1695AD (359):
Preflight check. Ok, well this game is dragging while it is clearly won, so we're going to see what we can do to remedy that problem. Which means rolling some people over while waiting on Domination.
Liq did a masterful REX-SPAM job on the new continent. Our territory spans the entire continent from the southern tip, all the way up until just before the northern tundra. And still a few more settlers on the way. Wang spammed a town here, but seeing as Wang is the first target, this is not a huge issue. We'll roll him over just fine.
So going to do a quick check of the cities. Since we own basically one and a half continents, it's no longer practical for me to list all the changes. Rest assured that heavy MM was applied to get us moving.
Suffice to say that the mainland towns are going to get ready to convert to mass military, while the new world towns are going to develop. However, we are going to develop them on a hammer economy basis (build stuff with hammers, and build research if we have nothing else to build) due to not having the time to mature cottages. Also these towns won't be able to help the war effort until flight anyways.
Switch techs from Physics to Steel. Rifles and Cannons will be the main force. We'll get back to Physics for an artillery run later.
Go and try begging, but only Ramesses bites. He gives us 200 gold.
Losing 152gpt is unsustainable, but we'll check back to it after we get Steel.
Fred is in WHEOOH, so interesting to see what will happen.
1700AD (360):
Wang jumps to Steam Power in 6.
Another annoying diplo victory vote pops up. Obviously we move to block.
With almost all mainland worker actions done until Rails, we get to work patching up unfinished road networks.
Rostov done its Customs House, get on a Rifle.
The barbs aren't going to make this easy.
Burger King getting on Corp in 10, so hopefully a juicy trade on the way.
1702AD (361):
Blocked easily. Fred is clearly shedding population (I guess when he lost Essen) as he's down to 73 votes.
We get a bunch of border pops this turn, yay.
More towns growing this turn as well, so get to the heavy MM to get the new continent on its feet faster.
Irk finished a Settler, who heads towards some other town who's name I can't remember. We're meeting up with a boat to found TankTimeRodeo. We start a forge at Irk.
1704AD (362):
Yay, lots of stuff is finishing this turn.
First of all, De Gaulle is the first one to Divine Right, LMAO. Usually the AI loves that crap. So Islam appears in one of his crap towns.
Meh Dot is now Saratov. We start a Granary.
Nova finishes a Jail. Dial a Hindu Temple, as Nova will be of little help in any war effort.
Rostov Rifle -> Rifle
Yaro done a Hindu Temple, and we dial an Aqueduct, which we will need to max the pop.
Smolensk also done a Hindu Temple. Dial a Rifle.
Khab's Customs House is done. Dial a jail as it is cheap, and we still need some work here to make it viable to build units.
Murmansk finished a lighthouse. Insane growth, so ordering workers.
Chita done a Granary. I dial a forge, although this is a zero prospect town, so whatever.
Arkhwtf finished a workboat. We need a granary.
1706AD (363):
De Gaulle finally on Printing Press! Alright, well that's kinda exciting...
Moscow done a Spy Supermarket. We are still in growth mode here, so order a spy hut.
Rostov Rifle -> Rifle
1708AD (364):
St. Petes done a Mandir for some serious culture beatdown on Thebes. Going to line up a spy hut here to protect against spies.
Yek Rifle -> Rifle
Bryn done a Lighthouse. Ok Harbor I guess.
1710AD (365):
Various non-events happen this turn, like Rammy spamming another crap town somewhere out there.
Davy Crockett is Tula. We dial for a Granary.
And well... self explanatory. Workboat first though.
Ramesses is now in Free Religion. Chiefly to ruin his diplo bonuses with everyone else before we attempt to bribe him into a war.
Rostov Rifle -> Rifle
Krazy finished a Library, so go for a cheap Theatre to detonate some serious culture in Ramesses' face.
1712AD (366):
BK spams a town somewhere, but it's nowhere near what we can see, so no problem.
Rostov Rifle -> Rifle
A large amount of towns grow next turn.
Dial science down to 40% to stop bleeding, as Steel is next turn anyways.
1714AD (366):
Slot Physics back in to finish in 6 turns.
Steam up for trade from both Fred and Wang. Too bad they want an arm and a leg for it.
Smolensk Rifle -> Rifle
Tver courts -> Barracks
Murmansk Worker -> Worker
Irk Forge -> Courts
Omsk Granary -> Worker
1716AD (368):
Rostov Rifle -> ... You get the idea...
Yaro is done a duct, so we officially start on Rifle mode!
Vlad finished a spy hut, so also getting on rifles.
Big Sur done a granary, ok... Forge next.
1718AD (369):
BK finished corp but won't trade, boo.
Yek done a rifle, we dial a cannon instead.
Krazy's theatre finished, so dial a confused temple to heap on the culture.
1720AD (370):
De Gaulle is now in WHEOOH.
St. Petes done a spy hut. Joining the rifle gravy chain.
Tver done a barracks, dial a theatre for the happy.
Samara's granary came in, dial a Forge.
1722AD (371):
Ramesses now has Steam for trade, and the idiot revolts back to Organized Religion, sigh... Sending the spy back in.
Nova done a Hindu Temple. We have no barracks, so dial that first evidently.
Yak joins the military party by making Cannons.
Khab's jail finishes, and we go for a theatre.
Novo finally done it's courthouse. Barracks next.
Mag done a lighthouse. Need workers at Mag.
Murmansk done a worker, dial a forge.
1724AD (372):
WTH?
Fred spun off his cities on that northern polar island.
Artillery in 14.
A bunch of towns finish military and start some more. Except for Rostov which needs to divert to a Colosseum due to Emanci anger, sigh...
Tver done a Theatre, starting a jail.
Irk's courthouse finishes, so dial up a barracks.
Tobo's granary is done, we need workers here sigh...
Volo's granary is done, dial a forge.
Go to Gandhi and somehow find this trade.
We somehow WIN in this trade... omg...
With Steam in, I switch from Artillery to Rails in 16. Rails... yum...
Emanci Anger is now all over the place due to...
Yeah, thanks a lot Fred...
Stupid Civs... Ok, so heading for the Civics Screen. It is 3 turns for one Civic, or 3 turns for two civics. WTH? I don't know either. So we hit both Emanci and Suffrage.
1726AD (373):
Wang misses the seafood. Again!
1728AD (374):
Another diplo victory vote. Boring.
Fred now loves us because clearly he loves one of the Civics we adopted. We do this deal.
1730AD (375):
Out of Revolt. Alright, I'm going to stop here as we have a few options (and no beakers invested in stuff yet) for the next tech. It will basically define our military.
Keep in mind that Wang is headed for Railroad in 10.
1. Artillery. 11 turns. This gives us Artillery (duh), which is basically unstoppable with decent stack protection. It's a huge upgrade over cannons, as the only unit capable of flanking out these guys (and Mobile Arties) is the Gunship, which is very easily bounced by just about anything. This means we can move in and not have to worry about our enemies possibly getting Cavs or Cuirs to flank attack our seige units.
Also a large draw on Artillery is that they absolutely destroy Machine Guns, not because of collateral, but because they gain a +50% bonus against seige, and like all seige weapons, can get CR promos, while Machine Guns can't get CG. Dead Machine Guns.
A minor benefit is getting Anti-Tanks. These guys are sucky in that they are no stronger than rifles, but they do gain intercept chances, and well... Airships are annoying! More importantly, they can't be nuked by Grens.
2. Assembly Line. 13 turns. Infantry are the bread and butter of Industrial Age warfare, but they are essentially useless against machine guns unless they have artillery backup (or if they are upgraded from CR3 maces, which we have almost none because we haven't been fighting up until now).
We do win Factories though, which are key to empowering the new continent (as all tile improvements going up there are hammer based), and in general boosting production to even higher levels.
Pentagon is obviously a wonder that we want as well. Rostov has a probable engineer on the way for that, but knowing things, we will probably win an artist!
3. Railroad. 12 turns because I accidentally dumped the overflow beakers into it. Oops. Gets us Rails and moving towards the Flight/Industrialism pathway. Not immediately helpful as it doesn't let us build anything for attacking. However, it should be an immediate priority after we finish one of the above techs, as rails everywhere is more lovely production.
A key tech, just not one that will get us on military building immediately.
Since we have Physics already, Artillery is a logical choice, in that Artillery units have no counter until Tanks, and Artillery gives us the counter to Tanks anyways!
I have the tech dialed into Assembly Line, so please be sure to change it. I also did not MM the specs from SoL, so yeah...
If Petey is back and wants in, he can grab it. Otherwise, goblinmarine is up if his machine is up. If that falls through, DE is up.