1910 AD
I can tell it has been awhile since I hit legendary. I created a dummy game in world builder, and made the city legendary. The influence is six rings. Memphis only goes 5, so it does need work.
I put a lot of our cities on produce spies indefinitely.
(IT) Multiple spies were stumbled upon.
1911 AD
Pi-Ramesses - succeed with culture: 724, 760, 798, 838, 880, 924, 970, and 1019.
1912 AD
Memphis - sabotage Security Bureau
1913 AD
Pi-Ramesses - succeed with culture: 1077, 1131, and 1188
Memphis - succeed with culture: 2557, 2685
We have culture in the 6th ring! One city is legendary. [dance]
(IT) An event gives all fighters range 1.
1914 AD
Pi-Ramesses - succeed with culture: 1314, 1379, and 1448
(IT) I don't recall any discussions on tech path. Bombers are always good so the next tech up is Radio.
1915 AD
Pi-Ramesses - it cost two spies, but the Security Bureau is destroyed.
Pi-Ramesses - succeed with culture: 1524
1916 AD
We got a great spy. I send him to Pi-Ramesses to see how much infiltration will give. I don't think the game will last long enough to get a pay back from Scotland Yard.
Pi-Ramesses - succeed with culture: 1605
Thebes - sabotage Security Bureau
1917 AD
I wish the game would tell how many EP the Great Spy will give. I have to go with my gut and infiltrate Pi-Ramesses. It turns out to be 3000 EP. It looks like my decision was right. The game doesn't have long enough to go to get 3000 EP from Scotland Yard.
Pi-Ramesses - succeed with culture: 1689, 1773
1918 AD
Pi-Ramesses - succeed with culture: 1866, 1959, and 2057
1918 AD
Pi-Ramesses - succeed with culture: 2164, 2272, and 2385
Thebes - sabotage Security Bureau
1919 AD
Pi-Ramesses - succeed with culture: 2509, 2634, 2766, and 2904.
We finally get there. We have culture in ring #6. [dance]
One to go, and then we can conquer them.
I will be disappointed if I see another turn.