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[SPOILERS] scooter's Industrial Revolution

(May 13th, 2016, 20:55)Kurumi Wrote: Important inventions and no mention of Alcohol Distillation? Come on... smile

Industrial age. Humans mastered that in prehistoric times. Important stuff first!!
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Contact Process: a means of producing sulphuric acid from the sulphuric dioxide emitted during nickel refining, an important compound for the production of explosives, dyes and detergents because of its water affinity.
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(May 13th, 2016, 21:02)Fluffball Wrote:
(May 13th, 2016, 20:55)Kurumi Wrote: Important inventions and no mention of Alcohol Distillation? Come on... smile

Industrial age. Humans mastered that in prehistoric times. Important stuff first!!

I don't think continuous distillation was invented until the Industrial Revolution, but the fundamental principles have been known for millennia, yeah.
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34
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Turn 300

Very eventful turn as we hit the 50 turns completed mark.

[Image: t300_dreylin.JPG]

Dreylin offered this, and hey why not. I'm assuming this means he's about to hook another source or something, but it'll work. This cures our happy issues for this turn.

[Image: t300_gaspar.JPG]

RIP Gaspar. 50 turns and we're already down to 6 players. Pretty brutal game.

[Image: t300_battery.JPG]

Planted this city as planned. Borders pop EoT with artist + culture build. That pre-built workshop came in handy for that.

[Image: t300_contact.JPG]

And here's the other city. We do have a fair number of workers nearby, so this should get built up reasonably quickly. The plan is likely to workshop everything that isn't a resource and turn this into a shipyard.

[Image: t300_cotton.JPG]

With Cotton no longer unhappy, I went ahead and made the new citizen a scientist since we aren't too concerned with growing the city. Apparently spices have the power to turn an angry person that refuses to work into a nationally renowned scientist. Who knew. Radio was already going to grow EoT, but now it does so with an 11F surplus, meaning it can grow again next turn despite the newly unhappy citizen. Or it can camp on a few specialists until the unhappy issues go away. Either way, we at least have more options now which is always nice.

[Image: t300_pasteu.JPG]

Our microplan was overly optimistic on this city again. I'm not quite sure if that was a symptom of the unhappiness or what happened, but this city isn't able to grow this turn. Just an FYI.

[Image: t300_worker.JPG]

I did make a little worker oops this turn, although I think I had some help lol. I was extremely confused about this worker because he was labeled as R. Moving 1W and workshopping made no sense, so I went ahead and made other moves and figured I would make sense of the order later after everything else was accounted for because something was obviously amiss. I was also puzzled as to why a seemingly new unit already had a name, which made me wonder if I made a mistake last turn (didn't click with me that Sullla must have named it when he logged in earlier). Unfortunately, "later" meant after settling Battery, which means this worker literally missed the boat. At that point I realized he should actually be named S (we already have an R), and he was meant to board the boat. Which of course makes way more sense.

All that said... I went ahead and moved him 1NW and put 1T into a workshop since his turn is basically dead anyway. I don't think we particularly care about workshopping that tile, but it was something to do. Next turn it can load the Galleon, and the following turn (302) it can begin the rice farm 1T late.

In retrospect, I should have pieced this together. Sullla - here's a request for the worker portion of the spreadsheet. Can you make a copy of the A-S column and place it to the right of the worker turns? With the way I read the spreadsheet (with it directly behind the game in windowed mode), it would be far easier to read that way. The A-S column can just continue moving to the right along with worker turns as they're added. Let me know if this doesn't make any sense.

[Image: t300_haber.JPG]

Here's my favorite city. A cool 184h this turn, and one more chop is incoming.

[Image: t300_mfg.JPG]

Note that pindicator's golden age isn't exactly lighting the world on fire with hammers. He's pretty even with us in food, but our workshop spam + State Property has really left him in the dust in production. We can pretty much credit Spiritual with a lot of that. The steady MFG rise for us after the golden age ended is the point where we started and have continued adding 2.5 workshops/watermills every single turn. Makes a big difference.

[Image: t300_demos.JPG]

FWIW, we had over 400b at one point in the turn before I reset a couple cities (like Radio) to grow a little more. We're only working two specialists in our whole empire right now, so I think we can get some more beakers out of that once we have more happy capped cities which we're rapidly approaching.

[Image: t300_overview.JPG]

10 cities, and we'll be at 13 very soon. smile
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(May 13th, 2016, 16:00)Sullla Wrote: Dreylin is now in Representation/Bureaucracy/Slavery/State Property/Theocracy. His research rate remains awful, with another turn passing with no techs discovered. Their civ also gained all of 18 gold last turn; I hope for their sake that wasn't at 100% wealth. They are still building even more military, now over 900k military power - it has to be killing their economy. I continued to be puzzled by this whole strategic move. Running over Gaspar/Noble was a great decision, but surely they need to stop and consolidate now, right? They can't win the game with just a big army of rifles and cavs. We'll have infantry in 5 more turns, and REM won't be far behind us. I feel like this is the Industrial Age equivalent of building more and more and more axes after successfully hitting a neighbor. It works for a while but you need better units eventually.

I've been thinking about this. I think they're going to try to attack somebody else - either Donovan or BGN. That's the only thing that makes sense. They obviously have no need of extra defenders, and they badly need better tech pace (which is harmed by all this unit support) if they're going to consolidate all their land. They really don't look like they're intending to consolidate at all. They're either 1) making bad choices or 2) gearing up to attack somebody else. Maybe they intend to keep going straight into REM's land and knock their top competition down a peg. That might actually be a pretty defensible choice. Sure REM is getting close to Infantry, but if Dreylin sent everything at him, he could probably burn 3ish cities before REM could do much of anything. I have to assume they're going to do something with all these newly built units, because I know they're smart players. Definitely strange stuff. I'd consolidate if I were them, but maybe that's too conservative of me.


(May 13th, 2016, 16:00)Sullla Wrote: We also need to watch the cultural borders at Induction Coil closely, since pindicator is now in Caste System and can Artist spam his fish city to generate culture. It might be worthwhile to Build Culture there for a couple turns just to get over 100 culture where we'll be safe.

I'll start tracking the cultural percentages there, and if it slips we can do that right away. I think we'll be fine, though. I'm guessing he just hit the breaking point with Caste workshops.


(May 13th, 2016, 16:00)Sullla Wrote: Here in the south, this new worker from Cotton Gin and the two units (rifle + machine gun) northeast of Pasteurization will hop onto the galleon this turn and unload in the new city.

Somehow I missed this comment until just now. Ugh.

(May 13th, 2016, 16:00)Sullla Wrote: Steam Engine will produce its current settler T302, and then has enough overflow to produce another settler T305 after just 3 turns of production. I believe that we should send that settler to the green dot hill tile on Textile Island, directly on top of the silver resource. We were originally thinking of putting two cities in this area, but I don't think there's enough food resources to justify that, especially given the cost of each settler. I would also feel better defending this city if it were placed on a hill.

Yeah I agree with this. The other issue is it's so food limited that working the silver wouldn't even really be a great choice. And I definitely agree with the settling order. The island cities are nice to settle anyway due to all their bonus commerce via trade routes. So we're definitely on the same page on this.
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Thanks for that entertaining and interesting thread thumbsup

As for names: Dynamite and Kaplan-Turbine
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I'm suprised that no-one's advocated this invention yet, but Difference Engine, the first serious attempt at a programmable computer.
Travelling on a mote of dust, suspended in a sunbeam.
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What about "Vaccine" ?

edit : And "Antibiotics" ! Or you could use "Penicillin" (which was the first antibiotics discovered) ?
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I was thinking the medical names like Antibiotics, Anaesthetic, and another crack at Antiseptic could be saved for cities where battles are involved.

As for cities on textile island, I think I already mentioned Power Loom as a possibility.
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I'll claim responsibility for the worker mix. When I was in the game earlier, I named the worker "R" when it should have been named "S"; I've actually made that mistake numerous times in the sandbox. Forgot we were already up to 19 workers, heh. Anyway, it's a minor issue and farming the rice one turn later shouldn't matter that much. (It's only +1 food, and the rice is more important for the health bonus in our other cities.)

I'm running out at the moment on errands, I'll type up some thoughts on where we stand at the moment for Turn 300 later today.
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