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Cort Haus
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London
Apr 2002 time: 05:33
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This is the proposed move to be sat on and held while we wait for the unlikely to happen.
I'll be going out in a few hours and may not be available till tomorrow GMT, so I'll save it but not send it. I had thought of making another save with the tech accepted, but that seems a probable waste-of-time. If a miracle happens I'll replay it, albeit late.
Start
GoW offer Chem - but no deal, no surprise, can't accept
OG completes aquaduct, start library
Moves and Cities
Sufa size 7. Add settler + 1 worker for size 10. Switch from lib to temple. (6/30, 4t@6spt - perfect)
Diss : short-rush lib for 24g, now aqua in 2t
Eliopolis has expanded its border & now gets 6spt (20/80, 10t@6stp - perfect)
Galleys move south towards WW/OG
6 wrkrs fortress mnt Inchon-32
3 wrkrs fortress mnt Inchoff-4
MM Sandstorm for growth and worker next turn
fortress complete at iron mnt Monsoon-99
Mass shuffle of units.
The Knights will slowly and gradually get shuffled northwards to Eliopolis where they will dwell, near RP, near GoW, near the boats.
Chemistry in 3 turns, 673g, +20gpt
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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I am shocked that they agreed to pay that exorbitant price.
damn.
why did they concede so much?
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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one positive thing is that they obviously not trading to get tthese techs with lego.
maybe lego figures that they are better off pocketing the money when the techs are 20% or whatever off.
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Cort Haus
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London
Apr 2002 time: 05:33
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The 20% is tax. I went for 4-turn because we might need to get Magnetism before ToG now for the Metallurgy-Magnetism trade with GoW, and we don't want the Tempest prebuild to get over 400s before ToG. Also, I reckon Lego are not researching Physics, so we won't get a devaluation by holding back to let them to get it first.
GoW might be assuming that we'll do Magnetism after Physics, but thinking about it, they won't be held up by having to wait for Magnetism as they can be doing ToG. Also, Magnets break our Lighthouse, so we've got a good reason to to it after ToG.
If these two tech trades do go through ok, maybe GoW could research Medicine to trade for our Steam. That is, if they're still alive by then...
The trades with GoW have a 20-turn NDA on the techs. Once we have Physics we could see if ND have anything to offer for it. I don't think we want to be trading useful tech to Vox if Lego don't have it. I think we worked out a plan for AATW to sound-out Vox (who've not long discovered PP, so they can't have Demo yet).
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Cort Haus
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London
Apr 2002 time: 05:33
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I'll try and project ETA of Sci Meth in two scenarios - one where we trade for Metallugy, and another where we trade for Medicine too.
Last edited by Cort Haus on 31-01-2004 at 21:39
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Cort Haus
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London
Apr 2002 time: 05:33
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The original estimates were recorded here .
In fact, here's the text. The turn at the time was T62. We're now on T68 :
quote:
The following model makes all sorts of assumptions, but we have to start somewhere.
We know Banking will take us 3 turns.
Chem will take us 6 turns at current rates, but will fall to 5 as GoW/ND will surely get it before us.
By the time we finish Chemistry we will have another ~ 40 Scpt from Uni's in EotS and Arashi, and three post-aqua boom towns.
Physics needs 1536, and 310 Scpt can do that in 5 turns.
ToG needs 1632, needing 6 turns
So 19 turns to ToG and Newton -which times well with a 20-turn build in Tempest starting next turn if we want that.
If we get Copernicus and Newton at this time, that's another 50 Scpt and more aquas coming in, totalling say 380 Scpt.
This leaves Magnetism (1632) in 5 turns and Metallurgy (If we have to research) it in four turns, hitting the modern era in 29 turns with 380 scpt.
Steam (2880) could then be completed in 8 turns, Electricity (3360) in 9 turns, Medicine (2400) in 7 turns and Scientific Method in 7 turns.
Total (without Industrialisation (2880 in 8 turns)) = 8 + 9 + 7 + 7 = 31 turns.
So by these calculations, with no trading or devaluations except Chemistry and Metallurgy, we can get Scientific Method in 60 turns from now, (adding another 8 turns if we want Industrialisation on the way) and 23 turns from discovering Steam.
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Cort Haus
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London
Apr 2002 time: 05:33
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What's changed is that now, T182, we only have 3 techs to research to reach the next era. We can do Physics in 4 turns, burning some money (-76gpt, total ~ 300g) at 80% sci, but we can do Magnetism & ToG in 5 turns each at 70% @-30gpt ~ 300g and still have 100g plus 300g from GoW on the Physics deal.
So, 14 turns till the Industrial Era. 8 turns less that the original estimate 
Add the 31 turns to Sci Meth from the above model is 45 turns.
If we allocate Tempest's mines to the shield-starved OG and WW, and put it on a Palace prebuild it drops to 43 turns.
So, slowing Tempest right down could see it as a ToE prebuild, with 85s on the board.
However, if we go ahead and suceed in putting Newton in there in 15 turns, that leaves 30 turns at 21spt = 630 shields. Very nice, and no need for rails.
If we were to trade for a modern tech, or if Lego build Copernicus before us, then Tempest could be the prebuild for ToE, otherwise Tempest starts it after Newton.
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