It's the Economy, stupid
-or-
It's all about the Beakers, baby
OK, time to take a crack at this.
(Edit: Because I've been doing this bit by bit over the week, and I tried to explain my actions more than normal, it is a bit long.)
I'll start by reviewing each city to see if the micromanagement can be improved. Not my strongest point, but I've picked a few things up.
Actually, first I clean up the signs.
Ulundi: Take the corn back, fire a miner (Harbor still finishes next turn) and keep 2 scientists. I'll probably push a Worker out after that, but then a Bank or Grocer, perhaps Grocer for the Health.
Nicomedia: Fire a Scientist to make him a farmer.
Kassite is doing a Courthouse. A Granary should have gone in first.
Angora: Also should do a Granary before a Courthouse. Granaries let cities grow at twice the rate, so they are a very valuable first building. Higher populations let the city bring in more food, hammers, gold, whatever.
Constantinople: Switch Grocer to a 6-turn Worker. It should do a Bank next, as it is not in critical need of extra health.
Thessalonica: Switch to a Buddhist Temple for the extra hammers.
Berlin: Change a miner to a farmer for faster growth.
Adrianople: Fire the Engineer for a farmer, gear the city for faster growth. Scratch that, switch a farm to a mine for the Grocer before growth (due to health problems).
Education has increased from 6 to 7 turns, but I think that it's a necessary evil.
Trades:
Give Capac Clams for Bananas (Grocer health resource).
Renegotiate Wines from 6 to 8 gpt.
I belatedly realize that I should have sold the Gold, rather than Clams. I'll make due.
Sell Hannibal Gold for 6 gpt.
Tell Tokugawa our only Dyes for 10 gpt. As more will soon be connected, not a major loss.
Renegotiate Gems deal with Suryavarman from 11 gpt to 15 gpt.
We now have a +23 gpt surplus at 40% science. Unfortunately, it's not quite enough to turn it up to 40%, but building up some cash can't hurt.
Start building Spice plantation (happiness plus health with Grocer) and cancel some farm jobs that aren't as critical.
I note more clams near Angora that could use a fishing boat. Those should have been connected first, too, and then maybe the Corn could go back to Constantinople.
Civic Changes: Caste System to Slavery (not really taking advantage of Caste right now, but I now realize that I'll have to re-micro the cities), pick up Mercantilism, no other changes right now.
Losing a lot of money now. Time to do some more fixin' up. Well, now we're at 7 turns for Education, 7 gold in the bank, losing 1 per turn. Awesome.
However, the switch to Slavery was necessary. Gotta whip out some infrastructure.
Hrm, but some can't be yet. 2-pop whip a Market in Antioch, so at least it can run Merchants after that.
Pop a Granary in Nicomedia. Overflow to go into a Hippodrome.
Change the Grocer in Gem City to a Granary.
Since the Courthouse in Kassite is about half done, I'll let it build a bit more and whip it into a Granary.
Same in Angora.
And that was the inherited turn! Only took me about half an hour, ha ha.
-End Turn-
Turn 297, 1385 AD
Antioch: Market < Forge (With so few hammers, a Forge will at least allow an Engineering specialist when it finally builds).
Iron Will: Forge < Buddhist Temple (+2 AP hammers)
Ulundi: Harbor < Worker
Tokugawa completes the UoS, so that settles the debate on which Wonder to rush. Although Imhotep cannot do the whole thing, so we'll have to start it somewhere and wait until Imhotep can do it in one go (better than spending him first and getting beaten to it later).
Gem City would a be a nice place for it (+10 culture from building itself), but doesn't have the hammers to do it. Send him to Ulundi.
Didn't notice that a Worker trio was on a Go-To.
Please don't put units on Go-To orders! Or, if you do, cancel them at the end of your set. It can be very hard for the next player to manage.
I'm going to send the Great Spy to Capac since he is the tech leader.
None of the buildings I want to whip are ready, so I move on.
-End Turn-
Turn 298, 1390 AD
Odd. The Engineer WILL fully rush the Sistine in Ulundi, but not in Gem City? Oh, well. Will have to get Buddhism in our fringe towns now.
Rather quiet, just move some Workers.
-End Turn-
Turn 299, 1395 AD
Adrianople: Grocer < Crossbowman
Ulundi: The Sistine Chapel < Buddhist Missionary (gotta spread the faith quickly now)
Note that Andahuaylas is the cheapest Incan city to steal techs from at the moment (check the Espionage screen). Will move future spies there.
1st Spice Plantation finishes. When the second is done, will trade to Toku for Fish or something.
Kassite: Whip Courthouse, start Granary next turn.
Whip Hippodrome in Nicomedia.
I keep hoping that I can ask Tokugawa to switch to Merc, but no go so far.
-End Turn-
Turn 300, 1400 AD
Ulundi: Buddhist Missionary < Buddhist Missionary
Nicomedia: Hippodrome < Library
Thessalonica: Hippodrame < Stable (nix the bank from the queue).
Our Great Spy Infiltrates Cuzco. Looks like we got about 4000 EP to play with.
I'll steal Printing Press, as it is on the way to Replacable Parts. Might be able to trade for Gunpowder or whatever and might bring us in a little money, but I'm not sure how many Villages we even have.
And we enter the Renaissance era. We earn a few more gold pieces. Can run 50% science at break-even and cut a turn off of Education.
Not much else to do this turn.
-End Turn-
Turn 301, 1405 AD
We're almost the least cultured civilization on the planet.
Our Caravel loses to a Barb Galley. Wow. Well, combat rolls aren't really within my power to control . . . .
Spread the word of the Buddha to Gem City.
Nothing else to write home about.
-End Turn-
Turn 302, 1410 AD
Education is in. Start Liberalism.
Constantinople: Worker < Lighthouse
Berlin: Bank < Grocer
Nicaea: Harbor < Grocer
Ulundi: Buddhist Missionary < Buddhist Missionary
I notice that Grocer was in Gem City's queue. Can't have that. Do a Buddhist Temple. Hammers AND Culture!
Second Spice Planation done. Start on Dyes. Trade to Japan for Fish.
Even though he is pleased, Tokugawa "doesn't like us enough" to switch to his favorite civic. Go figure. He WILL Declare on Capac for Education and Printing Press. Something to keep in mind . . . .
Currently making a slight profit at 50% science.
Micro Ulundi for max growth. Missionary falls from 1 turn to 2, but I want Ulundi at max food so it can run more specialists. It now has a surplus of +8, so all future growth will go into specialists. Also, there is a plains hill mine that could be turned into a specialist as well. The Happy Cap is adequate, but the city will need more health. I'll put in for a Grocer next, as we now have all Grocer resources available.
Most other cities are alright. I'll probably get a quick Settler or two out soon. Actually, I switch Constantinople to a Settler. It can still grow, but its most useful tiles are already being used. Due in 6, should coincide with a few new troops that can be used for garrison duty.
Oh, almost forgot, don't want to tech Liberalism, do I? I'll start Teching Gunpowder. Tokugawa has it, but won't trade, and we can tech it a lot faster than Shaka. If another AI starts on it, I might switch next turn, though.
-End Turn-
Turn 303, 1415 AD
Hannibal circles the globe. I doubt that +1 ship movement will be a big deal on this map, though.
Iron Will: Buddhist Temple < Buddhist Monastery (for two more hammers, +10%--A library should be next)
Nobamba: Buddhist Monastery < Forge
Spread Buddhism in Kassite. Let the culture wars continue. Nothing is really whippable just yet.
Shaka was 23 turns from Gunpowder last turn, but it looks like Toku gifted the tech to his Vassal. Neither will trade. Will continue with Gunpowder ourselves.
-End Turn-
Turn 304, 1420 AD
Thessalonica: Stable < Cataphract (time to get some UU out)
Ulundi: Buddhist Missionary < University
Huayna Capac has adopted Emancipation. That's going to become a pain pretty quickly. We'll need more happiness in our largest cities.
Trade: Sury also has Gunpowder now, and will trade. All we can offer is Printing Press, though. We can get some gold and his World Map as well, but it's probably not worth it. Tempting though it is, I pass on the trade considering that Sury is already the tech leader.
-End Turn-
Turn 305, 1425 AD
Adrianople: Crossbowman < ?
Gem City: Buddhist Temple < Buddhist Monastery (more hammers, more culture, maybe it can grab the other gems)
And the Forge burns down in Iron Will. We don't have enough money to save it. I take the unhappiness because the city is stagnated, anyway.
In better news, Tokugawa finally converts to Mercantilism.
Spread Buddhism to Adrianople and switch it to a Buddhist Temple for the hammers.
I will probably do another round of whipping next turn, but things are coming slowly, so I'll probably switch back to Caste next turn, as well.
All the AI have gunpowder, so they must have traded amongst themselves.
-End Turn-
Turn 306, 1430 AD
I go pretty whip crazy. Maybe a bit too much, honestly.
However, most of the cities will bounce back fairly quickly. I switch back to Caste System so that, as Ulundi and Berlin grow, they can hire the right specialists. I'll also go around and switch specialists around, with preference for Merchants.
Happily do I turn citizen specialists into Merchants. We now have a strong surplus, despite the whippings.
-End Turn-
Turn 307, 1435 AD
Turn Thessalonica: Cataphract < Cataphract
Berlin: Grocer < Buddhist Temple
Nicaea: Grocer < Buddhist Temple (badly needs the hammers)
Ulundi: University < Bank
Nicomedia: Library < Buddhist Temple
Nobamba: Forge < Grocer (for health)
Granary: Kassite < Library
Hire a couple more Merchants in Berlin and I can crank Science up to 60% at a profit, cutting a turn off of Gunpowder.
The Apostolic Palace elections come up. I'll vote for Tokugawa to get those diplomatic points. Capac was the other choice. Both are pleased with us at the moment. Actually, everyone important is pleased with us right now.
Great Person next turn. 75% Merchant, 25% Spy. A merchant would be lovely as a trade mission should let us tech at 100% for awhile.
-End Turn-
Turn 308, 1440 AD
Tokugawa wins the elections by a landslide. He has the most votes, but we're in at a close second. No one can really control the voting, though.
We pull a Great Merchant. Nice. I'll want to grow Ulundi as much as possible now. I vaguely recall that you get more out of a Trade Mission the bigger your capital is, and the bigger the target city is (usually the capital).
Gundpowder in next turn.
Tokugawa still isn't Friendly, but we should be close . . . . We're 1 point away.
-End Turn-
Turn 309, 1445 AD
Gunpowder is in, start Chemistry. 13 turns. I don't think that we're teching quite as fast as the AI. I'll focus more on beaker output. I need to remember that with Rep, any city running a few specialists can make use of Libraries and Universities.
Constantinople: Settler < University
I try to steal Nationalism from Capac. 77% chance of success . . . we get the tech, but the spy is caught. I'll make a shot at Constitution or something next turn.
OK, so back from a break. Let's take a quick tour of the cities again. I'll spell out my plans for each one, so this'll probably eat up the 20 minutes I have at the moment.
Ulundi: It is on max growth (it is working the highest yield food tiles). At +10 food, all future growth should be hired as Scientist specialists. Ignore the plains mines. Those should only be used when a hammer boost is really critical. I stick a Temple before the bank. It's really not making that much Gold anymore, but happiness may become an issue soon. A Grocer would also be valuable to allow the city to grow to its full potential. So I queued them up.
Nicomedia: The empty grassland could be a farm or a Cottage. Either should work. Eventually, a lighthouse would be good to let the city work the coast for money. Maybe after the temple is done. Right now, hire Scientists because the city has a Beaker multiplier, but no gold multipliers just yet.
Nobamba: Similar to Nicomedia. Also focus on Scientists because this city does not yet have a gold multiplier.
Gem City: It's not growing very fast, but the Granary is helping. I have a Merchant here. Beaker multipliers will be important, but we can run Merchants and build a Market and Bank here. Grasslands should have farms.
Kassite: It's small right now, but it should grow rapidly due to all the farms. The grassland cottage can probably be farmed over pretty quickly, once the other tiles have farms. This city should be able to run many specialists. Try to get both Beaker and Gold multipliers so that we can run whichever we need most efficiently.
Angora: Farm it up and get a Lighthouse. A work boat for the clams is being built in Constantinople. This city should see some income from coast tiles and Specialists. It can run whatever, so build the multipliers to maximize whichever specialists you have. Maybe Bank and Market to run Merchants and prop up our economy?
Constantinople: Our capital is never going to run many specialists. I think that a Lighthouse should be built soon, maybe next, so that it can work the coastal tiles for some income before we stagnate it. After that, focus on beaker multipliers because we will probably try to keep the slider above 50%.
Thessalonica: It is being developed as a hammer city. Base production is still only 20, but it's growing with +6 food, with a few more farms to come on line, so it should be able to add about 16 base hammers shortly. It is running an Engineer for obvious reasons. It should probably work all available food tiles first so that it gets up to max population more quickly.
Berlin: Currently clocking in at +9 food, there are two more grassland farms to work which should bring it up to +11 food. Enough to hire 5 more specialists and stagnate on a hill mine. Perhaps the plains should be famred, as well, and let the city work all 2+ food tiles, to get some more income/hammers. This city is being geared for Merchants. Wall Street should probably go here, unless a better location pops out. It's finishing up a Temple for hammers and Happy, but a University should go next so its commerce is translated into Beakers more efficiently. A Hippodrome and Colosseum might be useful.
Adrianople: Probably a hammer city, too. It still needs some work, though. Many workshops and farms should let it grow more and get more hammers. It can probably get +14 base hammers more, though it's finishing a Temple and will start a Monastery for +4 base religious hammers.
Nicaea: This is set up as a more traditional cottage city. It should work all the cottage tiles, then the coast tiles for income, and finally can work the plains tiles for hammers. It has too few hammers to really make a Forge worthwhile (it would only net +1 hammer) at this point, but it should slow-build a University, then maybe a Bank or something.
Antioch: Kind of a mixed bag here. Let it work the coast tiles for some income, I suppose, so build some Beaker and Gold multipliers here. Might want to eventually get the marked mine built to let it actually get some hammers, or work the Iron mine. Whichever, but probably not both.
Iron Will: Finishing off a Buddhist Monastery for the hammers. It is currently stagnated, so just build a Library, University, Bank, etc. in that order to maximize the efficiency of its income, slight as it is.
And, like I thought, that's all I have time for at the moment. Though that was partly to re-familiarize myself with the empire since I've been playing over the course of a week. But hopefully it's a good reference for all of you and should help in thinking about how to plan out the cities. Remember, multiplying your income is very important! The higher the tech slider, the more important Beaker multipliers become, and vice-versa. Any city that you plan to run Merchants in, though, can also make good use of Gold multipliers. Unless Happiness or Health is a big issue, a Bank is always the best Gold multiplier to build because it is the most cost-efficent (only slightly more expensive than either a Market or Grocer, it is twice as effective).
Keep an eye on cities as they grow. BUG can help, otherwise just be vigilant. Right now, it's probably best to work as many farms and food sources as possible to maximize growth, then put all that excess food into specialists or hammers or what have you.
OK, I think that covers it for this turn. I might still want to squeeze another worker out here or there since there's still a bit of work to do.
-End Turn-
Turn 310, 1450 AD
Thessalonica: Cataphract < Cataphract
Berlin: Buddhist Temple < University
Adrianople: Buddhist Temple < Buddhist Monastery
Capac gets the Spiral Minaret. As though he needed more money.
BUG lets me know that three cities have grown, so I'll see if they need any micro.
We have enough EP againts Capac to go for one more tech. The best one available is Constitution, though it'll eat up most of our points, so I'll probably have to set most of the EP against Capac so we can see his research again. Jails may be useful in some cities to boost EPs.
Success. We can't see his research, though, but we may get it back within another set.
Not much else. We'll see some more city growth next turn, though.
-End Turn-
Turn 311, 1455 AD
Sury wants PP and some cash for Liberalism. No way.
Constantinople: Work Boat < Lighthouse
Nicaea: Buddhist Temple < University (a slow one)
Iron Will: Buddhist Monastery < Library
Thessalonica grew, work a plains workshop since the last grassland farm isn't ready yet.
Adrianople grew. A grassland hill won't net a shorter build time for the Monastery, so just work a coast tile for now.
Other cities are OK.
Blue dot will be founded next turn. I forgot to have a missionary ready, so I'll probably do that in Thess after the next unit build.
-End Turn-
Turn 312, 1460 AD
Ulundi grew. The governor put the new citizen in the mines, but I hire him as a scientist.
Nothing much else. Tokugawa is about to finish Printing Press, but won't pay enough to make it worth selling.
Our icebox city:
-End Turn-
Turn 313, 1465 AD
Thessalonica: Cataphract < Buddhist Missionary
Sury's capital, Yasodharapura, will earn us
1650 gold. Maybe we should keep looking.
-End Turn-
Turn 314, 1470 AD
Our spy finds another Incan town hidden in their territory.
Trebizond's borders expanded. I forgot that our specialists produce culture. We now have Marble, so I'm going to have Thessa start on the Taj. We're not likely to get it, but it can build it the fastest so we will probably get some gold out a failure. Or, in the unlikely even that the AI can't finish it in 20 turns, we get a Golden Age. Win-Win. Our power is OK, and unit maintenance is still a problem. I haven't really found anything that's safe deleting just yet, and we still have warriors as garrison in many cities, so those WILL have to be replaced . . . eventually.
-End Turn-
Turn 315, 1475 AD
Sury comes, asking nicely for Printing Press. Although it's valuable, all the other AI (who matter) have it. I give in, hoping the diplo bonus pushes us to Friendly. Indeed it does! That's one AI down who won't attack us . . . for now. +11 is the magic number for Sury.
Thessalonica: Missionary < Taj Mahal
Adrianople: Buddhist Monastery < Harbor (for the health bonus)
Berlin grew. I'm not 100% sure where the gov' added the new citizen, maybe a farm, but I make a new Merchant to help control the deficit. The city should still grow quickly. It may be worth working the lake tiles as well for the extra income before we stagnate it.
Nobamba grew. I decide to make another Scientist from the miner.
-End Turn-
Turn 316, 1480 AD
Nicomedia: Buddhist Temple < Buddhist Monastery (free hammers are not something to turn down, plus the major culture bonus we now get)
We get a Great Scientist in Ulundi. We have many options.
Settle: Net 1 hammer, 14 beakers, and some culture.
Academy: +50% research, so about 24 beakers now, more in the future.
Bulb: Chemistry. We're almost there as it is. Looks like he'll do Scientific Method next, which may be worth it.
Start a Golden Age. A possibility, but maybe not the best use.
I'll sleep him for now, and put up a sign.
Micro Thessa: Lake to Workshop. More hammers = more Taj gold (or actual Golden Age).
Another miner to Scientist in Ulundi.
Nicaea: Horse to coast. Going for gold here.
-End Turn-
Turn 317, 1485 AD
Constantinople: Lighthouse < Buddhist Temple (hammers, of course)
Merchant can get
1650 in Cuzco. Hmm, might be the best deal? Should we check in Kyoto?
Spread the faith to our newest city.
BUG said a few cities grew, so micro time.
Another Merchant in Angora.
Adrianople is doing more coast. OK until the Workshops finish, then move 'em.
Nicromedia: Gov' added spy, change to scientist.
Alright, so that's it for this turnset. We should have Chemistry in a turn before Toku, so we might be able to sell it to him. Beakerwise, we're up to 347 per turn at 60%. I think about 8 turns ago it was more like 280 per turn, but I don't remember exactly.
Remember, the economy is really how many beakers you're making. That's what drives tech forward, and tech is what the game is all about. Because of Rep, the more specialists we hire, the more beakers, but especially scientists.
I just realize a small mistake I made: We only have one University actually complete! We're going to want 5 more very quickly, build them wherever you can so that we can put Oxford in Ulundi. That's currently worth 50+ beakers, and will only get more valuable as we hire more scientists there.
So I switch Constantinople to a 20 turn University. The Temple would still be valuable, but it won't pay for itself in the short term.
Berlin is working on a Uni.
Adrianople should build one after the Harbor.
Thessa should build one after the Taj.
Nobamba after the Grocer
Iron Will after the Library
I don't think any other city can get one out in a reasonable amount of time. It'll still take awhile, slow building, but we should have all 6 in 20+ turns.
We should also probably get Astronomy. I thought it might come up for trade, but Hannibal is still holding onto to it. Observatories are worth a lot of beakers.
Sci Meth could be helpful, but let's get as many Monasteries first since Sci Meth obsoletes them. I think the hammer bonus should remain.
Some city notes:
Thessa: When it grows, go straight to the plains workshops to stagnate the city. It'll be at the health cap. If we end up building an aqueduct there, it might be worth working the lake tiles for a bit of extra commerce.
Berlin: It's still growing pretty rapidly. There's one more grassland farm it can work, but otherwise make sure that you hire more Merchants. Working the lake tiles is OK, but wait until the growth is slowing down. Merchants are worth more.
Ulundi: Avoid the hammer temptation. It can hire 3 more scientists, each worth 9 beakers taking into account the city's bonuses.
If we farm all the grassland around Kassite, it should get up to +14 food surplus, so it could run 7 specialists from that (8 total with Merc), about as many as Ulundi or Berlin.
We'll want the National Epic somewhere. Probably not Berlin, since we'll want Wall Street there and at already has the Forbidden Palace.
Basically, just grow cities, hire Specialists when the surplus starts getting high. Adrianople and Thessa are our hammer cities. Everything else should be geared towards the economy somehow.
Remember, beakers = power!
Oh, and when we can see Capac's tech again, rebalance the EP spending.
Hopefully I covered everything, I do tend to be a bit verbose. You should be able to refer to my city guides a few turns back for general pointers.
No pictures now 'cuz it's late. Maybe tomorrow. Maybe the day after that.