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A University in Greenland and Printing Press was worth about 80 bpt at 60%, so pretty huge for us. We're up to 717 bpt @ 100% slider. Our breakeven bpt is about 470, so not bad, though I can't even begin to dream of what LPs is.
luddite popped a GSci which he used to bulb Education. Popular choice around these parts.
Switched Dorestadt to max hammers to get Uni done in 8. Riverland should get reconfigured for hammers after it grows next turn. Decide to whip in the Courthouse in Dashboard Light. Not much else to say. I think we're probably about 8T from being able to build Oxford.
Another comment - this Civ desperately needs Universal Suffrage. Even without Kremlin, our ability to generate commerce far outstrips out production. As soon as we're done with the ridiculous Chemistry beeline, we have to go get Democracy.
Also, whatever happens in the LP war, we have to get Leo and Pardus. I'm not throwing away all these beakers and hammers to help Locke and plako take down the big dog while we walk away with nothing. And yeah, we're pretty much going to have to turn immediately around after this and fight Locke, so we might want to start getting chummy with luddite and/or SM.
BTW, looking like ~26 turns to the end of the Chemistry beeline. So that gives us 11 turns of Frigate building. I think probably SciMeth -> Physics makes the most sense after that for Airships, however I'm not going to allow that and instead will insist on democracy.
Hit end turn.
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So, all in all, what kind of defenses do you expect LP to have when you attack him? Or do you believe it's too early to guess?
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Well, I think that he can have the same defense as we have offense if he keeps this tech rate up and goes for military techs in time.
We'll have to make sure he won't do that and come with superior and much, much more forces...
On to the turn:
Berserker done in Fishfood, Uni next.
DL finished a Courthouse, decide to go with a Library next.
Do all the moves and then it's the end of the turn. Configure Riverland for hammers as you suggested.
Turn rolls over.
Greenland finished the Monastry and I build a Berserker there
Paradise finished a Forge and build a 1T TP next.
Don't have time to do more...
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Oh... I think he can have much better defense than we have offense. He just teched PP in 2T and he's got like 22 turns of GA left. He could get to infantry, though Machine Guns is more likely and almost definite. The real question is whether or not he invests in boat techs. On the plus side, we'll know.
2-pop whipped the Uni in Ironic, onto a Courthouse. Otherwise, pretty much just rolled with what you've done. Went ahead and ended turn. We've got a couple more whips to line up for next turn then can probably run 5t in Caste + Pacifism.
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What GP are we aiming for in our 5t Pac-Caste? Just an artist for a GA?
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Nakor Wrote:What GP are we aiming for in our 5t Pac-Caste? Just an artist for a GA?
Its going to take a few 5t swaps to get a GP, but I'd say at this point, I'd take a merchant for a trade mission (remember, LP has the ToA and pretty much has to let us in or it'd violate the NAP) and anything else I'd save for a GA. So we can either stack merchants somewhere or run a batch of everything and let the RNG decide. I think realistically we're looking at maybe 3 more GPs this game, counting that if we run Caste + Pacifism during a GA, we can get one then. Anything more than that is really pushing it, since we don't really have anywhere we could run a National Park.
But yeah, a ToA'd trade mission would generate enough coin to run 100% for long enough that it might do more for research than a GA, and we could still save our 1 person GA. And I don't see us having access to the ToA much longer.
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can you explain how the ToA is important for a trade mission?
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GrafvMonteDisco Wrote:can you explain how the ToA is important for a trade mission?
It seems to have something to do with the value of trade routes between two cities, and ToA is valuable for that.
Check out the Immortal SG running in the main forums for the value it can provide.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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GrafvMonteDisco Wrote:can you explain how the ToA is important for a trade mission?
Here's the relevant thread:
LINK
That links to CFC thread where TR values are discussed, but yeah, ToA counts as an extra modifier on a GM trade mission, so the ToA city is virtually always the most valuable city on the map to send a GM to.
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Gaspar Wrote:Its going to take a few 5t swaps to get a GP, but I'd say at this point, I'd take a merchant for a trade mission (remember, LP has the ToA and pretty much has to let us in or it'd violate the NAP) and anything else I'd save for a GA.
But yeah, a ToA'd trade mission would generate enough coin to run 100% for long enough that it might do more for research than a GA, and we could still save our 1 person GA. And I don't see us having access to the ToA much longer.
Very nice, a Sullla style trade mission.
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