Why couldn't Bigger do this yesterday, when I had time to micro
Eh well...
IMPORTANT: The tile you marked has no turns of forting into it!
Unless he has 10 workers in range (or rather, 4 on the tiles I have marked, there are already 6 I can see) he can't do it in one turn.
The other, the one you're blocking, has 5 turns, so he can do that in one turn if he wants.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
I think that for safety purposes we need to upgrade our 4 Caravels > Frigates and 5 Galleys > Galleons (assuming Commodore trades us Astro). This'll cost about 500g. I can hold off upgrading the knights for another turn, but 2metra appears intent upon attacking along 2 fronts and Frigates + Galleons will slow him down until he can get his own in the water. Making those upgrades will effectively close down the amphibious front short term, and we have ample troops to repulse a land invasion.
This would knock us out of the running for Communism. This is not necessarily killer because I'm not even sure we could win Communism anyway, and I think that by prioritizing Assembly Line in the GA we can draft ourselves an Infantry army (building Galleons and Frigates in the mean time) and take out Commodore amphibiously or hit Bigger in Azzaland (although I think I prefer annexing Commodore's lands since that is a lot of land that can be easily incorporated). Waiting will give us more flexibility regarding timing
We need to decide this turn. I'm heavily favoring dropping our run to Communism. I'll wait for Commodore to play before logging in again in the hope that he'll accept the Astro trade or counter. He usually plays mid-morning my time.
One other interesting thing I noticed ...
2metra is actually the #1 GNP! Could you grab a screenshot of his trade screen so we can track gold spending?
(August 4th, 2013, 23:19)Qgqqqqq Wrote: IMPORTANT: The tile you marked has no turns of forting into it!
Unless he has 10 workers in range (or rather, 4 on the tiles I have marked, there are already 6 I can see) he can't do it in one turn.
The other, the one you're blocking, has 5 turns, so he can do that in one turn if he wants.
Really? last turn he had 4 workers sitting idle on that tile, which is why I assumed he had it all ready to go with the 6 workers currently in range. This is good news though because that gives us an extra turn to decide.
I'm going to bed now. If you have any thoughts while I'm sleeping go ahead post them.
I don't agree with the need to upgrade the fleet.
He only has 4 caravels, and given the defensive bonus+fortification(+promotions?) it should take at least 2-1 to kill them off. Granted, he can manage that this turn, but it'll take a bit of luck and/or unloading his units which weakens the attack.
But I think he'll want to wait, and either slip around or try to add more naval units so as to avoid unloading.
And if he does that, we're fine because we can crank out three promo units (either caravels or frigates ) from porcupine, which he can't match. Promotions RULE in naval warfare, and I don't think he can counter that.
I do still think we have a chance of SP, especially since we can bend our will to it. I definitely think that upgrading to galloeons is an overreaction, as he certainly can't kill 4 frigates +2-3 galleys without utterly destroying his own navy.
There is a bit of devils advocate in me about the SP thing - I really don't want Bigger getting that, but I am willing to follow your judgement on our chances/benefit to our Civ. I'm strongly against upgrading all the units though - 500g is a lot, and I don't think its necessary.
A further point there is that its likely metra is heading for infantry via rifles.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Well, Commodore traded for Steel from Bigger, so we didn't get Astro this turn. This doesn't even allow my over-reacting upgrades
Here's the trade screen for Bigger. He's making 425g at 0%! and our research visibility says he's still making enough beakers to make SM in 13-turns at 0%.
Here's another fun fact. Number of Cities maintenance has hit the 6gpt cap in all of our cities over size 4 This means that once we have State Property all new cities only cost 6gpt. State Property would save us about 120gpt * 1.4 (inflation) = 168gpt and more as our AT cities grow (Walleye is at 10gpt even after the courthouse!). Even without the GSpy I think that Communism is ok as our next target, especially as we'll be in a GA at the time to make the free civics swap. We'll take our best shot at Communism and bend our entire empire through Wealth and Research to at least coinflip Bigger. Hopefully he'll underestimate us and save gold for a couple turns, especially since we'll be popping the GA, because once we get SM it'll be a 3-turn tech for us.
We'll need cash immediately, so after ToA I'll delay the wonder builds in favor of Wealth. This doesn't really hurt us though because after we snag Communism we can continue with the Wonder->Gold in greater depth since we won't be pressed to finish the wonder early. We'll just juggle them around through all our hammer cities and finally pop them all in Postos or Sheep where the culture will be most valuable.
I swapped the specs from scientists to merchants and dialed up 10%. The Plan (EDITED to updated numbers turn-by-turn)
T214 (this turn): 10% for total of 225/2800 (discounted in both cases ... these numbers are as would appear in the upper left of the interface before prereq bonus).
T215: 100% gives +850b = 1075/2800
T216: 100% = 1925/2800
T217: 100% = 2775/2800 (stop just shy of completing).
T218: Pop GA -> 100% should surpass 1k 3800/2800 (1000 overflow)
T219: 1k from slider + 1k overflow gives 2000/3760
T220: +1k = 3000/3760
T221: +1k = 4000/3760 ... Communism EOT.
We can hire scientists or use research or micro all tiles for max commerce and do whatever we need to do to get Communism in 3 turns. If we can hit 1350 bpt in the GA we could get Communism with 2 turns, but I don't think that's possible without mass Research builds ... and we'll need our hammers going into Wealth to sustain 100%.
EDIT: spoilered your failgold plan for reference
(August 3rd, 2013, 16:37)Qgqqqqq Wrote: Worse, but still worthwhile:
Quote:T213: Potos starts it, 88 (modified) hammers in. Blimp: 110/350, Potos 88/350.
T214: Potos continues, 88 (modified) hammers in. Blimp: 110/350, Potos 178/350.
T215: Potos continues, 88 (modified) hammers in. Blimp: 110/350, Potos 264/350.
T216: Blimp continues, 110 (modified) hammers in. Blimp: 220/350, Potos 264/350.
T217: Blimp continues, 110 (modified) hammers in. Blimp: 330/350, Potos 264/350.
T218: Golden Age. Doughnut begins, (assuming OR), about (25x3=75) modified hammers in. Blimp: 330/350, Potos 264/350, Doughnut ~75/350
T219: Potos swaps to ToA ~110 modified hammers in, completing Eot for 405g of failgold.
Shwedagon Paya, aimed to finish in Sheep for culture:
Quote:T213: Sheep puts 99 (modified) hammers in. Mars 129/450, Sheep 99/450
T214: Doughnut overflows ~50 (modified) hammers, and puts 55 (modified) hammers in. Mars 129/450, Sheep 99/450, Doughnut 105/450.
T215: Sheep puts 68 (modified) hammers in. Mars 129/450, Sheep 167/450, Doughnut 105/450.
T216: Sheep puts 68 (modified) hammers in. Mars 129/450, Sheep 235/450, Doughnut 105/450.
T217: Potos puts 88 (modified) hammers in. Mars 129/450, Sheep 235/450, Doughnut 105/450 Potos 88/450
T218: Golden Age. Sheep puts (37x3=)111 (modified) hammers in. Mars 129/450, Sheep 389/450, Doughnut 105/450 Potos 88/450
T219: Mars takes Pig + 1workshop from Sheep. Mars puts (37x3=)111 (modified) hammers in. Mars 240/450, Sheep 389/450, Doughnut 105/450 Potos 88/450
T220: Blimp puts 185 (modified) hammers in. Mars 351/450, Sheep 389/450, Doughnut 105/450 Potos 88/450 Blimp 185/450
T221: Blimp puts 185 (modified) hammers in. Mars 351/450, Sheep 389/450, Doughnut 105/450 Potos 88/450 Blimp 370/450
T222: Sheep puts 111 (modified) hammers in. Mars 351/450, Sheep 457/450, Doughnut 105/450 Potos 88/450 Blimp 370/450
Shwedagon finishes EoT for 794g
Sistine(goal is to finish in Blimp to take advantage of IW/keep a decent wonder in a secure location):
Quote:T213: Blimp puts 130 hammers in, along with 63 already there. Blimp 194/600
T214: Blimp continues, 130 hammers in. Blimp 324/600
T215: Blimp continues, 130 hammers in. Blimp 454/600
T216: Potos starts, 88 hammers in. Blimp 454/600, Potos 88/600
T217: Walleye starts, 66 hammers in + ~40 overflow. Blimp 454/600, Potos 88/600, Walleye 106/600
T218: Newest City starts, three forests chopped for (30x2.75x3=)~250 hammers. Blimp 454/600, Potos 88/600, Walleye 106/600, ??? 250/600
T219: Walleye continues (33x3=) 99 hammers in. Blimp 454/600, Potos 88/600, Walleye 205/600, ??? 250/600
T220: Potos continues, 110 hammers in. Blimp 454/600, Potos 198/600, Walleye 106/600, ??? 250/600
T221: Potos continues, 110 hammers in. Blimp 454/600, Potos 300/600, Walleye 106/600, ??? 250/600
T222: Potos continues, 110 hammers in. Blimp 454/600, Potos 410/600, Walleye 106/600, ??? 250/600
T223: Finsih EoT in Blimp.
766g gained. Can be pushed later or earlier as required.
Man, we're putting too much time into this. It's just a game, after all. I think this will be the first and last game that I spend hours agonizing over the turns. IF (big if) I ever join another pitboss I'll just play what seems best in the moment, end turn, and move on (except maybe for isolated projects like Taj chopping) ... This would definitely drop the performance, but the time investment is killer. I think that after winning Communism from Bigger I'll move on to quick-and-slightly-weedy play.
This is not to say that I don't enjoy trying to find the most optimal play. In fact I love it. Even throughout the dogpile era this was the most fun I've ever had in a civ game! I love this optimizing and project-based-micro ... I'm certainly no empire-wide micromanager because I rarely check cities until they complete a build.
Still, after we win Communism our path to victory should be easy Shore up the defenses to prevent invasion. Invest EP in 2metra to steal RP > Rifling (which he is heading for now) and invest EP in Bigger to steal Corporation. Tech Steam Power > Assembly Line, Steal Railroad from whoever techs it first ... then go bash some heads until we achieve Domination Victory