SGOTM 14 - Kakumeika

Does anyone have some ideas on how best to use the AP? I've only built it a few times for the hammer bonus, and have 1 religious victory ever.

I've heard of this thing called holy war, but never instigated one before.

The AP gives bonus hammers to religious buildings that is one way to use it. So a temple is +1 happy and +2 hammers per turn (better than a barracks that we won't use for some time for example.)

The other way is diplomatically.

If we are at war with an unbeliever (someone without the AP religion) then we can vote to bring every civilization with a city or multiple cities with the AP religion into war with that unbeliever.

We can also call for stop trading with an unbeliever (although I have to look up the conditions that bring that option up).

We can also stop wars against a full members of the AP religion (someone with the AP religion as their state religion)

Ah I really need to reread this article...
http://www.civfanatics.com/civ4/strategy/apostolicpalace.php
 
Civics
T 142 switch to CS/Pacifism.
Switch to Bureaucracy situational if we get CS. Consult with forum if we get this.


Washington
T 134 Tao Monestary
T 135 Uni Work 2 Pmine, Gmine. 47 H. (Don't work 2 lake, 1 Grass)
T 136 Uni Work 2 Pmine, grass (Don't work 2 lake, 1 Gmine)
T 137 Uni Work Pmine, Gmine, grass
T 138 Whip Uni,
T 139 Oxford, 3 mines
T 140 Oxford 3 mines
T 141 Oxford, grow
T 142 Oxford, grow
T 143 Oxford, grow
T 144 Oxford, grow

Gems
T 134 AP
T 135 Work fort, GE, Uni
T 136 Switch farmed plains to working Pmine, Whip 36 hammer overflow into AP
T 137 AP Work GE, Farmed plains
T 138 AP, Work Farmed plains, GE
T 139 courthouse
T 140 Whip courthouse, 3 pop
T 141 Tao Missionary
T 142 Barrracks, Anarchy
T 143 Barracks
T 144 Barracks

Taoist temple before barracks? This takes 27-40 turns to pay off the 80:hammers: from the AP bonus (depending when the rounding errors affect the forge). This seems good enough to show a relevant profit on the game. We don't have a military unit we really want to build yet... There's a small chance the temple happiness will help during drafting.

Stone City
T 134 Tao Monestary
T 135 Uni Work 2 coast, Gmine to Washington
T 136 Uni Work 1 coast, gmine
T 137 Whip Univ 31 hammer overflow into monestary
T 138 Monestary
T 139 courthouse
T 140 courthouse
T 141 courthouse
T 142 Whip courthouse, anarchy
T 143 finish courthouse
T 144 barracks

Similarly, I like temple before rax.

Marble City
T 134 Courthouse
T 135 CH, Work Gmine
T 136 CH, Work Gmine
T 137 CH, Work All grass
T 138 CH, Work Gmine
T 139 CH, Work all grass
T 140 CH, Work all grass
T 141 CH, Work all grass
T 142 Whip CH, anarchy
T 143 Finish Courthouse
T 144 barracks

Why are we delaying the courthouse and building a barracks? I see the destiny of this city is to be a merchant farm, then maybe a draft farm. It's never going to build enough units off one mine to warrant a barracks. Neither do I see us converting the farms to water mills. I think we should whip the courthouse ASAP (which is T136: 43 + 2 + 2*30*1.25=120; we work the Gmine T134 and never again; we waste only 2 hammers overflow) and resign this city to building 2 Wealth a turn while growing on the farms and coasts to about size 10 to run merchants.

GP
T 134 Tao Monestary
T 135 Remove GS, work all mines. Uni
T 136 Univ, change one Gmine to coast
T 137 Whip Uni Work all coast, no mines.
T 138 Monestary
T 139 Courthouse
T 140 3 pop whip courthouse
T 141 Missionary
T 142 Missionary,
T 143 Missionary
T 144 Barracks

Slow building a rax here makes sense - GPfarm is a fair chance to turn into a drafting farm later.

Culture City
T 134 Courthouse
T 135 Work all mines, Univ
T 136 all mines, Univ
T 137 Work both PH, Univ
T 138 Whip Univ Work Ocean tiles
T 139 Courthouse, work 2 Pmines
T 140 Courthouse, work 2 pmines
T 141 Courthouse, 2 mines
T 142 Whip courthouse, Anarchy
T 143 Finish courthouse
T 144 Barracks

Not convinced by rax here, but it might be better than wasting significant overflow. I'd prefer to juggle mines for coasts to generate little overflow if possible, then build wealth.

Isengard
T 134 Maoi,
T 135 Maoi, No copper tile.
T 136 Maoi
T 137 add pop to coast.
T 139 Finish Maoi Start HE,
T 140 HE, no copper tile
T 141 HE
T 142 Anarchy
T 143 HE
T 144 HE

Phants
T 135 LH
T 136 LH
T 137 Whip LH
T 138 Courthouse
T 139 Courthouse
T 140 Courthouse
T 141 Courthouse
T 142 Courthouse
T 143 Courthouse
T 144 Courthouse

Working ivory at size 4? What will we work at T143 when we reach size 5?

Silver City
T 134 Build wealth
T 135 Start Univ Work 3 mines
T 136 Univ Work 3 mines
T 137 Uni
T 138 Courthouse
T 139 courthouse
T 140 Courthouse
T 141 Courthouse
T 142 Whip Courthouse, Anarchy
T 143 finish courthouse
T 144 Barracks

Rax is fine here

Fur
T 135 1st chop, granary
T 136 Whip granary, then 2nd chop
T 137 courthouse.
T 138 courthouse
T 139 courthouse
T 140 courthouse
T 141 LH
T 142 LH
T 143 LH
T 144 LH

Barb City Gaul
T 137 spy
T 138 Spy
T 139 Spy
T 140 spy
T 141 Whip Spy
T 142 courthouse
T 143 courthouse
T 144 courthouse

Sheep City
T 135 LH
T 136 LH
T 137 LH, work sugar
T 138 LH, Work sugar
T 139 LH, Sugar, unimp grass
T 140 Whip Lighthouse
T 141 Courthouse
T 142 courthouse
T 143 courthouse
T 144 courthouse

Research
Edu => Liberalism 0%, no 100% slider this time.

Great Spy
Search out Monte's lands.

Galley

Missionary transport west

Workers

Stevenson

Farm by Phants, Mine iron, mine Ghill

Eiffel
Farm by Silver City and Phants

Silver City has enough food at the moment to run all of its tiles as workshops. So I think we want workshops there from Stevenson, and Eiffel can put farms by Phants fast enough on his own.

Hoover and Semiramis
Farm around marble, set up irritation farm 1W of Stone city. Workshop 1W of Washington's cows.

The rice in Stone City is irrigated by the oasis. We don't have time to want to extend farms to CB during our tech push (CB is fine at size 6 running four merchants), so I don't see value in a farm near the cows. I'd much prefer Hoover and Semiramis got on with some Gworkshops near Stone City. (And I'd rather we had built the farm 1W of Marble last turn set, rather than the farm 1NW, so that our workers could get out of Marble more efficiently!)

Worker 8
Chop jungle north of Gems, then farm it.

Why farm? Gems has enough food to work its existing decent tiles plus five workshops. I'm surprised anybody thought the plains farm was worth building. The jungle chop has lower priority than other Gworkshops.

Goodtyear and Fritz
Workshops around Sheep City, Chop for Heroic Epic prior to civ switch

To save a worker turn each, when leaving their current tile, put a turn on the Pworkshop on the road 1SW of Sheep City. Then move on to whatever is next (chop or Gworkshop).


Karl

Chops around fur city

Ramamujan
Chops 1F, then roads to Gaul

I think getting rice up in Gaul is more important than getting a road up to Gaul. I'd move straight there, bringing a unit back to bust fog as suitable. The worker should temporise on some road builds if a move would be unsafe.


Yamasake

Chops 1F, the goes to Gaul to chop/improve.

I think a single worker is enough for Cimmerian. We might be losing this city to Ragnar, after all. I think more improved tiles for Fur City are in order - we can trade marble and silver away. Or roads west for missionaries, under anti-barb escort.

Exploration units
Continue exploration.
Spies stay out of cities to decrease risk of detection.
Spies in Asokas lands. One stay and wander, gathering intel. The other return to hub.

I think both spies should leave. Airships will gather intel when we need it.


Espionage

Steal Compass.
Watch research for engineering, civil service, optics and drama.


Great People
No GS until GE born on T 145

Trades
Trade Music to Shaka for gold.
After AP built, see how much fail gold AI will have for trade.

Begging
Possibly beg Shaka if he builds his gold back up.

Beg timers have been noted on the map near TH. Update as required.

AI demands
Give in to north and west witches for gold (unless > 200), resources, nearly finished techs that are not paper, philo, or edu.
Do not accept stop trading demands, change religion or war demands. Do not accept favorite civic demands.

Consult Forum for trade demands.



When to play. I can play in about 6 hours from this post. I can wait until tomorrow based on what the team wants.
 
I see not much love for the barracks even though we are charismatic and thinking about a war in 20-30 more turns. Surely if we are to rely on nationalism soon, the +2 happy will let us do one more round of drafting?

We need them started if not at the end of Shulec's turnset, then sometime during the next player's turnset.

Agree to barracks in high production cities (Gems, Stone, Silver), but I don't agree that we'll have strong warring options in 20-30 turns, unless I'm underestimating our Oxford potential. There are a lot of natural beakers we have to put out before we can get Radio, Lib, Nat and Gunpowder, even if we trade for the latter two. We also don't have any units we want to build until we get Eng. So I'm up for some strategic temples first, then some barracks.

While doing that, we also want to keep up a steady flow of three missionaries west. Holy war requires that the allies have the AP religion and the targets do not, so I think sending an escorted missionary to the South should be a priority.
 
If we steal drama theaters are another possibility.

Although, I'm not sure if a globe theater and 6 theaters is really worth it. I think we are going to want to go to war before we would easily be able to build the theaters and the globe theater. I would rather have 6 airships then 6 theaters.

So forget I mentioned it.
 
I was reading through the AP list that Bcool linked. I like the Holy War a lot. :)


I also think we might be able to abuse a vote to give ourselves Trojan City or Boston. Only, after we propose doing so, we vote against ourselves! :eek:
That way we can get +2 relations temporarily with Elizabeth or Monty for "Voting" for them when we have no useful resolutions to put forward.

Of course, this is a bad idea if we accidently vote yes and assign Trojan City to Lincoln(ourselves) by mistake.
 
Gems
T 134 AP
T 135 Work fort, GE, Uni
T 136 Switch farmed plains to working Pmine, Whip 36 hammer overflow into AP
T 137 AP Work GE, Farmed plains
T 138 AP, Work Farmed plains, GE
T 139 courthouse
T 140 Whip courthouse, 3 pop
T 141 Tao Missionary
T 142 Barrracks, Anarchy
T 143 Barracks
T 144 Barracks

I like a monastery here instead of a barracks for 3 reasons...
1) The monastery will produce 2 hammers and +10% research in this relatively high hammer and commerce city. This is a good return on the cost of the monastery.
2) Gems can quickly produce a missionary for us since it can be a high hammer city if it needs to be.
3) It likely not produce that many military units. The military units it will produce will likely be drafted and 1 xp isn't that much different than 0xp. Especially since we will not produce more than a couple units in this city. If we want more units from this city they could be boats or airships.

I'd prefer a temple (80:hammers:) rather than a monastery (60:hammers:), since we the latter is obsoleted by SciMeth, the need for missionaries and tech bonuses will expire, there's not much science produced here and we have various monasteries already. The need for hammers will expire much later, if ever.

Marble City
T 134 Courthouse
T 135 CH, Work Gmine
T 136 CH, Work Gmine
T 137 CH, Work All grass
T 138 CH, Work Gmine
T 139 CH, Work all grass
T 140 CH, Work all grass
T 141 CH, Work all grass
T 142 Whip CH, anarchy
T 143 Finish Courthouse
T 144 barracks
With more aggressive whipping we can get a courthouse and a taoist temple and/or monastery here. I would much rather whip aggressively and get a taoist temple that gives us 2 hammers than be a bit bigger in this city. Marble will not produce a great person for us, so its population can be sacrificed for useful buildings. A building that produces 2 hammers is worth 2 population or ~30 food population in my opinion. That building will get us easily 80 hammers in the next 40 turns which means we produce other buildings/units that much faster. Or opportunity to whip is going away and I think we want buildings that give us hammers so we will have some production while we are in caste system.

I don't think we want production here at all. Slowing our growth to size 10 by about 6 turns (by whipping a temple) costs a bunch of turns running our rep-enhanced merchants (and that gold is worth about twice that number of beakers) to get a measly two hammers per turn (which could be wealth to be worth about twice that number of beakers). Getting our gold faster gets our beakers faster gets our war started faster. Specialist economies need specialized cities.

GP
T 134 Tao Monestary
T 135 Remove GS, work all mines. Uni
T 136 Univ, change one Gmine to coast
T 137 Whip Uni Work all coast, no mines.
T 138 Monestary
T 139 Courthouse
T 140 3 pop whip courthouse
T 141 Missionary
T 142 Missionary,
T 143 Missionary
T 144 Barracks

I'm strongly against whipping a courthouse here. We want GP farm to run max specialists. 3 pop here will significantly delay key great people. 3 population means we run at least 30 fewer scientist specialist turns as GPFarm regrows to max specialist pop of 15-16. That is 180 * 1.5 research + 30 * 12 =480 that is huge! That is half a great scientist at least! Far more value than a courthouse will give us.

Agreed. Not whipping GPfarm brings forward our war timing by more than the courthouse does.

Also we need to be specific about great people. It is important to run as many scientists as possible in GPFarm once we are sure GPFarm will not bet Washington to the next great person. In fact you want to run the scientists in GPFarm so that a great person will be produced in Washington and GPFarm the same turn. A city founded earlier will always produce the great person in a tie. So if washington and GPFarm pass 500 gp the same turn Washington will produce the great engineer. If GPFarm produces more than 100 gp then it can produce the 600 gp great person the same turn Washington produces the Great Engineer.

Silver and Gems will also produce great scientists for us, so they want to run max scientists once they regrow a little bit. Stone City will not produce a great person for us very easily, plus its pool is contaminated. So Stone City can run a spy specialist and merchants if it doesn't have decent tiles to work.

Sheep City can take mines from Gems once Gems starts running a lot of great people.
Sheep probably want to give back the sugar to Gems once it whips its lighthouse.

Also as you continue to explore the south's and east's lands you can try to sell maps to each AI team again and probably get another 5-10 gold every few turns at least as long as you continue to explore new lands.

Check resource trades each turn too to see if you can renegotiate for more gold. I put in a few reminders about that in the real game, but nothing beats checking each turn to see if you can get another gold or 2 in resource trades per turn.

Yep
 
... and you'd need the ability to run Nationhood and Vassalage at the same time.

True, but we don't need Vassalage with the Charismatic trait. Barracks and Theocracy permits drafting 2 XP macemen (City Raider I) and any first engagement at less than 98-99 % odds provides 2 XP more for a City Raider II promotion.

Also, it is clear that drafting Riflemen is provides the best bang per Population drafted. (Infantry consumes 2 Pop and Mechanized Infantry consumes 3 Pop). The difference between Macemen and Musketman is rather marginal and they can get the same promotions, so the comparison isn't really apples to apples (its apples to pineapples) ;)

Sun Tzu Wu
 
I'd prefer a temple (80:hammers:) rather than a monastery (60:hammers:), since we the latter is obsoleted by SciMeth, the need for missionaries and tech bonuses will expire, there's not much science produced here and we have various monasteries already. The need for hammers will expire much later, if ever.



I don't think we want production here at all. Slowing our growth to size 10 by about 6 turns (by whipping a temple) costs a bunch of turns running our rep-enhanced merchants (and that gold is worth about twice that number of beakers) to get a measly two hammers per turn (which could be wealth to be worth about twice that number of beakers). Getting our gold faster gets our beakers faster gets our war started faster. Specialist economies need specialized cities.



Agreed. Not whipping GPfarm brings forward our war timing by more than the courthouse does.



Yep
I agree I could be wrong about Marble. However, I think a monastery is better than a temple in Gems. Gems will be running quite a few scientists and the monastery will produce significant science for us before scientific method. And the need to produce missionaries will be significant. I want the option to fully convert 1 or more AI to our religion. And to do that on a permanent basis we need to convert most of their cities.
 
I was reading through the AP list that Bcool linked. I like the Holy War a lot. :)


I also think we might be able to abuse a vote to give ourselves Trojan City or Boston. Only, after we propose doing so, we vote against ourselves! :eek:
That way we can get +2 relations temporarily with Elizabeth or Monty for "Voting" for them when we have no useful resolutions to put forward.

Of course, this is a bad idea if we accidently vote yes and assign Trojan City to Lincoln(ourselves) by mistake.

I'm pretty sure the diplo bonuses for voting for someone only applies to the election of the AP resident.
 
Neither has the complete absence of evidence to support CR being an important promotion been persuasive :) All you've done is talk about how to get promotions, not whether they'll be useful in relevant combat scenarios.

If we are interested in taking cities without wasting siege units, city raider promotions, especially CR2 and CR3, can be quite important. However some units should be combat promoted plus Shock, Cover, Pinch, etc. for stack protection from counter-attack, depending on intelligence reports from spies.

Also, using spies to put cities in revolt can be a good use of espionage points, saving the need to even have siege weapons in some cases. Usually best used with 2 move mounted units, but I'm digressing now. Please excuse me ...

Sun Tzu Wu
 
I agree I could be wrong about Marble. However, I think a monastery is better than a temple in Gems. Gems will be running quite a few scientists and the monastery will produce significant science for us before scientific method. And the need to produce missionaries will be significant. I want the option to fully convert 1 or more AI to our religion. And to do that on a permanent basis we need to convert most of their cities.

Mass monasteries does not cater to mass conversion. There's a hard cap of three missionaries on the map. Even with Engineering and Astro, I think it will be quite hard to journey and spread fast enough that more than one city can produce a missionary at the same time. So I think our existing collection of monasteries (Stone, with possible contribution from Washington; GPfarm doesn't count; any others?) might cater to that need. Gems is closer to the AIs, and that is a significant consideration.

So I could see Gems city being assigned poly-missionary duty after building a monastery. That would mean juggling population to be specialists or working hammers tiles according to whether we have saturated the map with missionaries. I think we should run scientists in Gems (rather than merchants) only if we are running a profit at 100% science, and I don't know whether we can sustain that.
 
Mass monasteries does not cater to mass conversion. There's a hard cap of three missionaries on the map. Even with Engineering and Astro, I think it will be quite hard to journey and spread fast enough that more than one city can produce a missionary at the same time. So I think our existing collection of monasteries (Stone, with possible contribution from Washington; GPfarm doesn't count; any others?) might cater to that need. Gems is closer to the AIs, and that is a significant consideration.

So I could see Gems city being assigned poly-missionary duty after building a monastery. That would mean juggling population to be specialists or working hammers tiles according to whether we have saturated the map with missionaries. I think we should run scientists in Gems (rather than merchants) only if we are running a profit at 100% science, and I don't know whether we can sustain that.

Gems will produce a great person for us if we try, and for that reason I think it should run scientists. I think we are going to be able to pick up significant gold from the AI from trades, so the need to have a net zero gold cost doesn't exist.
 
Mass monasteries does not cater to mass conversion. There's a hard cap of three missionaries on the map. Even with Engineering and Astro, I think it will be quite hard to journey and spread fast enough that more than one city can produce a missionary at the same time. So I think our existing collection of monasteries (Stone, with possible contribution from Washington; GPfarm doesn't count; any others?) might cater to that need. Gems is closer to the AIs, and that is a significant consideration.

So I could see Gems city being assigned poly-missionary duty after building a monastery. That would mean juggling population to be specialists or working hammers tiles according to whether we have saturated the map with missionaries. I think we should run scientists in Gems (rather than merchants) only if we are running a profit at 100% science, and I don't know whether we can sustain that.

Monasteries should be closer to the conversion target to minimize the three missionary limit per religion.

A Monastery also will produce significant amounts of Research (10%) before Scientific Method is completed. It will stop producing research and lose its TAP 2 Hpt bonus with SM.

I agree with mabraham that a Temple will often make more sense than a Monastery, but having a few Monasteries spread out across our empire makes sense as well to reduce missionary travel time to their target cities.

Sun Tzu Wu
 
I would much rather trade music for the 260 gold since it isn't on the direct path to liberalism. 2 Turns for paper could mean 2 more turns for us to get farther on the tech path to radio before we have to divert to liberalism.

I want the gold I just don't want to accelerate the AI on a direct path to liberalism.

My comment was poorly phrased. We have a tech to get the 260 gold, we don't really have a tech to get the 200 gold. Other than paper and philosophy neither of which I'm interested in trading.

I would like to steal drama soon so we have another tech to trade for these lumps of gold when they pop up.

good idea.

Why not use our spies to steal Wealth from our opponents? We don't need to to trade for Wealth, if we can beg and steal enough of it. We do seem to have an excess of Espionage against the western witches and little chance of detection, unless we stack spies and even then the detection risk is still rather low.

Sun Tzu Wu
 
True, but we don't need Vassalage with the Charismatic trait. Barracks and Theocracy permits drafting 2 XP macemen (City Raider I) and any first engagement at less than 98-99 % odds provides 2 XP more for a City Raider II promotion.

Yes, but to get decent chances of success to get another such promotion requires significant use of siege weapons, and once you have done that, the type and promotions on the attacking unit become fairly moot. I expect that Combat 1 musket gets 50% odds against a fortified longbow at a slightly higher longbow health (i.e. lower use of siege units after airship strikes) than a CR1 maceman (the value of whose promotion depends on the defender's health - see http://forums.civfanatics.com/showthread.php?t=137615). Or pick your own relevant probability level.

This is less true when we have two promotions (CR2 is -25%; C2 is +10% Edit but Cover is +25%) but I expect the bulk of our army will not have been around long enough to get combat promotions, so there's only a small contribution from this effect.

Also, it is clear that drafting Riflemen is provides the best bang per Population drafted. (Infantry consumes 2 Pop and Mechanized Infantry consumes 3 Pop). The difference between Macemen and Musketman is rather marginal and they can get the same promotions, so the comparison isn't really apples to apples (its apples to pineapples) ;)

Sun Tzu Wu

Yes, but drafting Rifles requires Banking, RP and Rifling extra, and I think we would not be competitive in the SGOTM after waiting for that.

If we are interested in taking cities without wasting siege units, city raider promotions, especially CR2 and CR3, can be quite important. However some units should be combat promoted plus Shock, Cover, Pinch, etc. for stack protection from counter-attack, depending on intelligence reports from spies.

Muskets vs maces depends on many factors. With many defenders in the city, heavy siege plus any old follow-up unit is the most efficient. With walls or castles, siege plus gunpowder units is desirable. With very few defenders, heavy CR promotions are desirable because the siege collateral damage is negligible, so siege units are inefficient. Since muskets have no direct counter, the need for shock/cover/pinch promotions in musket-based stacks is negligible, which enhances their value by allowing lower unit specialization. Formation should never be used by either muskets or maces, because pikemen should do the job.

Only when there are few defenders in a city, no walls/castle, and time has elapsed to permit multiple CR upgrades is there a clear advantage to catering to CR-upgradeable drafted units. Since we are after blitzkrieg in this game, it is hard to see the conditions suiting mass macemen rather than mass muskets.
 
Since there's a large pile of trebs and galleons to organize, as well as rax (probably needed for +2 :) to offset drafting :mad:) and theatres for the Globe, it does seem like gearing up for a fast war is going to take an amount of time comparable to our bulb-through to MM. So that is all fine. We do the bulbing while gearing up, probably get Gunpowder and definitely get Nationalism, and then draft out the bulk of the army instantly.

Please excuse my ignorance. What is rax?

BTW, bulbing Mass Media isn't very practical. Great Artists don't provide as much bulb provided research as Great Scientists and Great Scientists have a rather low bulbing priority for Mass Media. Great Merchant might help bulb MM, but produces no more beakers than a GA. You probably meant bulbing through Electricity, though we will likely have too few Great Scientists to bulb every bulbable technology on our path to MM.

Sun Tzu Wu
 
A Monastery also will produce significant amounts of Research (10%) before Scientific Method is completed. It will stop producing research and lose its TAP 2 Hpt bonus with SM.

10% beakers in a city perhaps running a handful of scientists is around 2-3 beakers per turn. Not a significant effect when we need many thousands of beakers, and it's only going to exist for 30-40 or so turns before SciMeth.

I agree with mabraham that a Temple will often make more sense than a Monastery, but having a few Monasteries spread out across our empire makes sense as well to reduce missionary travel time to their target cities.

There's no missionary-creating value in monasteries "scattered around". There's missionary-creating value in as many monasteries close to the AIs as can produce sustainably (but at most 3). Travel distances will normally reduce the sustainable number to about 1, and that seems likely on this large map. Since Isengard is busy, and Fur and Sheep will be useless for some time, Gems makes the most sense for our sustained missionary production.
 
Please excuse my ignorance. What is rax?

Barracks. Sorry, that's slang from various RTS games.

BTW, bulbing Mass Media isn't very practical. Great Artists don't provide as much bulb provided research as Great Scientists and Great Scientists have a rather low bulbing priority for Mass Media. Great Merchant might help bulb MM, but produces no more beakers than a GA. You probably meant bulbing through Electricity, though we will likely have too few Great Scientists to bulb every bulbable technology on our path to MM.

Sun Tzu Wu

Yes. Bulbing through to Electricity, probably with maximum efficiency, then hopefully use Lib for Radio and slow-tech MM.
 
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