Xcalibrator
Ultraviolet Catastrophe
Niklas is no doubt working on his PPP right now, so I thought I'd respond to Renata's question about which tiles to irrigate to avoid single-point failure. I would chop/farm the tile W of the Athens wine (which is also irrigated). This gives two paths to the Bonanza region, although there is still a single path leading there from Athens. To get a second path all the way, chop/irrigate one of the two tiles (S or SE) below the Athens wine, which will then connect to the southern (Ouzo/lake) irrigation system, which of course provides redundancy for the south, too.
Yes, this means chopping two forests that could otherwise be saved for later (and the one near Athens could have been Lmilled for either Ouzo or Athens) but otherwise a spy could destroy one farm and take out half a dozen or more with it. It wouldn't hurt to post a spy on a critical tile or two until the redundancy is in place. We could then post the spy(ies) in border cities to protect against mischief there.
Yes, this means chopping two forests that could otherwise be saved for later (and the one near Athens could have been Lmilled for either Ouzo or Athens) but otherwise a spy could destroy one farm and take out half a dozen or more with it. It wouldn't hurt to post a spy on a critical tile or two until the redundancy is in place. We could then post the spy(ies) in border cities to protect against mischief there.


I have doubts that it's worth it, too. But those empty spaces in Europe are calling to me, and there are just some wimpy barbs for neighbors. Perhaps we could build an airport or galleon and send over a few workers, settlers, and rifles to found a couple more cities that would be used primarily as specialist farms. We might not end up getting that many extra GPs, but the extra beakers from running scientists would increase our tech rate, which can't hurt. Or we could run merchants for the gold, perhaps even building Wall Street. We wouldn't have to build much other than a granary and beaker (or gold) multipliers, and we could chop with abandon because we won't need them for production. The point would be to grow them fast and big to get a lot of beakers without too much extra in maintenance. Then, after we've teched all we need, and if we decide our home-continent cities are all we need to build the Spaceship parts (and it seems that we are), we generously give the cities to an AI for some gold. Just something to think about, since we're running a rather unusual game and there are probably some new angles we haven't thought of.

With their drop capability we could take out Hammy in 3 turns! OK, slightly longer, but the effort and hammer cost would be minimal (as long as he doesn't have Rifling) and I think the benefits may very likely be worth it. If we don't have aluminum and he does, then it's a no-brainer. Full speed to Industrialism!

I think we've pushed the peaceful builder/researcher route as well as possible, so they obviously went more, a lot more, on the warrior path. I wonder what their teching is like? Our rate is not going to significantly increase without more cities and I suspect it's not enough to be competitive, so whom and when are we going to attack? Rifles are a big step up over maces, and paratroopers even more, but the AI are not that far from Rifling so it needs to be soon. Hammy is farther along in techs so I think he's the obvious choice over Joao, at least to start with. What do you all think? Building the Heroic Epic suggests similar thinking among some but there hasn't been any back-and-forth discussion of our plans.
Unexpected circumstances kept me from playing today. I will play tomorrow, promise!
I hate to be a pain, but we only have about a month left.
Having that in two consecutive SGOTMs would be as good as winning the lottery twice in a row