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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:30
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vmxa1, the classic "irrigate those shielded grassland tiles" huh? I think I remember who started that in the strat forum 
But you're absolutely right what mobilization is concerned. It is something I never use in SP, but in this game, we might need it, and if we plan for it, we could use it to extreme effect. I wonder if the other teams are aware of its power...
Let's list the effects, to see where it can help
1. only available after Nationalism (Communism?) so we need that tech
2. can only be stopped by declaring peace, or destroying one of the teams we're at war with
It might be eplxoitive, but we've got RP to declare war and peace too at random. Otherwise Lego would be okay too: only mobilize if we think we can destroy them, or they are to be destroyed soon
3. every tile with shield gives one more, cfr GA
So if irrigation is needed, do it preferably on bonus grassland, not on plains or unshielded grass
4. cultural builds can continue, but can't be started during mobilization. They do not get the extra spt.
most of our cultural builds are already on the way... not a real problem here. It is not pleasant when conquering cities as we can't expand their borders culturally, but only a minor disadvantage in this war. Shortrushing these buildings is out of the question, though.
5. some buildings can be started (factories, harbors, barracks, courthouses?, wonders), but don't receive a bonus.
6. Only units are build faster.
So there is no need to mobilize before we're building a considerable force,in multiple cities.
7. I'm not certain of this (it used to be so in plain Civ3, not sure about PTW), but shields accumulated with unit prebuilds, could be transferred to e.g. factories.
More MM! We can get a limited GA going for our factories if we time it right, by building cavs and switching on the right moment.
8. I thought mobilization has an effect on WW, (i heard somewhere), but don't know for sure...
9. Mobilization can be spotted in foreign cities building units.
[Edit]
10. Mobilization reduces cultural output in half.
We're not going for a cultural win, and Lego won't be able to do it either... not really a problem.
[/edit]
Others?
That said, the moment we can, we should mobilize. This might come around the time we're building factories, otherwise when we're building our navy, and marine-defense. If other nations don't do it, it might give us an edge (surely if we have Hoover), leading eventually to a decent invasion force for Bob. I'd love to return, and give them hell
DeepO
Last edited by DeepO on 17-02-2004 at 15:20
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Cort Haus
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London
Apr 2002 time: 05:30
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We have to build Hoover in EotS, not Tempest, because our Palace prebuild will be taken by Arashi's ToE. There might be the Sistine to use, or there might not.
EotS has 48s, and needs another 752 for Hoov. 400s is the max it can do before Sci Meth on T199-T201, and it can get there in around 20 turns from T179, after it finishes the Cathedral.
If we have coal, it can get 25spt for another 16 turns to the Hoover Dam. Not ideal, but it's the best we can do, and should be enough if Lego are distracted, but not if they aren't.
We can't count on GoW getting Indust' for the Uni Suff prebuild in time - and they might complete that wonder themselves anyway. Lego will probably complete Smiths during their GA.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:30
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i was just counting for EotS... it needs serious reworking (some of these improvements have to be redone afterwards, as other cities lend these, but I get to 34 spt with RR everywhere.
That is:
3 shields from the city tile
0 shields (but 5 food each) from 2 floodplains
16 shields from 4 mined, furred plains
12 shields from 4 mined, non-furred plains
3 shields from the mined, furred grass
2 shields from a mined, non-furred grass
-2 waste
Correct me if I'm wrong, but that sounds to me as the city at 0 fpt... and I know it temporarily damages output of other cities, but it is the max we can get.
we won't have enough workers to do all improvements in one turn, but we might start early by already RRing irrigated plains, or leave have some specialists while we're waiting for SM. If we plan it right, the risk is very low that Lego will get Hoover if we build ToE: 12 turns after ToE, Hoover is ready. If nobody builds the GLib, it should be ours. Lego might be able to research electronics in 5 turns, but I highly doubt that they will be able to research atomics in 6 turns, and they need to gain both techs in 11 turns if they want to deny us the wonder. Don't forget that their GA will be over by then, they can go 100% research (as they likely have enough gold), but not more then that...
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:30
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I thought so, CH... that you were focused on our current situation. I'm sure that once you were really plaing the turn, yuo would have found the same, though.
I have been checking if we steal a lot of tiles from other cities, and although I'm not sure how the tiles are divided now, I think the burden on other cities will be minimal. Hurricane might need to work more sea, but by that time that is no problem at all, as extra commerce means more beakers in our science city. The rest should be safe, I think, some changes might be needed, but we won't starve other cities because we max out our capital.
Some minor ideas though: we can't finish any of the science wonders earlier by letting other cities starve, can we? I was just thinking of Sistine: if that is a prebuild, it could be used for one of the science wonders we're hoping for. I would hate to lose one to Lego when we're so close...
and commercial docks: Hurricane simply needs one, and in general we should build it everywhere possible. We should see how much they will gain us, but I'm sure that in many cases, we should even rush these... if the return is 10 or 20 turns, this might be a superb way to spend gold on.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:30
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It doesn't matter really, as all our coastal cities have more then 3 tiles worked, I think. So consider the following nit-picking 
1 extra commerce means, at 100% tax with market and bank 2 extra gold (before corruption). or at 100% science 2 beakers with libs and unis. If we take, to make it easier in comparing, 1 gold = 1 beaker, that means that the cost of a dock (3 gpt) is offset with only 2 tiles. You can even have 25% corruption in that city... 3 tiles would give 3 more commerce, but 6 more gold.
But again, it doesn't matter, as we have loads of coast, and our cities all use more then 4 tiles. Purely commercially, it will be a good thing to build in all but the most corrupt cities. Sadly, it costs shields as well 
DeepO
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:30
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nice analysis
Here's a wacky idea.
Say the war with Lego goes well and their long term plans are disrupted.
Say that we actually got Democracy from Vox a turn or two before the war started.
Would it be worth a turn of anarchy to get the worker boost, and thus quicker rail production?
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