Round 10: 1722 AD to 1790 AD (34 turns)
As I started the round, I checked and found I only had a few turns to go before earning my next Great Person:
At this point I had three GPs lying around: a Great Scientist, a Great Engineer, and a Great Prophet. Remember I'd mentioned that I wanted to use the GP for a shrine in Carthage and the GS to accelerate the Ironworks in Hippo, but everyone told me to start a Golden Age instead.
What I decided to do was this: First off, wait and see what GP type I got next out of Nidaros. Then, if it was
not a Great Scientist, I would use it in combination with the GS to start the Golden Age, leaving me free to use the GP and GE as I'd initially wanted to. I also decided to delay the GA until I had the Pentagon near completion so I could switch out of Vassalage anarchy-free if I wanted to, since I would no longer need its two free XPs.
My armada reached Hannibal's remaining island cities shortly after this. I quickly discovered that when you have Combat I, Drill I, City Raider III Amphibious Grenadiers going up against Rifles, you usually only need to sacrifice one Cannon before attacking with them.
Heck, you can even forgo the Cannons--my Grens were still getting 93% to 97% odds without them.
Back in Nidaros, my next GP appeared:
Hmmm, well, yes, I was tempted to use him for another trade mission, but I'm quite capable of making money hand over fist at this point, and a Golden Age would enhance that. So this allowed me to use the other Great People as I'd wanted to.
That provided a nice financial boost--but unfortunately, I don't have any Confucian monasteries! Oh well, live and learn.
Shortly thereafter, Hannibal was finished:
I noticed that I could found another city on this frigid land mass that could work a fish tile, iron, and uranium, so I got to work on a Settler before the round ended.
I finally finished researching AL--that took a little while!
I did not, however, upgrade my Grenadiers to Infantry. I was still facing mostly Riflemen. My Combat I Drill I CRIII Amphibious Grens, once they reached level five (yeah, three of those promotions were free--unreal, huh?) were getting Pinch (anti-gunpowder) promotions, making their odds against hapless Riflemen even more ridiculous. I decided to research Combustion next, so I decided to save my money for ship upgrades instead.
By this time Hippo was out of revolt and ready for its national wonder:
After building a levee and a factory there as well, I began on the Pentagon.
Meanwhile, I proceeded with my research...
And promptly emptied the bank by upgrading all my highly-promoted naval units (especially all those level 4/5/6 Privateers!) to Destroyers. I also upgraded a few of the fastest Galleons (w/ Navigation II) to Transports. Yes, the Vikings are starting to feel rather overpowered on this map and in this game.
More techs rolled by:
I used the free GG for a military academy in the capital.
By this time I was rolling up Isabella's cities with ease and the Pentagon was less than 15 turns from completion in Hippo. So it was time to unleash a MoM-enhanced Golden Age:
Not far into the GA, Spain was
finito. Sorry, is that Italian? Whatever...
For the rest of the round--about 10 turns--I settled back, built up infrastructure, and knocked off a couple of techs for the next war.
I finished a wonder too.
And that was it for the round. A state-of-the-world post will follow. Key questions, in my mind, are:
- Who do I go after next? Mehmed is the next most challenging opponent and, as you'll see, ranks close to me in power. The other civs might be easier targets, but Mehmed, who has Combustion for Destroyers and Transports and is close to having Assembly Line
for Infantry, would give the best chance to see some of the more modern units in action.
- What civics should I adopt? I really only see myself changing Legal civics, leaving Vassalage behind for something better--Nationhood or Free Speech? Or should I stay with Vassalage? And should I reconsider and change from Representation to Police State?
- What should I research next? I've chosen Electricity because Hammy won't trade it, and it unlocks Industrialism for Marines and Tanks. Are we agreed on that? What other techs will be important in the next round?
And of course, any other comments or advice are always welcome.