Preflight check (1625 AD): Went around selling off all remaining Coal Plants. Also stopped most military production in favor of infrastructure, as there are no more wars in the cards for the foreseeable future.
We've been running too many specialists. Growth is better. I also observe we're back to wasting hordes of troops in meaningless garrisons. Both situations corrected.
Looking over the diplomatic situation, our alliance against Spain lasts another 6 turns. As soon as it expires, I will cancel that alliance and sign peace - they are currently willing to sign straight-up, I will squeeze as much out of them as I can for it. There is NO way they will be able to make any trouble for us in the next 6 turns. Kick the Dutch troops out.
All current deals with Portugal will expire within 18 turns. My plan is to let them expire, then sign RoP+Gems+Furs+Spices for Dyes, in the hope of getting them as cheaply as possible.
We can't sell anything to the Dutch, as they have an embargo with Spain against us. Hope that stops. The Celts have nothing to offer.
Merge the Settler into New Ek Balam and use that pop to rush the harbor.
The Spanish are indeed in deep trouble. Wonder whether they'll actually survive the Portuguese+Celts dogpile. With only 5 Longbows, 18 Riflemen, and 1 Conquistador supplying their entire ground army, it's doubtful. I think they're going down for the count.
Looking ahead, we are 3 turns from the Modern era. I plan to go for Ecology, then Synthetic Fibers "just in case." After that, the Spaceship.
This is getting REALLY aggravating - I can't keep logs or screenies except in windowed mode, where it is getting very crash- and freeze-happy. Can't wait for the patch.
1630 (1): We have somehow managed to leave a BG next to CI unimproved all these years! That's fixed. Lots of pollution cleanup needed.
1635 (2): Sell Gems to Celts for 8 GPT (all they have).
Interturn:
The Celts and Portuguese have just signed an alliance against the Dutch! We may be down to 3 civs before long. And all this just because we wanted to get some luxuries.
We finish Flight (so we don't need to keep reinforcing our overseas possessions - airlifts will do the job) and enter the Modern era! Research on Ecology. Airports going up in large numbers - our defenses can rely on Bombers from now on.
1640 (3): Can get Ecology in 4 turns, but it takes 100% science and a deficit. I cheerfully start spending off our treasury, as we have no other use for it. Sell Spices to Celts for 11 GPT (all they have now). Our Workers are bereft of more useful pursuits (last few Mountains have big stacks on them hard at work), so they start clearcutting the entire continent.
1645 (4): Nothing of note.
1650 (5): Nothing of note.
Interturn: Portugal and the Dutch sign peace.
1655 (6): Alliance ended, peace signed - we get some workers and gold out of it. The great Mayan empire becomes a group of well-armed pacifists with a really bad reputation.
All improvements finished, all forests chopped. I start building RRs outside of city radii for lack of anything better to do with our worker turns. New Deal Style Railroads!
Interturn: Ecology comes in. Research to Synthetic Fibers. Mass Transit Systems start going up all over to help with pollution. Due in 4 at 90%, running a deficit.
1660 (7): Nothing of note, other than a lot of NDSR.
Interturn: Renew RoP with Celts. Spain is down to 2 cities - Zaragosa and Madrid.
1665 (8): More NDSR.
1670 (9): NDSR out the wazoo. Almost done with them, in fact.
1675 (10): NDSRs almost completed. Almost all tiles (1 Tundra in the south and 1 plain in the west are empty - workers on site to complete next turn) are now fully improved. The only current work to be done is to fine-turn Mine/Irrigation ratios (if we even want to bother).
Handoff notes: Once the last Portuguese deals are up, renegotiate all of them (Gems+Furs+Spices+RoP) as one big deal for Dyes, to minimize GPT payments. This will be in 8 turns. Also, once Spain (and the embargo) is gone, look into selling stuff to the Dutch for GPT. We also have Furs/Coal/Oil that the Celts lack, but they currently have no GPT to pay for them.
Synthetic Fibers are due next turn - upgrade our 9 Tanks to MA. We also have 7 Bombers in CI, ready to bomb out any interlopers. This should actually be an adequate force to deal with the rest of the game! We need not build any more military except in cities that have nothing else to build. After SF, we could pick up Recycling if we feel paranoid about pollution - if not, we should start going after the Spaceship techs.
We should decide what to do with all our workers. Given the frequency of pollution events that have been taking place, I would consider 24 native Workers to be an adequate anti-pollution task force. There have typically been 2-4 events per turn, and it takes 4 Workers to clean one - 8 on hills, 12 on Mountains. So 24 could deal with 2 Mountain pollutions per turn, and most are on flatlands. The frequency should also drop shortly, as Mass Transit Systems start completing. These 24 could also pull double duty adjusting mines vs. irrigation where needed. I'd think all other Workers should be merged at this point. Talk about a huge population jump...
Roster:
Beamup (just played)
dojoboy (out until about Saturday)
Serkhon (MIA)
Blue Monkey (up! unless Serkhon reappears)
frunobolax (doing game testing)
Aoxomoxoa (on deck)
The CFC upload isn't working ATM, so this isn't an attachment - maybe I can do that later.
The 1675 AD Save