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Togas
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California
Jun 2002 time: 21:33
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Results from 840bc
Received Electricity from GS
GS has built railroads on many of our tiles, thus increasing our production.
Adjusted WF in El Paso so that it does 16spt and max trade. Rushed pikeman (only needed 4 more shields) to get better production schedule going.
Adjusted WF in Monterrey for better production. Monterrey is making 8ftp!!! can't decrease it, need to mine over some of the irrigated railways.
Changed Santa Barbara to Aquaduct, as the city can now grow.
Changed San Diego to Galleon
Changed San Antonio to Aquaduct.
Offered Vox 300g for Nationalism (unaccepted)
--Togas
Last edited by Togas on 18-04-2004 at 14:35
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Arnelos
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of the Free World
Sep 2002 time: 00:33
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Results from 880 AD
GS gifts us their WM.
Bank complete in Monterrey. Monterrey starts on Rifleman.
1 Worker joined to Monterrey
4 Workers complete mine at Monterrey #5
Moved 1 worker (which had little better to do this turn) and 1 catapult (out of El Paso) to shore up the unit wall along our Eastern shore.
Slider set to 100% Tax
El Paso WF set to 1-2-3-8-9-10-17-19-20 +1 scientist (3 fpt, 21 spt, 1 waste, 48 gpt, 1 bpt, 2 corruption)
Monterrey WF set to 1-3-4-5-6-7-8-10-11-12 (1 fpt, 24 spt, 1 waste, 48 gpt, 1 corruption)
Santa Barbara WF set to 1-5-6-9-10-15 (1 fpt, 8 spt, 1 waste, 21 gpt, 1 corruption)
We should have Navigation next turn, at which point Monterrey will switch to a Conquistadore (which should only take an additional 2 turns).
Sent to brucehynes57@rogers.com (Beta) and rhothaerill@comcast.net (Rhothaerill) at ~4:35 a.m. EDT on Monday, May 3rd (~0835 GMT on Monday, May 3rd)
REASONING:
Joining the worker to Monterrey and switching around the WFs allows it to reach 24 spt after waste is taken out. This will let it build conquistadores (70 shields each) at 3 turns rather than 4 turns (starting next turn, when it can switch from rifleman to conquistadore).
El Paso, at 21 spt after waste is taken out (essentially 20 spt) can continue working on riflemen, which at 80 shields can be popped out at one every 4 turns (we're going to need them soon anyhow - Amphibious Assault is not far away...).
Santa Barbara doesn't need all of that excess food until after the aqueduct is done, so moving around its WF to accomodate getting Monterrey to 24 spt is no problem. Because of this, however, we'll probably want to rush the aqueducts in San Diego and San Antonio before Santa Barbara (because they will have higher FPT counts when they have a chance to go up in pop).
I'm currently looking at short rushing for the aqueducts in Santa Barbara, San Diego, and San Antonio. Getting those aqueducts out of the way would let us get pop up there, increasing our income and starting on the vital cathedrals earlier (which we'll need before switching these cities over to military production).
DeepO has warned me that we will be receiving Industrialization in 14 turns and that we should think about factory prebuilds. I'm going to use the palace for the prebuild in El Paso, and one of the old wonders for the prebuild in Monterrey. Santa Barbara, San Diego, and San Antonio may end up using cathedrals as prebuilds or finishing the cathedrals first before starting on the factories. I haven't decided that yet (and plan to ask GS for advice, if they have it, on that issue).
Once we have factories, at least in Monterrey and El Paso, I'll obviously be retooling our WF settings again and perhaps having the workers rework some of our land to increase production (especially preparing for factories in Santa Barbara, San Diego, and San Antonio).
The slider was set to 100% Tax and a scientist added to El Paso because that actually gains us a net of 8 gpt and the loss of 1 food from El Paso does not affect its next pop increase (which will end up producing an unrest problem unless we set the city to a specialist at that point anyhow). Once El Paso goes up its next pop in 2 turns, we can leave it on 1 scientist pretty much permanently... and that should allow us to remain at 100% tax, a far more efficient slider setting if we're doing 40-turn research.
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Arnelos
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of the Free World
Sep 2002 time: 00:33
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quote: Originally posted by Togas
Can you give a summary on why we haven't accepted GoW's offer?
--Togas |
1. GS asked us not to. According to our agreement with them, that makes it pretty much a done deal. GS's first reason is that they don't want us to be helping GoW, even if it would improve relations.
2. GS is apparently planning for a way to use that very luxury for something else. Read the chatlog with DeepO for details. Off the top of my head, I don't remember exactly what it was, but I remember DeepO talking about a way to use it during the war.
Of course, DeepO might have been mistaken about the nature of the luxury. I'm planning to follow up with him on this. I think the plan has significant merit if we can pull it off.
3. GS expresses that obtaining the technologies Replaceable Parts and Medicine for us from GoW now is entirely unecessary because we're going to get the same techs from GS for free in a few turns and neither is a technology we NEED in the meantime. If we could get Industrialization early, that would be a different matter since we really NEED that technology, but GoW is bound by an NTA on that in a similar manner to how GS is bound (since Lego researched the tech and whored it).
So, to summarize: The trade helps GoW, we're going to get the same techs for FREE from GS anyhow, and the techs GoW is offering we don't actually need at any point before GS is going to give them to us for free.
In other words, the deal helps GoW and does nothing to really help us.
Now, the idea I'm bringing up NOW is that perhaps we should try to get MONEY out of GoW in return for the luxury and/or the tech. Money could be used to obtain more tech from those such as Vox Controli or ND that we can't get from GS or it could be used to help fuel GS' own reserach engine (from which we receive resulting benefits).
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Arnelos
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of the Free World
Sep 2002 time: 00:33
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910 A.D.
GS gifts us their WM
GoW offers Replaceable Parts and Wines
El Paso completes a Rifleman ("GodKing Brigade") - starts Colloseum (PLACEHOLDER).
Santa Barbara completes an Aqueduct - starts Cathedral.
Monterrey compltes a Conquistador ("Nuclear Partisans") - starts Colloseum (PLACEHOLDER).
San Antonio completes an Aqueduct - starts Granary.
4 workers mine over the irrigation at San Diego #1
NW Worker (previously at El Paso #3) joined to El Paso.
GodKing Brigade placed on the unit wall at El Paso #3 (where NW Worker previously was).
El Paso WF set to 1-2-3-8-9-10-13-14-19-20 with 2 taxmen (0 fpt, 24 spt, 2 waste)
Monterrey WF set to 1-2-4-5-7-8-10-12-16-19 (0 fpt, 24 spt, 1 waste)
Santa Barbara WF set to 1-5-8-9-10-15 (1 fpt, 12 spt, 1 waste)
San Diego WF set to 2-4-5-6-8-9 (3 fpt, 11 spt, 1 waste)
San Antonio WF set to 1-5-6-7-8-11 (4 fpt, 10 spt, 1 waste)
Our WM and 100 gold gifted to GS
COMMENTARY ON THE TURN:
* San Antonio will serve as our main worker pump. It will complete its Granary and then set itself to a 5 fpt, 5 spt WF for a 2-turn worker pump. Once other cities have had their populations pumped up by San Antonio, the city will raise its own population and then request that GS mine over any unecessary irrigation.
* Our various cash payments to Vox Controli are wearing off this turn and next turn. The only one we need to renew is our payment for horses. We will need to renew that (currently at 5 gpt). I've set Monterrey and El Paso to colloseums as placeholders in the meantime.
* It would also be nice if we could get factories 2-3 turns sooner than GS can offer Industrialization to us. If we can get Industrialization in the next 10 turns (and I know that's what we're doing), I can have El Paso and Monterrey put their CURRENT production toward the fac pre-builds (and facs will finish in 10 turns from now). I'm going to contact Legoland about this... we can be frank with them that all NTAs are up in 12-13 turns and Legoland will get nothing if we just wait. We would be willing to pay them a trivial amount ("we can't afford very much") if they give us Industrialization ~4 turns sooner (the soonest I can have pre-builds able to build our first factories ANYHOW). It's worth a shot, at least.
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Arnelos
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of the Free World
Sep 2002 time: 00:33
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930 A.D.
WM gifted to us by GS
San Antonio's cultural influence expands.
I noticed that as long as I don't actually click on the deal under "active" deals for re-negotiation, the horses deal is still present. I'm taking the risk of switching builds to Conquistadores and hoping to finish them in Monterrey and El Paso next turn. If not, no big loss since a turn worth of production is going to get wasted regardless if we lose the source of horses.
San Diego's WF changed to 2-5-6-7-8-9 (2 fpt, 10 spt, 1 waste)
Santa Barbara's WF changed to 1-5-8-9-10-13-15 (2 fpt, 14 spt, 1 waste)
4 workers used to mine over the irrigation at Monterrey #6
Please note that Santa Barbara will need two turns of its current WF to store up some additional shields, after which it can switch the newly mined tile (#13) to another coastal tile for additional trade (and still completing the cathedral a full turn earlier than otherwise). Unfortunately, the lack of a 50-shield production means that a shortrush here to complete the cathedral another turn earlier would be too expensive.
Also please note that our four workers seem to have surpassed their usefulness at this point and can be joined to cities. I would pick Santa Barbara and San Diego, since we're going to be using San Antonio as a worker pump and I want to get its population DOWN for that (building up pop for now, its pop will go down naturally as we build the first few workers to get it down to Pop 5).
200 gold and our WM gifted to GS.
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