Two other teams are researching nationalism right now, including one team 1 turn away, so we're about to have a Taj Mahal race on our hands regardless. Of course, that doesn't mean we have to have a 3 horse race.
One of the advantages of giving away nationalism to the 3rd horse, is that means an additional team that will potentially decide to be useful and learn Gunpowder for us.
T178 looks to be the correct switch time.
We will be in desperate need of money by T178, so I'm not sure we can afford the delay to get the trade mission over to Elizabeth, even if it's only a couple of turns. Having an idea of the values of a trade mission to Trojan, and a trade mission to Elizabeth would be handy.
Anyone want to do any testing?
{Phant City}
I'm not sure we really need any more galleons, we already have a half dozen milling around. This galleon wouldn't be build until T176, and won't get to the south sea until well into the 180's, by which time we've finished drafting for quite some time as we're turning off the nationalism.
{Silver City}
Gold mine workshop swap is good. Happy to build 2xTreb here.
{GP farm}
Ok, Will run 9 merchants Turn 173-175, 9/max scientists Turn176-177, and mostly turn off specialists after that.
Yup.
{Washington}
I agree about the treb. At the time, I was worrying about the lack of ground troops for the war, but forgot I had 15 drafted troops coming. So Trebs are best here in abstract, but the overflow goal will take priority.
Will see what I can do. Anyone got that spreadsheet handy to work out the best tile solution for the 18 pop & T179 overflow build
{Marble City}
I can do this if you prefer. I was trying to eke out a couple more votes. We only have 16-18 turns to grow these cities for max votes. How many science is a vote worth?
Remember that if we were to grow earlier, the men pay for themselves in the long run as we get to work more squares earlier.
Eg: we can work 4 scientists now for the next for turns for 24x4=96
. Alternatively, we work 4 coasts for 1 turn, 5 coasts for 2 turn, 6 coasts for 1 turn. This gives us 60
However, we are 32 food up which equates to over an extra person for the rest of the game, so will pay himself to the tune of 3
/
per turn, as well as a vote.
{Culture Bridge} Agreed: Treb, Treb, Knight it is.
{Sheep City} I don't think we need more boats. We will not be drafting for very long and will have finished by the time these boats get built/in position.
{Isengard}
Ok. Should I be running a spy instead of a scientist in those other couple of cities running idle specialists during representation (eg Marble City)
I still need to be convinced on the need to expand the navy.
Will look for mabraham suggestion. When I work out workers, I'll definitely see if we can leverage these chops into something.
Not sure which missionary to divert if we're going to do that. There's one halfway between Magyar & Agra which was destined to tao ghandi some more. He can do the job in 4 turns. Otherwise there's one south of GP farm that can do the job in a mere 6 turns. He was about to get on a boat, I'm not too sure what his plan was exactly after that.