How are you going to do rocketry in 2 ? You won't have enough gold for a second turn at 100% no ?
[PB22 Spoiler] Joey and Borsche puke on the funny pages
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Wealth builds! I don't think I'll need another full 100% turn, either. We'll see; if I'm short, that's fine too.
After Rocketry, I'll be saving gold for awhile and then getting Semiconductors, I think. Maybe Computers -> Semiconductors for the maximal prereq? I don't think I'll need Robotics at all but I do need Computers as its a prereq for Fiber Optics. I suppose I could get Laser instead of Computers though... hmmm...
Tentative final tech order:
Rocketry -> Superconductors -> Plastics -> Computers -> Fission -> Fiber Optics -> Fusion -> Satellites -> Composites -> Genetics -> Ecology -> AF -> Stealth Tech pace will accelerate from here on out, and we should be ending within about 40-45 turns. The first third of this list will be a true race, where we drop almost everything we're doing and blitzkrieg down the tree, but then I think the endgame will be more like a geopolitical game of chicken more-so than anything else - it will be well understood that whoever launches first will get dogpiled, and thus militaries will start spiking again. I would not be surprised in the slightest if we start flipping 20M soldier counts and I end up in a 3-way war with over 2000 units to command. Satellites -> Composites may need to be pushed before Fission -> Fiber -> Fusion if Modern Armors are needed, as I plan to skip Robotics entirely. Plastics -> Computers -> Superconductors is actually about the same beakers as Superconductors -> Plastics -> Computers, even though Computers is a prereq for SC, because I'll end up with Laboratories much sooner. I calculate it'll be about the same net beakers overall, and I'd rather front-load infrastructure now while everyone is building lots of wealth instead of trying to cram it in a dozen turns later when things start getting tense again. It'd also be nice to have Fission earlier, to have Maracana start stockpiling ICBMs. (I think that city could get close to 1-turning them!)
Speaking of Maracana, by the way, it is really close to finishing the Cristo Redentor. Nobody ever answered me on that guy... I really hope that I still get at least one civic swap for free, otherwise it's a total waste of hammers.
Uh sorry I just tested it and CR doesn't round anarchy down : a 1t revolt is still 1t, but a 2t revolt is also 1t.
Hmmm, that's disappointing. How did you test it? Just spam out a billion cites, give yourself the CR, and try to revolt? Well, that's a thousand gold down the drain, I guess. Maybe it'll still be useful after SS launch, I could revolt into Nationalism and draft a billion mech inf.
Nope just gift myself all the techs founded the capital put CR in it and attempt to change civics. Changing to slavery used 1t of anarchy.
(May 13th, 2015, 15:05)GermanJoey Wrote: Maybe it'll still be useful after SS launch, I could revolt into Nationalism and draft a billion mech inf.Er. That sounds pretty useful to me... What's that ETA? Prokhor Zakharov born yet? I guess Corazón Santiago ain't yet a glimmer in her daddy's eye.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. (May 13th, 2015, 15:54)AdrienIer Wrote: Nope just gift myself all the techs founded the capital put CR in it and attempt to change civics. Changing to slavery used 1t of anarchy. Bah, what's the point of it then! Goddammit Krill. (May 13th, 2015, 16:02)Commodore Wrote:(May 13th, 2015, 15:05)GermanJoey Wrote: Maybe it'll still be useful after SS launch, I could revolt into Nationalism and draft a billion mech inf.Er. That sounds pretty useful to me... It would be really great, but also remember that I have to weigh that against a turn of Anarchy because of this stupid CR business. So, I couldn't revolt until the ship launches, and then could get 4 free mechs a turn. If I'm on the defense, that's like, a free 44 mechs. (4/turn) Weigh that against, lets say, 25 cruise missiles, 10 tacts, and an ICBM.... the mechs I think would be better for holding the line. But, if I need to be on the offense, where I gotta e.g. raze Gawdzak's capital or lose the game, then really only the first half-dozen turns of drafting will see any actual action. In that case, I'd rather have the extra missileage. My ETA is something like 40 turns to launch. 11 techs to go, estimate about 4 turns a tech at break even, although that's probably a highball as I haven't decided how much wealth I want to run yet. Gawdzak is running almost 100% wealth, as is Gavagai, although that might backfire on them, we'll see. No Prof Zak, and in fact I probably have at best only two more GPP coming. It will be very interesting to see if Gavagai can scrounge together another MoM GA. |