MJW (ya that one) Wrote:I think you can worldbuilder to get the right answer.
I could. However, I simply don't have the time to create and run through two side-by-side worldbuilder games. It's just too massive of an undertaking for my current schedule. Besides, I'm not even sure we could even ever hope to recreate the situation we face in game and account for all the possible variables. I remember Spaceman joking to Novice in their PBEM17 thread that he should create a sim where they build the GLH, and one where they did not, and see how the game played out from there
. That is the situation here I think.Gaspar Wrote:That doesn't mean it can't work, just means I don't think anyone has any experience to call on.
Seems to be the case.
WarriorKnight Wrote:Are you sure? It could very well be the possibility that they haven't thought about it, just like none of us did until I brought up rushing banned wonders.
You do realize these are the guys who tried to build the MoM
I feel pretty sure if it's unbanned, they're planning on building it. It's already a ridiculously powerful wonder made more so by the team setting. WarriorKnight Wrote:Perhaps we're thinking about this too much as "it's either one path or the other". None of the benefits of Assembly Line really require on us getting there quickly (or more accurately, we don't have a chance at things that do even if we beeline them), so those Factories can wait. Cristo can wait only if Team 1 do not realize it hasn't been banned, which is possible but considering the power if the wonder I don't think we can afford to guess wrong. Because of that, I'm leaning towards Radio again. Not because its superior to Assembly Line (that I don't know), but because AL doesn't require a rush whereas Cristo probably will.
....
I am a bit worried that Team 1 could make a push for tanks or some other unit in the meantime, however Artillery and/or Flight would give us everything we need to defend for a long time. We don't have to grab those right away, but we should definitely keep it around as an option.
There is a huge opportunity cost to delaying Assembly Line. Every turn we go without it is a turn we lack 25%-75% production modifiers in our cities, and that can really add up over the thirty something turn delay we're entertaining between Team #1's first factory and our first factory. Not to mention lacking infantry...
You've also hit on the other huge drawback - beelining radio puts us eons away from Industrialism. While we can always research artillery for Anti-Tanks as a counter if Team #1 does so, we're talking about lacking a serious offensive unit for quite some time. You just don't get very far with rifles in an age of infantry.
The big advantage we would have going the Kremlin + CR is in terms of hammers invested into infrastructure. The economy model we're discussing does not require that much of a setup to implement. We need the two wonders (with the CR being rushed and costing us no hammers), and tons of workshops. The only direct cost is in worker turns to setup the workshop/watermill spam. After that, it's just all about switching civics and whipping in an intelligent manner. The drawback here is that our newer cities on a whip/draft cycle will generally be smaller and working less tiles than their Indian/Mongolian/English counterparts. We'll also be dealing with more unhappiness, though, this will be mitigated somewhat by landing Broadway and Rock n' Roll (especially since we're about to lose whales). These normally meh wonders have a really nice synergy with this economic strategy that is sure to incur some additional unhappiness.
The drawback to building factories + coal plants everywhere is twofold. For one, it is a massive infrastructure investment to get the economy up and running. We're talking in the neighborhood of ~250 hammers to get the factory and power plant in place. At that, you have to deal with massive increases in unhealthines. Iirc, it is 7 unhealthiness if you have oil.
Of course, the big question is whether or not the CR + Kremlin strategy produces a like number of hammers in the end.

Cue Luddite hitting the nail on the head:
luddite Wrote:I don't think there's a simple answer for this. It'll depend on what kind of terrain you have, how many developed cottages you have, how much health you have, and how much you value production vs. tech for the near future.
I was hoping someone out there might have a foggy idea. However, Luddite probably has it pegged right. There is no simple answer. I'm thinking more and more the only way we could possibly test this idea out is by doing.
MJW (ya that one) Wrote:It would keep them unbalanced by showing them that they don't know everything.
I'm pretty sure we would just get a few Sulla patented weed smileys.

That being said, after participating in this discussion, I say we go for it
There's an excellent chance we fail spectacularly. However, let it be said we tried something new and thought outside the box. We are the Real Men of Genius after all!http://www.youtube.com/watch?v=K8gUojXK7...ure=relmfu
Let's beeline Radio and see what happens.
Of course, all of this presumes Team #2 does not win the game in the next 20 turns.
Here's to dining in Beijing come Turn 193!

![[Image: TeamwideMilitary.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PB6%20Pictures/TeamwideMilitary.png)
![[Image: TeamwideMilitary2.png]](http://i1211.photobucket.com/albums/cc432/numismatist93/PB6%20Pictures/TeamwideMilitary2.png)
Built a couple of macemen on accident because of it too.
Oh well, only cost me building two macemen, not the end of the world -- I can actually use those for HR units I need in Bird to free up some Rifles currently doing that duty.