COTM43 - First Spoiler

A game like this is pretty much the only way I switch to Monarchy early, for exactly the reasons that Niklas mentioned. The AI is isolated enough, and we started with alphabet, so it seemed possible that we could get a free tech for philosophy. And the AI loves going up CB/Myst/Polytheism, so I was pretty sure I could trade for Polytheism.

What will be interesting is if I choose to switch to republic when it comes. I don't know.

One nice thing is that civs on small islands will be attackable, because of the seaborne invasion abilities of units.
 
It didn't make a big impact on my game, but I am curious that so many went for Philosophy and got it. If I had tried in my game, I would have lost the race for it. Usually on Sid level, I am unable to be the first. :confused: :confused: :confused:
I knew it was a chance-taking, but it seemed not too risky. When I got to Writing, only China beat me to it by 2 turns. I had 10/15 contacts at that point, so it seemed probable it would take at least 20 turns for an AI to get Philosophy. At that point I had an ETA of 26 turns, which seemed safe enough (and I brought that time down a bit more).

And what really made it a no-brainer choice for me is that even if I would be beaten to it, it would only be a few AIs at most who would be close to knowing it, so it would still bring a very good trade revenue. No real loss involved, other than the missed slingshot which is no different from not trying for it. Any other tech I could choose to go for at that point would be more likely research by an AI, in particular Map Making which the AIs always goes for first. Indeed, in my game I traded for Map Making from Korea many turns before I got to Philosophy.
 
I knew it was a chance-taking, but it seemed not too risky. When I got to Writing, only China beat me to it by 2 turns. I had 10/15 contacts at that point, so it seemed probable it would take at least 20 turns for an AI to get Philosophy. At that point I had an ETA of 26 turns, which seemed safe enough (and I brought that time down a bit more).

And what really made it a no-brainer choice for me is that even if I would be beaten to it, it would only be a few AIs at most who would be close to knowing it, so it would still bring a very good trade revenue. No real loss involved, other than the missed slingshot which is no different from not trying for it. Any other tech I could choose to go for at that point would be more likely research by an AI, in particular Map Making which the AIs always goes for first. Indeed, in my game I traded for Map Making from Korea many turns before I got to Philosophy.

I didn't really think about it that way: I just sold Writing around, went min on Map Making until I had more trade opportunities. It wasn't long before I traded around for everything, and researched full on Polynesian Trade (I got it as I went into the MA).

See you in the next spoiler. :cool:
 
Predator Domination Challenge :ninja:.

As discussed in the pregame, the worker went east to the cow, I settled on the spot, and set research to Writing at the minimum. After seeing the extra wheat, I decided to build a settler first. After my worker irrigated and roaded the cow, he jumped back across the river to mine the river BG – when he saw the second cow, I decided my first settler would go in that direction, and I would build another settler for the wheat second.

After 2 settlers, it was time to get a curragh out, but it didn’t even make it out of Suva Bay before being sunk by barbarians. I decided it was useless to build more curraghs from Suva and started pushing them out of other towns where they could reach the open seas right away. Interestingly, it made my contacts different as I didn’t even meet the closest AI until I had already met 5 others.

Meanwhile Suva built a granary then 4-turn settlers with the first coming out around 2230 BC. By 1910 BC, Suva had been improved enough to be a 4-turn warrior plus settler factory. They were just regular warriors, but they helped with barb control and were useful for MP.

After completing my 50-turn run to Writing, I went for Philosophy at the maximum completed in 1400 BC. I had made no trades prior to then, but via the Big Picture, I picked up The Wheel, Masonry, Warrior Code, Mathematics, Ceremonial Burial, Bronze Working, Iron Working, Mysticism, Horseback Riding, Polytheism, and a bunch of gold, and I only had to give Philosophy away once.



I immediately revolted to Monarchy for 3 turns of anarchy. In Monarchy Suva became a 3-turn settler factory. Nobody had Map Making yet, so I started Currency while I waited for some AI to get Maps.

QSC:

13 towns
42 citizens
1 settler
31 workers :lol:
7 warriors
2 archers
6 outrigger canoes



I had no idea I had that many workers until I was writing down my QSC stats – it still felt like there was a lot of work left to do, but I turned 1 of my worker factories into an additional settler factory at that point. The Hanging Gardens was a Forbidden Palace prebuild.

In 900 BC, my first “war” of the game started when Ghandi demanded Horseback Riding, and I refused, but I don’t remember ever seeing a single Indian unit.

In 775 BC, I completed Currency, and in 750 BC, I traded Monarchy to China for Map Making, Construction, Code of Laws, 395 gold and 12 gpt to enter the Middle Ages by myself.

At that point, I still was lacking contact with Japan, and I had not set foot on any islands other than my homeland yet.
 
Chamnix, why build so many workers when you have a slave farm to the south? :mischief:
 
:lol: It wasn't really planned :blush: - it seemed like I kept having excess food, and there was always more work to be done. Besides, I didn't get Map Making until 750 BC, and that is way too long to wait for workers. My native workers turned out to be useful anyway since I could eventually merge all of them back into cities once I had sufficient slave labor.
 
I settled in place. Didn't know what to expect so I planned on a tight build. Went for writing at minimum. Took Niklas's advice (even though he ended up taking someone else's) and built three outriggers in Suva. I expanded to nine cities (then 11 later), exploring the seas all the while. My third outrigger was sunk almost immediately by barb galleys in Suva Bay and I wasted a few more outriggers trying to get past them. Finally started building outriggers on the west (end eventually east) coast. Made all contacts by 1000 BC and made lots of tech trades and outright sales. By 1000 BC I still lacked currency. I stopped my log at 1000 BC and I can't recall if I traded for it or researched it. I did get philosophy first and took monarchy. Had a seven turn anarchy.

Barbs (except ships) haven't been a problem though I haven't tried to colonize any other islands yet. I made a silly attempt to invade the Aztecs. I spent about 1000g upgrading warriors to swords and landed a dozen on a hill near an Aztec city. I've never played at Sid level before. :blush: After that debacle I switched to building raiders. Current plan is to try those on an Aztec city but after reading this spoiler thread I see I've forgotten the raider's enslave ability. Also, attacking Aztecs with raiders will start the golden age. Was thinking about buying republic before doing that. Now I'm not sure what I'll do.

My polynesia at 1000 BC:



My QSC stats: score: 13617

1 city, ten towns
43 citizens

14 workers
11 warriors
2 spears
16 swords
6 outriggers
2 catamarans

2 temples
6 harbors
1 barracks

all contacts
all AA techs except currency, literature and republic

Timeline constructed from QSC log:

4000 BC: Settled Suva
3850 BC: Settled Apia
3650 BC: Outrigger #1 leaves Suva
3550 BC: Lapita contacted by #1
3450 BC: Outrigger #2 leaves Suva
3400 BC: America contacted by #1
3350 BC: Buy masonry from America for alphabet and 51g
Sell alphabet to Lapita for ceremonial burial, bronze working and 11g
3200 BC: Outrigger #3 leaves Suva
3150 BC: Aztecs contacted by #1
Indians contacted by #2
3100 BC: #3 outrigger sunk by barbs in Suva Bay
Sell ceremonial burial to Aztecs for warrior code and 10g
2900 BC: #2 outrigger sunk by barbs
2800 BC: Settled Nuku Alofa
Inca contacted by #1
2750 BC: Outrigger #4 leaves Suva and is sunk by barbs in Suva Bay
2590 BC: Mayans contacted by #1
2470 BC: Settled Honolulu
2430 BC: Sell masonry to Aztecs for wheel and 16g
2270 BC: Settled Papeete
2230 BC: Outrigger #5 leaves Nuku Alofa
Sell wheel to Lapita for iron working and 9g
2110 BC: Settled Avarua
Netherlands contacted by #1
Sell wheel to Mayans for 120g
Sell wheel to Inca for 80g
2070 BC: Settled Hanga Roa
2030 BC: Sell wheel to Gandhi gor 63g
1990 BC: Outrigger #6 leaves Nuku Alofa
China contacted by #5
1950 BC: Settled Nati
1870 BC: Settled Ahe
1830 BC: England contacted by #1
Sell iron working to England for mysticism and 45g
1750 BC: Learn writing, start philosophy at max (80%)
1725 BC: Outrigger #7 leaves Nuku Alofa
Menehune contacted by #6
1675 BC: Korea contacted by #5
Sell mysticism to Korea for 210g
1650 BC: America demands writing, I refuse, America declares war
1625 BC: Outrigger #8 leaves Hanga Roa
1600 BC: Outrigger #9 leaves Nuku Alofa
Moriori contacted by #1
Sell masonry, mysticism, the wheel and alphabet to Moriori for polytheism and 30g
Sell polytheism to England for 290g
1450 BC: Learn philosphy, get monarchy for free, queue map making
Start revolution, 7 turns of anarchy
1300 BC: Sell horseback riding to Menehune for math
Sell horseback riding, philosophy and math to Korea for map making and 48g
Queue polynesian trade (at max after revolution)
Inca demand alphabet and I give it
1275 BC: Establish monarchy
1250 BC: Give writing to Menehune (because they have construction)
1225 BC: Sell monarchy and philosophy to Menehune for construction and 2g
Sell philosophy to China for 106g
Sell polytheism to Inca for 88g
Sell horseback riding to Maya for 75g
Make peace with America, give them writing, they give me 360g
1150 BC: Spain contacted by #8
Japan contacted by #6
1075 BC: Popped hut in north - got warrior
1000 BC: Settled Lautoka and Hilo
Aborigines contacted by #8
Learned polynesian trade, queued currency
Sell construction to Korea for code of laws, 68g and iron
 
What a strange game for a Sid game! The cards seem to be heavily stacked against the AIs.

I settled in place, built a worker, send a canoe, and settled the mini continent fighting off the barbarians.

I did minimum research on writing (got it first :confused: ) then full speed code of law and philosophy. And got free republic in 1000bc, starting 4 turns of anarchy. :goodjob:
It surely helped, that I did not do a lot of trading with the isolated Ais.

The money saved during the min research was used to build embassies and I observed quite a number of wars among (mostly) neighboring AIs. I was surprised to see England and Spain at war, since they should not even know each other; a special twist of the game designer I suppose.

I refused all demands, but so far only America and Korea declared, giving nice war happiness.

The main question I am currently pondering is whether to go for the luxuries on the barbarian-ridden islands.
 
Though being able to research a MA tech, I decided to stay ancient and research polynesian trade and then literature, while my Palace pre-build for the Great Library was progressing nicely. Since the AI was slow researching, I calculated very good chances on getting TGL.

With pt researched, I built raiders and my first settlement on the southern island and started making slaves. Progress was slow, but steady.

With successfully completing The Great Library, I could started to accumulate cash. And since I did not yet want to start my Golden Age, I refrained from attacking other civs with raiders. Instead I built my infrastructure and sent many boats to explore the seas and shores. And proceeded to claim the southern island. And waited for the AIs to reach Middle Ages and give me techs.
 
I don't expect to be able to finish this game, but I've had a little time to play and have enjoyed it very much so far.

I decided that I'd go ahead and try for 20K, using the extra settler on open to build my 20K city at the starting location after walking the other settler 2N to build the capital.

I researched CB, writing, philosophy and made it first to philosophy, taking monarchy as my free tech. Because I put the capital inland, I was slow getting curraghs out. I would have been better served building a few boats after building my temple in Apia, but I didn't.

Trading was weird. Not being able to trade Polynesian Trade was an unpleasant surprise, although I'm not sure it would have been wise. I traded the Menehune math for construction. I'm pretty sure that somebody had polytheism free, too, based on when the ToA was built (or maybe I was just really unlucky). This was a big pain for me, since the ToA wasn't available to me. I didn't want it, but I needed a bigger prebuild than the palace. Because my palace was too small, I ran into trouble when nobody researched any wonder techs while I was working on philosophy. Map Making was available, but wonderless - thanks a lot. Anyway, I didn't realize my situation in time to do much about it, so I ended up going into civil disorder intentionally to avoid building the palace. Consequently, I built my temple twice, once before HG and once after.
 
Conquest Challenge:

Doing well, but don't think I'll be able to finish this one either. About 400 BC. and the Lapita are gone and the Aztecs are on the ropes, then comes Spain. Researching Feudalism and will switch governments then. Biggest issue is a 3+ minute interturn. Once the remaining tribes reach Astronomy, that'll probably triple (trade route calculations), and then I'll have no chance for the deadline. Will keep plowing forward and hope for luck (and a fasrter machine from Santa) :D
 
I'm glad I didn't go for Conquest Class, because even in Open Class this game doesn't feel to hard yet... :confused: Probably the second settler and all the other nice gimmicks, civ_steve has built into this game, help to keep up with the Sid AIs.

Settled in place and moved the second settler 2N. I had done some calculating and found, that this way both towns can become 4-turners. And so it happened. Built a worker and an outrigger and then started two early granaries. This allowed me to settle my island quickly and to send a couple of settlers overseas to found wine, gems and incense colonies. (Polynesian trade helps a lot here!)

Barb galleys were not a problem. I already knew from earlier GOTMs that the AI does not attack with galleys, if my ships are on sea or ocean, so I figured the barbs probably won't do either. I lost two outriggers while clearing a way to an intended landing spot, and I lost one Polynesian galley with a settler on it :mad:. I had to park it on a coastal tile in order to reach the intended destination on the next turn. I retroperspective it would have been better to waste another turn than to not land that settler at all...:lol:
However the barb horsemen were a nuisance! They killed a couple of workers and a settler and at the moment put an end to my attempt to further settle the wine island to the south. There are three stacks of 30+ units each and probably a few more hidden in the fog, so I first need to switch my economy to producing units, before I can complete the settlement on that island. (At the moment I'm running kind of a farmers gambit, as the "barb situation" on my home island is pretty much under control (due to my fast expansion, I presume).

On the tech side I made a 50-turn run for Writing and the full speed to Philosophy, which I managed to get in 12 or 13 turns. Can't remember exactly, as I didn't take any notes during this game. Anyway I was quite surprised at how fast I was able to get there! While I was researching Philo, I didn't trade away Writing, as I was much too afraid to loose the race to Philo, as had happened in COTM42. I guess that was a mistake, because when I finished Philo, neither Code Of Laws nore Polytheism was available for trade, so I chose Literatur as my free tech. I had a 10-turn prebuild for the Great Library (unfortunately too many other things had to be finished first, so I wasn't able to start it earlier), which still needed like 38 turns to finish. Therefore I didn't trade Literature around until 9 turns before my GL would complete and all currently started wonders were finished. I think the fact that I didn't trade any useful things around, was a major factor in the very slow tech pace of the AI! After some initial trading I was the clear tech leader for quite a while, because every AI had to do their own research: most didn't have any contacts and the ones that had were at war with their contacts... :)
Anyway, after Philo+Literatur I did another full speed run for Polynesian Trading, which I completed in around 20 turns. I figured that by the time I finished the GL, most other techs would be researched by the AI, so going for Poly Trading seemed the best way to go. From now on I applied a mixed strategy: I traded tech to those AIs, which had gold or other techs, but didn't trade my techs to those that had nothing to give. The idea is to keep them backwards so much, that later, when I start some military actions, it'll be easy picking... (Knights against Spearmen is always fun... Even if they have hundreds of them.) The drawback of this strategy of course is, that my Great Library won't do me much good.
After Poly Trading was finished, still no trade opportunity for Monarchy or Republic had presented itself. Therefore I started another full-speed run for Philosophy, which would require ~30 turns. A couple of turns later Korea had Republic, but wouldn't give it to me. (I offered all I had, which was approx. 1600 gold + 100gpt.) So I decided to keep my own research going. Then in 800BC my GL finished, and the next turn I got Construction and Currency from it, the last remaining ancient techs, so I entered the Middle Ages. But now something strange happened: my research for Republic was gone!! The previous turn it had shown like 20 turns to finish, and now it was back to 30 turns, all the beakers I had collected up to that point were gone!! :mad:
Does anyone have an explanation for this?

As I was still not able to trade for it, I started Republic again, this time with all my force, as I was so mad about loosing ten turns worth of research. I build a few Libraries and employed a couple of scientists, which enabled me to reduce the number of required turns for Rep down to 22. Now I'm 9 turns from completing it. Korea has been a Republic for quite a while by now, and America recently turned Monarchy, but all the rest is still despotic. America and Korea are the only ones now, who accelerated their tech pace and gained 1-2 techs on me each. China is even with me and the rest hopelessly behind. So I think now I'm at a point where I need to decide about the future strategy: either keeping most AIs backward as long as possible and start an attempt on domination using Knights, or start gifting techs to make the best use of my Great Library and turn this into a tech game (Space or Diplomatic). One thing is for sure: I won't attack the nice Lapita people! Ithink their scientific trait is worth much more, than if I'd own these three cities myself...!
The domination plan may not be so difficult as we originally thought in the pre-game discussion, because there are still a number of unsettled islands, and with our unsinkable galleys we can be the first ones to settle them!

In the meanwhile I managed to get the required 18 towns, and my other prebuild finished the Forbidden Palace. And here is the second strange incident I have to report: the effect of the FP was alost nil! :confused: I had counted all the shields one turn before and after finishing it, and it turned out that after finishing the FP my income increased by 3gpt and my production by 3spt! Can anyone explain that? I remember reading in SirPleb's Sid blog that the location of the FP is irrelevant in C3C, it's only important to get it fast. Therefore I built it two cities away from the capital (see red circle in my screenshot). But at the moment it looks like a wasted effort! Perhaps it'll be more effective, when the cities grow bigger?

And a third very strange thing: the game cannot be saved anymore! After my second session the game crashed, while I was trying to type a new filename into the popup box. Therefore I started accepting the suggested default name from then on. For my third session this was ok, but after my 4th and 5th sessions, it didn't create that file, even though it said "Ok"! I didn't notice this after my 4th session, so I had to start my 5th from the last autosave. But after my 5th session I opened a Windows Explorer in parallel and checked the file system before quitting C3C. I saved the game two or three times, but no file appeared anywhere in the Civ directory! In the end I found a way to avoid having to retort to autosaves: in the popup box I clicked the name of an existing file, the game asks me whether I want to overwrite it, I say yes, and then the file gets created!
Has anyone ever experienced something like this? It seems that if you use the "automatic name", the file is not created, while if you type a new name into the box, you risk a crash. May be a peculiarity of my laptop, but unfortunately I'll depend on my laptop during the entire Christmas break. I'll investigate this a bit more on my desktop using the old save files, after COTM43 is finished.

Have a nice Christmas and a happy new year everyone!
Lanzelot

http://forums.civfanatics.com/newreply.php?do=postreply&t=253330
 
just one short note :
has anyone used amphi ability of poly marines (raiders)?
if yes, then did You successfully capture a worker?

in my situation, there were 2 or 3 spaces left on the boats, but when they left coast square next turn, slaves remained there... flying over coast tile.
it didn't really matter, i was able to move them onto adjacent land tile.

is this sth that was overlooked in regular game, cause there is no unit with enslavement and amphi flags?
[i mean that Your unit get a slave, Your transport vessels have free room for them and move away without loading a slave... slave stays in air]
 
@pol1: Yes, I think you pretty much summed it up. There are no units with both amphi and enslave, so they didn't fix the resulting bug. However, the bug is still there in the normal game too - if you generate a MGL with a marine in an amphibious attack the same thing happens, he is stuck standing on that coastal tile unless you have room on a boat or can move him onto the shore.

As for this game, a few times I've had slaves sit on coastal tiles as "magnets" to draw enemy ships away from my intended location of attack. :mischief: (I shouldn't speak of that though, since it's after the AA ;)).
 
I presume slaving units can create MGLs as well as slaves? Can they do both at once?
 
Open class, Conquest VC, at it with scoutsout :ninja:

I don't exactly qualify for the Middle Age tech deal but it's on purpose, and I'm still pondering whether or not to go Middle-Age-borne right away.

I haven't had any trouble with the barbs, they only spawned on what I gather to be the pre-set camp on the NW swamp. I lost 1 spear, 2 workers and ~125g to them but I think that's a very fair exchange for the kind of farmer gambit I went for.

The canoes were really great, though I did everything I could to slow down trading. I want everyone to be dumb for a long time. I'm still looking for 3-4 civs in the northern seas and even if they're all alone on a remote island, I'll try my luck at not gifting them much more than alpha for gold.

I don't plan on researching polynesian trade at all, I've got enough workers and my focus is now set on conquering the Lapita for the Colossus and a dirty GLib snatch. I did gift them Literature on purpose, so it should work... :mischief:

Either way, I'll keep building infra and troops. My prebuilt FP is 40% of the way through or so, and it stands on the Lapitan shore. I just started leader farming on the barb island with a couple of swords, and there's more where they came from. I hope I can build enough pikes to survive the Lapitan bowmen on landing - if I can even find a landing spot.
Spoiler turnlog :
COTM 43

Open class, Conquest VC, at it with scoutsout

Tech path will be writing (min), philo to Litt, get republic then boats through trade, invade whatever we can shortly.

Turn 0:

Spears to hills

Start planner gives me little out of working out a no-road worker strategy since my settler pump will be up and running fast enough. Were we IND this could've been different.

Settle Polygamy on the spot. 1 Settler will walk 2N, worker on cow.

Cow (mine) - wheat (irrigate to work gold every turn) - river bg (mine) - road a little and go work elsewhere.

Canoe - granary - settler (turn 23) ad vitam.

Turn 1:

Settler 2 sees a volcano so it'll go no further.

Turn 2: Polytics founded, will do

worker (2) - granary - worker (ad vitam)

Turn 9: Meet Lapita, no trades

Turn 12: Meet America, they're up 2 techs: probably not alone, I'll go around

Turn 19: Meet Spain, they're up 3 techs (so is America), start going E from there. They have ivory on their island.

Turn 23: Meet Japan, up 3 down 2 so they're probably alone.

1st settler is out: will go for a wheat location.

The first 3 towns are coastal and will make a canoe first, then barracks/swords or settlers/workers for wheat locations

Turn 26: Polygon founded on the river hill to the SW

Turn 29: Polyhedra founded on the closest NW silks

Turn 33: Polypropylene founded SE of the SE silks

Turn 38: Polynomial founded

Meet China, he's up 5 - definitely not alone. Which reminds me I should trade Alpha before no one cares anymore: get all 1st-tier and Iron + 62g.

Turn 39: India is down IW - probably alone

Turn 41: Polyurethane founded

Turn 43: Meet Menehune, up 2 so not alone, but it's a minor civ ... then on the IBT, England sends a curragh and makes contact, so there

Turn 44: Meet Korea, down CB but won't trade it for Masonry. Korea and China must be the 2 at war.

Turn 48: Polyester and Polytechnic founded

China has Writing, fortunately they're alone and at war, so I'll dare hope they don't beat me to philo but get MM rather.

Turn 50: Get writing, trade IW and CB for Mysticism, Masonry and ~250g. Everyone is down Writing except Mao. 3 have Maths, 2 have HBR.

cotm43-01c.jpg


Turn 51: Polyvalent founded

Turn 56: Polyunsaturated founded

Turn 57: Polyphonic founded and I make mistakes that cost me 1 turn on my settler factory as well as 2 workers to a barb horse.

Turn 59: The Aztecs are down 3 techs and have 0 gold: definitely alone.

Turn 63: Philosophy researched in 13 turns, grab Literature free, go for CoL at 30+%, should take about 20 turns. Libraries ordered everywhere that is not already making settlers/workers/swords.

Turn 65: Polygyny founded, sell writing to 2 big wallets, then grab gold for HBR elsewhere and decide to wait for MM to be out before trading again. All AA techs are out except MM. I won't go poly trade but Feudalism rather.

Turn 67: Incans are down Alpha, it buys their 120g, treasury now over 1700. Last barb clearing operation underway. Notice the Lapita have colossus: could really be worth sniping.

Turn 69: Polygala founded

Turn 70: Polymorphism founded, Philosophy is out and Spain is working on MoM. Time to trade. Gift Literature to Lapita so they build me the GLib. Get more gold out of obsolete techs, grab MM and realize I'll need a bit more yet to break the Currency/Construction price barrier. CoL isn't in yet and I want to research Republic anyways so I'll keep hopes and patience up.

cotm43-02.jpg


Turn 76: Polymer founded

Turn 80: Get CoL (forgot to check, I missed it by 1 beaker last turn :gripe: )


QSC stats:
18 cities
60 pop
29 workers
1 spear (elite)
2 swords (1vet 1elite)
1 catamaran
7 canoes

2 grans
3 harbors
4 libs
5 raxes

1910g, just got CoL, headed towards Republic (max speed means 89bpt, so 31 turns) holding off on tier 3 trades as long as possible.

cotm43-03c.jpg
 
I just started leader farming on the barb island with a couple of swords, and there's more where they came from.
You can't get leaders from fighting barbies. Or did you mean 'elite' farming, for later leaders?
 
Elite farming yes, my bad. I remember trying an actual leader farm with raging barbs, never got it working too well ;)

Btw, :worship: nice one tao, the full republic slingshot! We have about the same research times but I would've been beaten to it by Spain and Korea in my game :(
 
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