It's a bit hard as a lurker to follow everything you are planning right now but I am looking forward to seeing it in action.
[Spoilers] Alhazard ruins a Renaissance fair
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(August 15th, 2016, 09:06)BRickAstley Wrote: It's a bit hard as a lurker to follow everything you are planning right now but I am looking forward to seeing it in action. We're still working out the micro details, but our strategy is along these lines: Summary We plan to expend 5 people to bulb 4 techs and lib a 5th tech in a beeline to Communism. Janissaries will cover our asses for this risky play (or so we hope). Overview We picked SPI/PHI of Ottomans for the sake of bulbing towards Communism for State Property and Kremlin, which is 'bulb-fast/snowball-hard/sink-or-swim', as DTG put it. Rough ETA should be T262 (75 turns in). Requirements The preceding techs needed are Education, Printing Press, Scientific Method AND (Astro OR Gunpowder&Chemistry.) Plan Great Scientists can bulb Education, PP, SM. Great Prophets can bulb Liberalism (once Education and PP are cleared). So we expend 1 Scientist each on Education and PP, 1 Priest to bulb Lib to grab Astro, then 2 Scientists on SM. We then manually research Communism. Method Cheap SPI temple for priest GPP; SPI/PHI synergy with Caste System + Pacifism. Intermediate goal The key target is Lib, with the current ETA being T236 (50 turns in). It is of course possible that we get beaten to it, but we're counting on the fact that it's unlikely for any team to sink 1k+ beakers over the first 30 turns to get it. Other key aspects GP Pool We need pure GP pools to generate the Scientists and Priest, so as far as possible we will avoid using engineer specialists (except maybe in city #2). Running citizens instead will be somewhat costly, but after all the plan is to go big or bust. Defense This deep bulbing strategy places us at risk against a Knight/Cuirassier attack so Ottoman Janissaries with their bonus against Mounted units should cover us as we catch up on military tech after grabbing Communism. Questions?
If we do decide to skip the GE from city 2 initially, I will see if I can grab lib before T220, which should be unbeatable. We should also have 4 cities by then as well if everything works out.
Youtube Channel Twitch aka Mistoltin
The main reason is that while T236 plan tries to keep up in expansion, with 8 cities by then, someone could go all out and steal lib which will put a serious dent in our main plan. I guess we do have a backup plan after bulbing Gunpowder and manually research RP and Rifling, saving the GP for a Golden Age.
Youtube Channel Twitch aka Mistoltin
Got lib EOT T217 with 4 cities and ready to whip 1 more out on T222. EDIT: Actually I can get ready to whip 2 more cities but one of them will only have 1 worker support initially.
Youtube Channel Twitch aka Mistoltin
28 turns; that's pretty good.
I don't think anyone else will beat us to it in that time frame, really. They'll need to clear Education via Scientist bulb and slow-research Lib, which should be much slower with PHI/SPI.
Plan C
T185: Adopt HR, Bureau, Slavery, Merc, OR Found capital NE of marble. Making a worker working the corn and 2/1/0. Run a citizen. Worker road 1N of cap. Settler moves to pigs. Build 280b to Edu. T186 Capital whips worker. Work the 2/1/0 Found 2nd city N of pigs. Build Worker working pig and 1/2/0 and run citizen. Worker starts farming corn (1/5) T187 Capital builds 2nd explorer while working 3/0/1 Both Workers farming corn (3/5) T188 Finish farming corn (5/5) T189 Whip worker at 2nd city working a 1/2/0 Move both workers to banana T190 Adopt serfdom. Have 2nd city build wealth to hold overflow. Work pigs at size 1. Start building banana plantation (2/6) with serfdom. 3rd worker moves to pigs T191 Religion get Capital gets 2nd citizen. Assign to 3/0/2 if not already. Have 2nd city start on missionary build banana plantation (4/6) with serfdom. 3rd worker pasture pigs (1/3) with serfdom. T192 banana plantation done. Reassign 2nd citizen at cap to work it. 3rd worker pasture pigs (2/3) with serfdom. T193 Capital grows to 3. Assign to 3/0/2 if not already. workers at banana plantation road S of cap. Pigs done. T194 Capital grows to 4. Build worker working corn, banana, horse and the 2H plains hill. 1 worker S of cap finish road N of cap. Other worker S of cap can move and pasture horse (1/3) Worker from pigs tile moves E and put 1 turn of farm (need to irrigate rice if not fresh water and this tile will help the city grow) T195 Worker N of cap put another horse pasture turn (2/3) Worker on Horse move NW and farm (2/3) with serfdom Worker SE of cap, move to rice and farm (1/3) T196 turn off research until we get 282b into Edu. 2nd city grows to 2. Assign to rice Worker on E of pig and on rice finish rice farm Worker on horse finish farm to irrigate said farm Adopt slavery Whip capital off 2H PH tile. T197 Capital reassigned from horse to a 3/0/2. Build wealth to hold overflow. Worker E of pigs can move back to horse and finish pasture. Workers from rice can move SW and road the 3f tile. Worker from cap can move to marble tile. T198 2nd city grows to 3. Worked just improved horse to finish the missionary. Worker on horse move W of horse and 1 turn of road. Workers on SE of 2nd city can road horse pasture. Worker on marble begin mining (1/5) T199 Capital to size 4. Work 2nd 3/0/2 tile. With religion, can 1 turn temple. 2nd city to size 4. Build worker with pig, rice, horse, and unimproved iron Worker 1 of Horse move to PH Workers on horse start camping fur NE of cap (2/4) Worker on marble mining (2/5) T200 Edu should have 282b by now. Reassign to PP? I found myself with extra beakers so this requires fine tuning. Capital to size 5. Work fur tile. Build a warrior. DONT FORGET TO START WORKING THE PRIEST Whip off the iron tile to worker in 2nd city, Worker on PH mine (1/4) Workers on complete camping fur NE of cap Worker on marble mining (3/5) T201 Run Caste and Pacifism Warrior done in cap. Can switch to library. 2nd city works rice and pig and the farm tile. Build warrior for it’s own garrison. DONT FORGET TO WORK A SCIENTIST FOR 5 TURNS. Worker on PH mine (2/4) Workers on camped fur road Worker on marble mining (4/5) Worker from 2nd city move to iron T202 Capitol grows to 6. Can work 2/1/0 Warrior done in 2nd city. Build wealth to save the overflow. Can work the horse instead of settler Worker on PH mine (3/4) Workers on fur move forested hill tiles E and 2E of 2nd city. Worker on marble mining (5/5) Worker on iron mine (1/7) T203 Capitol grows to 7. work all resources plus two 4h mines and a 3/0/2 tile for 30FH into setter. 2nd city should reassign citizen working horse into the 3f tile. Worker on PH mine (4/4) Worker on marble move to forest S,SW of cap. Workers on forest hills start mining (1/7) Worker on iron mine (2/7) T204 2nd city grows to 4. work a 2/1/0 tile Worker on PH mine move to forest S,SW of cap Worker on forest S,SW of cap chop (1/3) Workers on forest hills mine (2/7) Worker on iron mine (3/7) T205 2nd city grows to 4. Can work the unimproved iron Workers on forest S,SW of cap finish chop Workers on forest hills mine (3/7) Worker on iron mine (4/7) T206 Stop running 100% but leave research to PP Re adopt slavery only 3 whip settler from cap. Working two food improvements and two 4H tiles 2nd city grows to 6. Reassign scientist to citizen (not an engineer). Start settler working the horse, unimproved iron, and 2 1/2 tiles. Workers S,SW of cap move to SE of cap *Tentative* Workers on forest hills mine (4/7) Worker on iron mine (5/7) T207 PP has 282b. Reassign to gunpowder I guess? Cap build a worker. Working two food improvements and two 4H tiles Workers SE of cap road *Tentative* Move settler to SE and E *Tentative* Workers on forest hills mine (5/7) Worker on iron mine (6/7) T208 Cap starts library with overflow left. work two 3/0/2 tiles Workers move to SE, E of cap *Tentative* Move setter E between whale and corn *Tentative* Workers on forest hills mine (6/7) Worker on iron mine (7/7) New worker from cap can start clearing the other fur and we will ignore him since all his turns are flexible. *Tentative* T209 Cap grows to 5. work fur Workers move to SE, E of cap road *Tentative* Then found 3rd city between whale and corn *Tentative* Work the corn and the 1/2/0 tile with free citizen to get 5H and build culture for 2 turns. DONE FORGET TO QUEUE WORKER AFTER CULTURE. Workers on forest hills mine (7/7) Worker on iron can road (1/2) *tentative* T210 Have cap work a 2/1 instead of fur to complete library by T214. Workers move to SE, E of cap can start improving corn and we will ignore them since the rest of their turns will depend on what is in the 2nd ring of that city *Tentative* Workers on forest hills move to plains W of pig and road Worker on iron can road (2/2) *tentative* T211 GP done. Run Caste. Note that we are generating 30B this turn. Cap grows to 6. Work only the 2 food improvements and 4 scientists and free scientist 2nd city work only the 2 food improvements and 4 scientists and free scientist Can dequeue worker from 3rd city and start a long bow. Work whale instead of 1/2/0. Very important to not forget to work scientist also to meet lib ETA. *tentative* Workers on forest hills and iron move to forest E of 2nd city T212 Workers on forest E of 2nd city can chop to complete settler T213 2nd city start on worker with chop overflow *tentative* 2 Workers E of 2nd city can start roading to city 4 site and start improving those tiles Other worker’s actions are to be determined T214 Get GS from 2nd city. Immediately bulb education and put 100% into liberalism Library done in cap. 2nd city finish worker working improved tiles and any spare hammers into scientists. This city should generate another GS so keep the free citizen as a scientist and work citizen if it can’t *tentative* We should found city 4 this turn. Culture + worker queue for culture bug. T215 Hammers into settler at cap while stagnating 2nd city should build a LB first to secure site for city 6 *tentative* Work as much scientists possible from 3rd city to meet lib ETA while making sure it can grow to 4 by T217 We should found city 4 this turn. Culture + worker queue for culture bug. T216 Work as much scientists possible from 3rd and 4 city to meet lib ETA while making sure 3rd city can grow to 4 by T217. T217 GS from capital done. Bulb PP. Bulb lib with GP. Run Slavery and OR. Capital can grow to 7 this turn then put 4 turns into settler to whip it. 2nd city’s LB should be done. Start settler. Have workers chop tree E,SE to help it 3 whip on T222 with capital. Whip worker from 3rd city. Overflow to longbow who will secure city site for settler's capital. Not sure what happened because I could not complete lib on this turn. I guess T218 is still ok or work more scientists from 2nd city while building LB and hope that it doesnt slow down settler production? Requires more testing. Youtube Channel Twitch aka Mistoltin
Is the culture bug banned in this game?!
Youtube Channel Twitch aka Mistoltin
It was banned in PB33 but not explicit in PB35. I will have to make a post in the tech thread since it does not warrant a ban because it is impossible to enforce.
Youtube Channel Twitch aka Mistoltin
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