Is that character a variant? (I just love getting asked that in channel.) - Charis

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[spoilers] Regoarrarr teams up with your mom

Note:

It has not escaped my attention that Yuris125 and Commodore are teamed up in PB7.
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regoarrarr Wrote:Note:

It has not escaped my attention that Yuris125 and Commodore are teamed up in PB7.

Gaspar and Commodore teamed up here but it didn't impact their rivarly in 24 much.
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Everyone discovered a tech this turn

Yuri: Priesthood
Gaspadore: Paper
Me: Construction (on the way to Chemistry)
Pindicator: Banking (actually last turn on the way to Economics)

I think that Yuri is using these "small" techs as a way to mask what he's actually teching from Pindicator and I, who both have tech visibility on him. Gasp's research of Paper confuses me. He did Philosophy last turn which I assumed was on the way to Nationalism for drafting. Paper does make some sense if he is working with Yuri and wants to make sure that he can send the world map (that he extorted off of me) to Yuris.
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Okay turn back to me, and after having discovered Gunpowder and learned the relative value of a kind word, I think I'm going to take 5 turns to swap into Nationhood and Theocracy.

Since this is a large map, I can use those 5 turns to draft 20 Janissaries. But what I want to make sure is where to draft those 20 units. Obviously in the bigger cities, drafting is not nearly as effective as in those size 7 cities. Also because the happy cap is so large, I could even do some double drafting. And actually, I can't revolt till t132, so I can draft 24 Janissaries (I'll draft on T132 before swapping back)

But before I look at that, let's compare cost and such for the civic swap.
Start: Bureau, Organized Religion - nominal civic cost 164, production of 184, and beakers / gold at max sci, breakeven (50%), max tax: 1096/-393, 571/6, 54/406
End: Nationhood, Theocracy - nominal civic cost 111, production of 176, and beakers / gold at max sci, breakeven (~56.7%), max tax: 1000/-324, 590/4, 54/427

So gained about 20 beakers at breakeven (less total beakers but fewer expenses allowing me to raise the slider 2/3 of a tick. I do lose 8 hammers per turn due to losing the Bureau bonus, but 24 Janissaries are 1272 hammers devil

Okay so cities that can / will draft, with their current size.

T127: Combat Boots (7), Elderberry Smell (9), Village Bicycle (7), So Dirty (8)
T128: Combat Boots (6), Chuck Norris lover (7), Like a Potato Chip (13), Boogieman Scared (5)
T129: So Loose (7), Mallard With Cold (7), Teeth So Yellow (5), So Greasy (12)
T130: So Old (7), Sits around the house (9), So Smelly (12), So Loose (7)
T131: Like a Potato Chip (13), Elderberry Smell (9), So Old (7), Sits around the house (9)
T132: So Ugly (8), Boogieman Scared (5), Teeth So Yellow (5), So Dirty (8)

At first I tried to combine these with logistics of when and where my galleons are or will be, but then I kind of gave up on that - nothing is currently time sensitive and I have a LOT of galleons just kind of chilling right now, so it should be all good.
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regoarrarr Wrote:Yeah. There are 3 or 4 cities that need jokes. I just can't find any good (non-raunchy) ones. Taking suggestions from the peanut gallery...

As long as you're not epileptic (lots of annoying flashing ads), this site seems to have a bunch:

http://www.thejokeyard.com/your_momma_jokes/index.html
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DaveV Wrote:As long as you're not epileptic (lots of annoying flashing ads), this site seems to have a bunch:

http://www.thejokeyard.com/your_momma_jokes/index.html

Yeah I've been there. They're either not funny, or too raunchy
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regoarrarr Wrote:Okay turn back to me, and after having discovered Gunpowder and learned the relative value of a kind word,

KW + G > KW
simplifies to:
G > 0

Telling you a little bit about the value of a gun, and nothing about the value of a kind word.
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SevenSpirits Wrote:KW + G > KW
simplifies to:
G > 0

Telling you a little bit about the value of a gun, and nothing about the value of a kind word.

Touche.... lol
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The other thing to consider is my GPP counts. My current plan is to spend the 5 turns in Nationhood and Theocracy, and then kick off my 2 man golden age and swap into Caste / Pacifism / State Property for 6 turns. At the end of that, I will swap back into probably Nationhood and Theo, at which point I may be able to draft rifles. For the record, State Property will currently save me 81 gpt (as well as give me a good number of hammers).

Here are my cities with high existing GPP counts and/or high food surpluses, with their size in parentheses.

GPP cities:
359: So Skinny (18)
346: So Fat (12)
237: Like a doorknob (14)
213: Like a Potato Chip (13)
171: Mallard with cold (7)
165: Snow Blower (14)
78: So Greasy (12)
67: So Dumb (17) - Nat Epic / Globe Theater
50: So Poor (13)

My next Great People need 469, 536, 603 and 670 points. I currently have 1 scientist and 2 prophets, and should pick up the Great Spy from Communism here in a few turns. The scientist is going to be used to part-bulb Chemistry, and 1 prophet and the spy will go for the GA. If I can get 4 people out in those 6 turns, that would be good. I would have enough to kick off the 3 man golden age and have a few left over if I need one.

The Nat Epic city can run at least 8 specs, so that would be 8 * 3 * 400% or 96GPP/t, so in 6 turns it should be able to hit the 670 Great Person.

So Fat, the capital city, probably has the worst food / GPP situation, now that Scientific Method has expired the Great Library. It can run 2-3 scientists, and makes 5 GPP/t from wonders and such. So 3 scientists would be 14 * 300% or 42 GPP/t. After 5 turns of 5 GPP/t it will be up to 371, so 42 a turn would take 3 turns to pop the first GP.

So Skinny can do the next one, which leaves Like a Doorknob to try the 3rd one. It needs 390 GPP, and can run 5 GP at breakeven, so maybe 4 turns of 6-7 scis and then a turn of starvation.

The other cities with high food surpluses will run GPs so that they can be ready for the next GA.

When I get into the GA, I will do some analysis as to whether it's better to run merchants or scientists. At this point, the useful life of bulbing is probably done - all these GPs will go for golden ages, so I can't just pop all scientists. An engineer or two might be useful, either for Mining Inc. or for a wonder. Though I'm not even sure which wonder it would be - Statue of Liberty is not great on this map - maybe Cristo Redentor? It's not THAT useful for me, but the denial factor is pretty large.
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So one suggestion about Gaspadore's tech path is that they are heading for Nationalism and Rifling (which seems logical).

To get Nationalism, they still lack Civil Service (825) and Nationalism (1857). Thanks to my espionage lead, I can tell that they are currently running 100% science and have 1021 in the bank and losing -369gpt. So that would be about 3 turns of max science. Figure 600-700bpt (they don't have Education but have the most cities in the game I think). So I think it's likely that they will be able to knock those 2 techs out over the course of the next 3 turns. Then probably a swap (either with anarchy or a Golden Age) into Nationhood and Theocracy (and maybe Police State?) to draft Musketmen.

For rifles they still lack:
Printing Press (1650)
Banking (722)
Replaceable Parts (1857)
Rifling (2476)

For a total of about 6600 beakers. Taking into account the pre-req bonus and the fact that Pindicator and/or I know some of those techs already (or will by the time they are going for it), let's call it 5000 raw beakers.

Opening up last turn's save, they were at 90% science where they lost 295gpt. So if my Cincinnati math is right, that means he makes about 740 gold at max tax, and has 369 in expenses. So at max tax he would make 371gpt. Which means his breakeven is about 50%. I'm not sure if/how there's a way to figure out how many beakers he makes (other than GNP calculations)

But hey, I'm just that bored!

Now that we're down to just 4 people, I should be able to figure out everyone's GNP. At the end of this past turn, here's the GNP count
Regoarrarr: 844
Pindicator: 898
Gaspadore: 602 (rival avg * 3 - rival worst - rival best)
Yuris125: 408

From the graphs, Gasp has about 40 ept and 70 culture per turn.

So <adjusted beakers> + 40 + 70 = 602
or, adjusted beakers = 492

He had finished a tech last turn (Paper), so he hasn't picked a new tech, which means he does about 500bpt at max science, and that will probably be enough for him to get CS and Nationalism over the next 2 turns.

Since he's about 50% at breakeven, that means he's about 20 (+3) turns from Rifling, barring a golden age. Good to know.
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