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  • #91
    Good call, DeepO. RR first and then mine over irrigation, yes?
    The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

    Duas uncias in puncta mortalis est.

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    • #92
      Once we get or lose the wonders, we may want to mine all the tiles that can be spared from irrigation in preparations to mobilization. If we find the war is bigger and harder than we thought or spreads or we need to hold land.

      Just something to bear in mind.

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      • #93
        Originally posted by Theseus
        Good call, DeepO. RR first and then mine over irrigation, yes?
        Depends on our food surplus, and how badly we need the shields... in wonder cities, we might need to do mines first. But, with enough workers, this is no concern: if we RR, we have to make sure we finish as early as possible, by combining workers in task forces, instead of spreading them out.

        DeepO

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        • #94
          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; February 17, 2004, 06:20.

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          • #95
            Mobilisation reduces culture output was probably the other thing you were thinking of, DeepO.

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            • #96
              added, Cort.

              Do you know precisely when wer'd be able to mobilize? I forgot if it was nationalism or communism. If it is comm, we should not underestimate the strength of that tech: policestations are nice, but mobilization is far more effective, if we use it right.

              DeepO

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              • #97
                Nationalism's the tech. We'll be getting it from ND. Can we build Wonders OK during it?

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                • #98
                  Ah, that's nice..

                  wonders: I thought so, but it might be so that only certain wonders are possible. There used to be a thread about this in the strat forum, over a year or so ago. I'll try to find it. But things might have changed with PTW... we should not assume anything, and test it, but I think we're going to need mobilization if we want to keep competing in this game.

                  DeepO

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                  • #99
                    erhm... either I'm an idiot, or the search engine is not working. Can't find any results with mobilisation or mobilization as search terms...

                    DeepO

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                    • From the 'Must read' threads, we have Fundamentals of Mobilization Revealed

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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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                        • (We'll soon see whether Lego take Sistine or Smith in Legopolis.)

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                          • Thanks vulture...

                            main change to what I had written is that it isn't possible to start factories, and that naval transports do not get the bonus.

                            CH: EotS only at 25 spt after RR? I don't have a screenie, but that seems rather low?

                            DeepO

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                            • EotS : Maybe a little more with WF shuffling with other cities, but it uses floodplains and has no high ground.

                              If you want the save in future, Deepo, then PM vondrack.

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                              • no need for the save, I don't have the necessary patches installed... I avoided getting it from the start, and won't change that, I'm sorry. I wasn't looking for a screenshot either, I'm sorry if I sounded that way. It's just that at home I've got time enough to check it, at work I... well... should work

                                DeepO

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