Round 9: 1240 AD to 1826 AD (turns 184-283)
Spoiler :
The point of the ALCs is to make the most out of the leader's traits and unique stuff. We've already used the Hwacha to great effect, so now it's time to use Seowons. That could mean late war or space! Suspense! (It's space). I've got the holy cities for Judaism, Christianity, and Hinduism.
I was busy spreading around religion and building infrastructure when I got this request.
Why not? Toku can't build ships! I'd keep an eye on it and make sure Zara wasn't taking too many cities. But in the meantime, it's still good to have friends.
Teeeej Maheeeeej
A shot of the empire:
I got a lucky Great Engineer! This was good news since I was planning on incorporating Mining Inc. Corps and large empires work well together.
I think Mining Inc eventually gave my cities +18 hammers.
Going for Biology first for trade bait (not that it would be useful for that) and super farms for faster city growth.
End game civics:
A fairly intuitive civic setting given the number of cottages in my empire, the number of cities getting trade routes and the plan for corps, and the high number of religions I've got going on.
Assembly Line and then Railroad:
Assembly Line for power in the cities and Railroad for better mines and Mining Inc.
Built the Statue of Liberty just for fun.
Wealth building to keep teching high and a few banks so I could build Wall Street. How are the AI doing? Spoiler: (really bad).
I started a Great Person powered golden age and tried for a Great Merchant.
This was a major weakness in my game. I didn't have any cities with pure GM points or indeed enough GP point production. This meant that I missed the GM and therefore was never able to incorporate Sushi. It also meant I wasn't able to start another golden age. I got a bunch of Great Engineers which I settled in Spaceship Part cities. But better Great Person point management would have really helped this game's time.
Rocketry next for Apollo:
Mining Inc:
Wall Street + Mining Inc. + Judaism Shrine city.
Apollo Program in the Ironworks capital.
Superconductors for laboratories:
Broadway:
Hit Musicals were useful. There were still some mining inc. resources hanging around that I hadn't been able to trade for. The musicals gave me the ability to vacuum up those resources and take the rest of the AIs gold.
Spaceship part blitz:
lol:
I was busy spreading around religion and building infrastructure when I got this request.
Why not? Toku can't build ships! I'd keep an eye on it and make sure Zara wasn't taking too many cities. But in the meantime, it's still good to have friends.
Teeeej Maheeeeej
A shot of the empire:
I got a lucky Great Engineer! This was good news since I was planning on incorporating Mining Inc. Corps and large empires work well together.
I think Mining Inc eventually gave my cities +18 hammers.
Going for Biology first for trade bait (not that it would be useful for that) and super farms for faster city growth.
End game civics:
A fairly intuitive civic setting given the number of cottages in my empire, the number of cities getting trade routes and the plan for corps, and the high number of religions I've got going on.
Assembly Line and then Railroad:
Assembly Line for power in the cities and Railroad for better mines and Mining Inc.
Built the Statue of Liberty just for fun.
Wealth building to keep teching high and a few banks so I could build Wall Street. How are the AI doing? Spoiler: (really bad).
I started a Great Person powered golden age and tried for a Great Merchant.
This was a major weakness in my game. I didn't have any cities with pure GM points or indeed enough GP point production. This meant that I missed the GM and therefore was never able to incorporate Sushi. It also meant I wasn't able to start another golden age. I got a bunch of Great Engineers which I settled in Spaceship Part cities. But better Great Person point management would have really helped this game's time.
Rocketry next for Apollo:
Mining Inc:
Wall Street + Mining Inc. + Judaism Shrine city.
Apollo Program in the Ironworks capital.
Superconductors for laboratories:
Broadway:
Hit Musicals were useful. There were still some mining inc. resources hanging around that I hadn't been able to trade for. The musicals gave me the ability to vacuum up those resources and take the rest of the AIs gold.
Spaceship part blitz:
lol: