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Master Zen
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of naughty
Jan 2003 time: 23:34
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Whatever the results of our adventure over there at GWT, I think we should seriously consider beelining for Military Tradition hopefully BEFORE GWT gets Navigation and thus, meet any possible invasion by GWT with Cavs.
Why?
1) Cavs will move 9 tiles in our land vs. their 3-move Ansar
2) Cavs, with an attack of 6 can toast any Ansar on defense, and even the Muskets they might land with.
3) Even if GWT invades with Cavs themselves, our counterratacking units will be far more effective than theirs on defense.
We normally think of Cavs as a powerfull offensive unit, but for purposes of this game, they might well be our best, perhaps our ONLY chance of surviving a GWT invasion on defense. Coupled with an effective ship screen for early warning, we could hopefully meet and destroy any attempt at GWT invading us, or CFC.
-MZ
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E_T
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Orlando, Florida
Mar 2001 time: 00:34
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Nope, and I'll tell you why after I do some chatting about this thing, in our chatroom
But for one thing, we will have MT soon enough, as of right now, our primary consern is to get ourselves protected and to insure that we get our GA, when we want it, as Planned.
[EDIT] Let us not Panic and run thru the streets of Apolyton Prime, claiming that the sky is falling, because it;s not [/edit]
E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:34
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the thing about the workers is this, when we get to Demo, our Native workers do work faster, but our Slaves don't (tested in PTW sim). Now, when we get to Replaceable Parts, All of our workers go faster.
The thing is, right now, our worker taskings are winding down (i.e. the Jungle is almost all cleared) and the only real big project that we need to worry about, is building the Railroad Networks, when we get Steam Power. And that takes the same number of workers as building Mines (3 on flat, 6 on Hills, 9 on Mountains) and with our Worker pumps and the number of "slaves" that we have, this will not be that bad of a task to do.
E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:34
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Over the months of Perparation for our GA, getting the Strike Units out and just general time, I have been able to think about the possibilities of the Failure of our Strike. A lot of different senarios have gone through my head, as to what our course of action and our General Plans would entail. The recent addition of a possible GWT Palace Wonder prebuild, also comes into play.
But the Main Points, no matter what happens in the next few turns (if we are able to land, if we survive that landing, if we are even able to damage GWT or various other things that could well happen) how do we, as a Nation respond? What contingencies are (or will be inplace) incase of utter failure?? What do we do next??
First off, we try to continue as best as possible, and work with what we can and what we will have and not look at it as if we are doomed, because we aren;t and we won;t. It will be tough, it might get bloody, but we will make it.
Now, Contingency Planning
Our Impending GA
We will actually have 2 oppertunities to get our GA, with Magellins and Smiths. HoD is slated to Produce Magellins, and it's completion date is Turn 223 (1070AD) or 33 turns from now. Also, the Wonder build In Ming is also schedualed to be completed at the same time. I would rather have this be used for JSB (the happiness will help), but we can always switch it to Smiths, for our GA to start then. Bananatopia is due to finish it;s Wonder build, 1 to 2 turns into the GA (with help from the GA). Smiths is a back up, in this case.
Now, with the possibility of GWT having a Prebuild and it not being effected bv the loss of their FP (If we are not successful), then it;s very likely, that we will not get one of the 3-600 shield wonders that we were looking to try to build. This is actually, good, at this time, because we haven;t Done any shield storing for it, as of yet. So, Tripoli, at size 8, can produce 15 SPT and 2 turn Vet Mil Units. This will continue, up to our GA, where it will have more than 20 SPT (depending on the size). More on Mil Units later.
So, on the score of our GA, we should still be on track with it, and thereby, get to Industral, by the end if it.
Other Wonders in the Works
With Ming and Banana doing 600 shield Wonders and HoD doing Magellins, Apolyton Prime, will be finishing up HG, this next turn. After that, it will have it's Pop boosted to a full working size 11, with slight growth. It will then (partly offuscated) build Coperagus, for it's science boost. Then a Lib and after a University. All will be completed before our GA starts, to make the best advantage of our GA and afterwards. Copenragus will be an 18 turn build, the Lib 4 turns and the Uni for 9 turns. It will have a start on a Bank, when get get into our GA. At this time, If things go good, we can also get Newtons built in it, before the end of our GA, but we will see once we are a lot close to that date. With that, even with GWT's undamaged Economy, we would definately become the science leader.
Land Military Units
Currently, we have only a few cities with Barracks: Ming, Banana, Tripoli, Inc, BFC, Hisp & Dom:
Ming & Banana - are working on Wonders.
Incensity - also has a Harbor, and will likely be working on some Naval Units, in the near future (after it's Aquaduct).
BFC - is exclusively doing Land Units, at 10 SPT rate (3 turns per 30 su). 11 Units before the GA.
Hispanica - will be working on a Harbor, after it's Aquaduct and then Naval Units. Might do a Mix of Land Units, too. Still evaluating this one.
Dominus - is finishing it;s Market, getting it;s Lib built, then a quick Courthouse, then it will have 15 SPT for Unit builds. The First Unit will be in 21 turns. 7 Units before the GA.
Tripoli - will be building 2 turn Units, right after it;s Aquduct is finished in 3 turns. 15 Units before the GA.
And then, we have other cities, also building Barracks:
Karina - just finished it;s Lib and will have a 4 turn Barracks, followed by Land Units (the first 2 Units will be 3 turn builds, the others afterwards will be 2 turn builds at 15 SPT). 13 Units before the GA.
Chaquita - will be starting on it's Barracks very soon, with 2 turn Units afterwards, first built in 8 turns. 13 Units before our GA.
Power of Victory - Barracks after it's Aquaduct, with 3 turn Units after then (12 turns for the first one). 7 Units before our GA.
Freedom City - Has a barracks currently being built, but that might change, as this city is still low pop and poor shields, If it does, it will be the lowest of the group, getting a Max of 5 turn Units (3 while in GA). We won;t count on this one in the summery
Land Unit Summery - overall, with the cities listed above (except for Freedom City), we will increase our Land unit Numbers by a total of 61 Units, before our GA starts.
Naval Units
Of the cities that currently have Harbors:
Incensity, Area X & HoD, HoD is building our GA wonder.
Incensity - After it;s Aquaduct is finished, it will be building 5 turn Caravels (4 total) then Frigates (5 turn while in the GA). First Caravel will be in 14 turns. 4 Caravels & 5 Frigates by end of GA. Possibly a good start on an Ironclad
Area X - just finished it;s Harbor and will be working on it's Aquaduct. After that, it will be doing 5 turn Caravels and 4 turn Frigates, in the GA.
Cities due to build Harbors:
Solace - Harbor after it's Aquaduct, with size 7, gets 5 turn Caravels and will have 4 turn Frigates, in the GA.
Arcadia - Because of it;s High Trade and Low shields and excellent corruption values, it will be working on Sci & Cash Improvements, and then Frigates while in the GA. 4 Turn Frigates while in the GA.
I have mush more to add to this, but I've got other things to do, right now.
E_T
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BigFree

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Acampo, CA
Oct 1999 time: 21:34
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quote: Originally posted by Kloreep
There is a difference in corruption, but again, it's not that big. Certainly nowhere near as big as getting out of despotism.
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No, not quite as big, but not quite as small as you make it out to be either. 
quote: Originally posted by Kloreep
Democracy does not improve tile production at all over Republic.
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I never said this. I said that in a Democracy you get an increased amount of production (either food or shields with the increase in commerce coming in from an increase in population) due to the decrease in corruption/waste. So, it's a combo of both things that give you a boost. 
quote: Originally posted by Kloreep
It's 50%, actually, but that's still a pretty big bonus. Certainly worth it if you're religious and don't plan to go to war. |
Yeah, 50% over what our workers do now, but it tallies out to be 100% over what a regular worker does! 
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E_T
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Orlando, Florida
Mar 2001 time: 00:34
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for 15 SPT, yes. And I've looked at both ways, with and without and we get same number of Units (with 1 more at the 1/2 way point) by the time of the GA. 2 per turn, starting later or 3 per turn, starting sooner, we get the same at the same time.
If you look at the thing I posted, dealing with Corruption yesterday, You will see Dominus at the same Rank as Bananatopia and look how things could be different, in Banana, if It didn;t have it;s Courthouse. And Dominus is also a Trade City With it;s River, and a High Production city, with all of it's hills.
And besides, it;s only 6 turns of build time. 2 more TPT (before Market & Lib Bonus) and 1 more SPT, but that 1 SPT is needed for 2 turn Units,
E_T
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CiverDan
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Off course, If GWT has boat pickets and a seawall up, we wont be lands anywhere until the late industrial age, and neither will they most likely. Are we better off trying to get to the ind. Age as opposed to researching "optional" techs?
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:34
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but don't you have to figure in the cost of getting out of demo, cause this game isn't going to end all peaceful like. 2-6 turns into, 2-6 turns out of to a more WW friendly govt=3-4 techs (assuming GCA is actually contributing)
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