he may have started research a turn early. He has enough research for 7 more turns, but Mil Trad is a 3 turn tech for him, and Rifling will likely be a 4 turn tech, and he doesn't have Nationalism. So at that point we basically need to react to him stacking up, hence the whole draft plan.
I just don't like it though. We have no way to react to dtay attacking someone else without Astro, if we put ourselves into a position where all we can do is draft 1 move, C1 muskets, then we're forcing ourselves to fight dtay regardless of his actions. At best that means we have a long drawn out fight on our hands, but dtay wins if he does the smart move of building a 200 unit stack then rolling over us (more precisely two 100 unit stacks).
I know I prefer getting Corp even if it means that dtay beats us like a pinata. I think the best way of going about it though is to save gold this turn and next, then research at breakeven until we are 1 turn away from completing Nationalism and Gunpowder. We'll have the GA in our back pocket to revolt if we feel we have to. We could have those techs at 95% completed by T164 whilst still having over 4K gold in the bank. At that point we could research them both at 100% and then either take Chemistry or Constitution on T167. We'd probably have to trigger the GA around this time, even if we don't draft the empire into the ground we still need units, but all those datas are without the GA commerce. Corp would fall around T170. Note, beelining Corp right now, with a GA on T160, would not see Corp fall before T166, but we couldn't draft muskets before T168.
On top of this, we can't revolt into Theo before T164 anyway, even with SP, so triggering the GA around T165 seems to be acceptable.
tl;dr: I would rather give dtay the chance to end the game now and continue to have a small chance to win the game than to play to make dtay and ourselves lose.
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November 9th, 2014, 06:53
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I'm hoping to play the turn tonight novice. I think I want to squeeze the GA out from DS and then get the GS from Cf, and then WA can take over GP duty. Other than that, all cities are swapping over to unit or barracks builds once they finish current builds.
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November 9th, 2014, 11:41
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I'm going to be highly disappointed if you guys don't have a city called "Assburger's Symptom" by the end of the game.
fnord
November 9th, 2014, 15:54
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If we win we'll move the capital there.
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November 9th, 2014, 16:02
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(November 9th, 2014, 06:53)Krill Wrote: I'm hoping to play the turn tonight novice. I think I want to squeeze the GA out from DS and then get the GS from Cf, and then WA can take over GP duty.
Good, I agree with that.
Assburger's sounds like a great name for Dtay's capital... In which case you should prepare to be disappointed, Thoth.
X-post with Krill.
I have to run.
November 9th, 2014, 18:13
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Turn didn't roll, will have to play tomorrow, finish work at 1500 GMT...or whenever I manage to get away after that.
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November 10th, 2014, 15:15
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I suppose I'd make it formal: concede to dtay.
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November 10th, 2014, 15:22
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DS: Great Artist due eot T162
Cf: Great Scientist due eot T164-T167
WA: Great Merchant or Great Engineer due eot T167 onwards.
Triggered GA this turn. Gunpowder due eot, then Philo eot T161, and hopefully Nationalism due eot T162. SP due eot T162. Then revolt.
1677bpt at max. 560-ish MFG, higher than dtay but by single digits. Still not #1 GNP on normal, 1.2 modifier tech. Down 150 crop yield.
Plan: get those techs. Get SP. Show dtay the first GA (done) and revolt into PS/Nat/CS/FM/Theo and draft a few cities. Build barracks, spread religion. Cities that we expect to get missionaries soon, store hammers in units, do no complete until in Theo and religion is spread. Move units into position to defend RC and DS. Give PE a token garrison, but position some WE and knights to kill left over cav and cover RC. Pray dtay doesn't invade.
Current games (All): RtR: PB80 Civ 6: PBEM23
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