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How much do we want to spend on superhighways?
This poll is closed. |
2 turns is perfect. An excellent plan  |
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9 |
90.00% |
1 turn. We've waited long enough! build them now or else  |
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0 |
0% |
up to 11. We've got more important problems, all the extra trade can wait  |
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1 |
10.00% |
Hey! are those bananas falling off the back of that truck?  |
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0 |
0% |
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10 voters |
100% |
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rjmatsleepers
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I voted for 2 turns, but I think the city planning minister should take a detailed look. If there are any cities where we could deliver a demanded freight next turn - rush the superhighway in 1 turn. Any cities with a low base trade and no freights being delivered soon - wait 3 or more turns.
By fitting the rush building to individual circumstances we can probably spend less money and get a bigger return.
RJM at Sleepers
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H Tower
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maybe rush the ones that will take the longest, but i can't see spending 1000g for this project right now. Some at 2 turns, but not all
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H Tower
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defensive improvements in naples, kazan, etc maybe? I thought those were still on the agenda
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H Tower
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alright, you've sold me on the idea, superhighways in two turns it is
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H Tower
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probably, not that me voting against the idea would have caused the poll to go the other way
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cavebear
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of the Pleistocene
Oct 1999 time: 00:25
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quote: Originally posted by obiwan18
OFFICIAL STATEMENT OF THE SUPREME MILITARY COMMANDER:
It's the superhighways, stupid. Build them in 2 turns, and with the rest of the cash we get this turn and the next, we can upgrade our defenses. |
It's not that simple. Some places are building things where we would lose 50% of shields to switch from. The Minister of Trade wants Freight and Transports. Some places are prevented from celebrating unless they get some happiness assistance. The Minister of War needs (I presume) for cities in some places to keep building military units, and I recall a request for Cruisers, Subs, and/or Fighters.
From another direction, there are many cities that would not benefit much from Superhighways, and others that are just too small and require some basics to get beyond 3 shields per turn. Some of the best candidate cities for Freight don't have any available (or don't have demanded ones available). Others that are building them have a lot of shields to contribute and the rush cost will be much less in just a couple of turns.
Especially, the Superhighways won't really pay off until there is Freight to be delivered from them. Why spend gold to rush Superhighways when they won't be used in a Freight delivery for many turns?
Yes, Suoerhighways will increase existing trade arrows. But enough that it is worth spending 350 gold to rush them when it will cost half that in only a few turns?

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SCG
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of less than all that I see
Jun 2000 time: 00:25
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The cost of rushing items is measured not only against the how much less gold it would cost to build it x number of turns later, but what else is gained and lost by not building them. By building them, and increasing all the trade arrows (more gold and science and happiness) With the 20% tax rate, the straight gold gain is going to be somewhat minimal, but it will also increase science significantly, and happiness as well, meaning being able to use more production-heavy areas without elvi and especially that we would then be able to build more items rather than waiting for the superhighways to be completed. Several of the cities can produce large-return freights, that would in turn bring more gold and science that also will be absent if we hold off on completing them.
One example would be Avila (not currently proposed to be rushed by Minister Cavebear). Delaying 2 turns would save about 100 gold, but would lose 50-60 science and a Gems freight in the same time frame. Yes, we could build the freight later, but then we will have lost a food freight for a wonder/SS or time towards a university or bank.
Avila - Cost: 270 gold, 7 turns
57 trade, 64 if we remove elvi, 72 current max (64, 72), grows 2x - (69, approx 80), max 34 shields production next turn, 22 if celebrating
superhighways: increase +8 (workers), approx +18 (trade) so would be roughly 100 trade arrows and might reach 110
Smaller trading cities would lose less science, but usually take more turns to build the superhighways as well, so more time is lost, rather than gold, and the overall science loss is similar
And we did, after all, raise taxes with the intention of using them for superhighways 
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SCG
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of less than all that I see
Jun 2000 time: 00:25
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Not a rant, its an explanation 
Just so it's clear, I don't advocate rushing the superhighways this turn - that would cost our entire treasury, I advocate rushing an airport and changing back to a superhighway. If the city produces 20+ shields, they will be completed in 2 turns (and if i can impose more micromanaging on our great president, increasing food and trade as much as possible while still maintaining 20 shields in those cities unless able to celebrate ). And Pamplona is the most expensive one at 284 gold.
Also, many of my suggestions for extra transports are for the express purpose of ensuring that they are delivered same turn, which greatly minimizes risk.
example: A transport in Amazon Island would go to Vigo, unload. A transport in Vigo takes that freight to Malaga and unloads. A transport in Malaga takes the freight to St Pratski or Cordoba and unloads. The freight takes the train to the ferry in Pamplona, then on to Cadiz and unloads. The freight then takes the train either to ports in Obladi for delivery to the Carthagenians or the proposed one for ferrying to the city proposed SE of Granada. It then takes the train all the way to freeport for delivery to the Chinese. Ideally, if it takes more than 7 spaces to get to the foreign coast to unload, we have a 2nd transport under escort waiting 7 spaces away so that we can unload from one transport to the next and let that transport
I realize that getting that set up may take a quite a while, and for most civs probably will never get completed. but if it ever does, each domestic transport ends its turn in a city for maximum protection, delivery transports either end in a city or under escort and the freight is delivered same turn 
Like i said when i made my request, I know - its a bit of a wish list 
As for gifting the Chinese with the Automobile, I would greatly like the input of the Minister of War on that one. I don't like the idea of the Chinese trading it to other civs and having battleships bombarding our coasts.
As for having less than 2000 gold, I'm not used to having an atrocious reputation and being snuck attacked each round (that and i come from an exclusive 2.42 background). Therefore, my strategies have developed from that background. I connect everything for 1-turn movement, even if it is multiple continents, both for defense and greater trade, and reinvest what i have to improve further. You have to spend money to improve quickly, and superhighways have some of the most powerful benefits of all the non-wonders, even without freight deliveries I usually can move enough units from one side of my empire to the other in time of war for the existing turn and then raise taxes for the next turn to compensate. Given that we are trying to go for AC, it just makes sence, at least to me , to put in practice much of what has worked for me in the past Anyway, I have tried to minimize my trade requests from the war-torn regions (no sense in requesting Kazam to build a marketplace and freights when there might not be a city left if we did ) Naples has apparently been a nice place to drop off gold freights, hense the request for extra transports (and escorts) to get freight there. The side effect of that is that if we are sending freights up there, I see the potential for taking the train to Quinsay and getting a quick drop off in Mongolia for the trade payoffs, especially when our commodities are demanded there Anyway, just thought my perspective might help understanding my requests 
And if we do gift Automobile , yes, it seems balanced. If we don't, finishing the superhighways seems most prudent

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