CS-1 - Farmer's Paradise

Let me start off by saying that I'm very sorry for holding this game up for so long. It isn't normal behavior for me... That said, here are my turns. I played 12 to even up the turn count as Sina suggested.

Inherited turn. Things certainly look good! I notice Saladin has disappeared :) I do a lot of city micromanagement. I take Moscow off of Research, which was only getting us 13 beakers (out of 300+ in that city). Instead, I turn it to build more military - We need to stay strong in case of a sneak invasion. Overall, though, things look really good. I mm a few more cities for higher food and more specialists. As for shrines, we actually have the Christian, Buddhist, and Confucian shrines, so I'll stick with spreading Confucianism for now.

Turn 1 - The very definition of a quiet turn. This is going to be cruise-control to the end now, methinks. Democracy is coming in next turn, at which point I'll rush the statue of liberty.

Turn 2 - After rushing, the Statue still has 14 turns to go (in Moscow). I decide to fire a bunch of specialists there and go to a high-production configuration again, and I cut that in half to 6 turns! After it finishes, I'll hire the specialists back. This reduces our beaker output by almost 100 :lol: Fun stuff. Even with that, the most expensive tech available for research, medicine, only takes 4 turns. I decide on corporation for the extra trade routes, and the fact that it only takes us one turn to research it!

Turn 3 - The extra trade routes allow me to push to 80% science at only a -3 gpt. I start research on Steam Power, due in 3.

Turn 4 - Wow, these turns are quick!

Turn 5 - The Forbidden Palace finished up, and we soar to +14 gpt at 80% science.

Turn 6 - Steam Power comes in and we have two sources of coal, both on the left coast. Start Assembly line, due in 5 turns.

Turn 7 - The statue of Liberty finishes up! I mm Moscow back to max specialists - it's now producing 395 beakers! I also bump up research to 90%, at a defecit.

01_Statue.JPG


02_moscow.JPG


Turn 8 - Quiet...

Turn 9 - I trade Democracy to Mao for Rifling and some gold.

Turn 10 - I'm building quite a bit more Navy now. With Hayauna and Mao going at each other, the large navies they have running around make me a bit nervous. We finish up Assembly line and we now have infantry in the works. We pop a great merchant, and he's going on a trade mission, no doubt. The extra gold will help us maintain defecit research much longer. Start Steel, due in two. Suggest Artillery next, then rocketry. Starting Factories all over the place.

Turn 11 - ...

Turn 12 - Steel complete, start Artillery. Railroads would also be a strong choice with all of our lumbermills. Mao and Hayuna sign peace! That's it!

03_merchant.JPG


Notes for next player:

I was intending for the great merchant to go over to China, but you can pretty much send him wherever. Other than that, cruise to a space win!

View attachment 121547
 
Great turns Snaproll! :goodjob:

Don't worry about holding the game up, I know you're usually pretty good about it, so I figured we could wait for a one time thing. I saw in another thread you're going on spring break this week, so have a great time!! :D

That picture of Moscow with the insane amount of specialists is crazy! I love how this game is turning out. I see it, but I won't play until tomorrow, and maybe not until Friday - if you can pick it up before then Beestar, feel free!
 
I'll play my other SG tomorrow, so don't hurry putting me back in. Just saying that I'm back again. :)
Friday/Saturday are good days for me though. :mischief:

(I'm on GMT +2 now I think. Oslo time = Paris time, +1 on London.)
 
Turn 1 - First thing I'm gonna do is send the merchant over to Cuzco, just to check out what the Incans have and see how much we can get. It'll probably go back to China though.

Turn 2 - Workers are farming over anything that isn't a farm, like cottages and workshops. The Incans look to be similar to us military tech wise. I'd like to get rid of that city of theirs on our continent, but war is just stupid at this point. Trade mission is 2100 gold in Cuzo. I'm just gonna take it. I'm starting a lot of factories, most of which will take till after my turnset to finish.

Turn 3 - Artillery in, on to railroad. The workers are running out of things to do. After RR I'll do rocketry to start on Apollo, and then to plastics for 3 gorges. The Romans have also settled on our continent....their city is defended with longbows!

Turn 4 - We get an artist in Yarslavl. I'm sending him to Moscow to be saved for a golden age.

Turn 6 - RR in, rocketry next as per plan.

Turn 9 - Prophet is born in St. Pete. He's also in Moscow for a GA. We need at least 3, possibly more for another GA. We're also starting to get a lot of unhappies from slavery, so we'll want to revolt soon. Possibly wait till enviromentalism, as unhealthies are creeping up with so much population.

Turn 10 - Rocketry in, I've picked medicine, but that can be changed. We'll want to start Apollo soon as well.

Just two pictures....crop yield graph and note population on the demographics!
untitled4vy.jpg


untitled7ni1.jpg
 
Who is up now? Is it me? I have no idea! :confused:

Give me a hint if I should grab it tomorrow or not. I'll wait for confirmation. :)
 
Sina said:
Who is up now? Is it me? I have no idea! :confused:

Give me a hint if I should grab it tomorrow or not. I'll wait for confirmation. :)

Well, Beestar is next in the roster, but he said he was really busy this week, so....

Beestar, if you can play let us know, otherwise Sina take it when you can.
 
(0)1850AD
Wow. What a change from when I saw it last. We are large, but also unhealthy and unhappy. I set 10% culture. That helps at least a bit until we change to Emancipation.

(1)1852AD
Too many cities to list all the builds. I'll continue with Infra and a unit or two thrown in where appropriate.

(2)1854AD
Building more railroads. I think Damascus should build Apollo once it's finished with its infra buildings. I don't see the need to start it before we have researched Industrialism and by then Damascus should be available.
BTW, where do we want Ironworks?

(3)1856AD
Medicine -> Electricity (only 2 turns!)
Revolution time! Emancipation and Environtalism. I don't like losing all those trade routes though.

(4)1858AD
We lost about 100gpt :(
I lower science to 70%. That makes no difference in research turns and I see green again. :)
Everybody is healthy and happy again and growing just fine. I mm here and there.

(5)1860AD
Our health buffer is extreme in a lot of cities. I'll build a Coal Plant in Mecca and Damascus. They sure can afford it and can go on wonder production after that.
We got a Great Merchant in Mosco and need one more Great Person for a GA. I mm to more Scientist and less Merchants. We want a GS next.

(6)1862AD
We are wealthiest.
Electricity -> Combustion
The plan seems to be to go to Plastics next, so I beeline for it. Personally, I'd go towards Robotics first, but stick with the plan. :)
Huayna declared war on Hatty. I go and check diplo. We can take the realtion hit denying help to both. Good! While I'm there I notice that JC has Physics now and is up Communism on us.

(8)1866AD
I start Broadway in Mecca. It will only take 11 turns, so why not.

(9)1868AD
Combustion -> Industrialism

IBT
Huayna demands 320 gold. We have enough of that, so I give in. Hatty wants us to join the war. Nope!

(10)1870AD
JC declared on Hatty.
A Russian revolt is taking place in Setia. We'll probably get it sooner or later.

All looks fine. Industrialisms in 4 turns. Plastic will be 6 or 7 after that I think. I don't see anything that could stop us from winning this. Oil will be connected soon as well and conveniently there is one coastal town which has nothing to build anymore.

Shall we have a side bet on our launch date? :mischief:

View attachment 122130
 
Hmm, launch date. I think we've still got 40 - 50 turns, so maybe 1950? That's my guess for now.

Good turns, by the way!

Roster:
chriseay -
Sina - just played
Beestar - skipped I think
Morred - Still around?????
Woebearer - Probably up...give beestar and Morred 24 hours, and if neither chimes in to claim it, then go ahead
Snaproll -
 
Turn 305 (1870 AD)
Novgorod begins: Infantry
Rostov begins: Coal Plant
Rostov grows: 18
Yakutsk finishes: Grocer
Smolensk grows: 15
Khurasan grows: 9
Khurasan's borders expand
Kufah grows: 16
Kufah finishes: University
Basra finishes: Granary
Medina finishes: Granary

Turn 306 (1872 AD)
Kufah begins: Observatory
Basra begins: Library
Medina begins: Harbor
Yakutsk begins: Ironworks
Rostov finishes: Coal Plant
Khurasan finishes: Observatory
Anjar grows: 6

Turn 307 (1874 AD)
Tech learned: Industrialism
Vladivostok finishes: Market
Smolensk finishes: Factory
Damascus finishes: Coal Plant
Najran finishes: Factory
Anjar finishes: Granary

Turn 308 (1876 AD)
Anjar begins: Library
Najran begins: Observatory
Novgorod finishes: Infantry
Yekaterinburg finishes: Barracks
Orenburg finishes: Infantry
Najran grows: 13
Basra grows: 10
Buddhism has spread: Chuito (Incan Empire)

Turn 309 (1878 AD)
Ibn Battuta (Great Merchant) born in Novgorod
Apache finishes: Infantry
Baghdad finishes: University
Medina's borders expand
Medina finishes: Harbor

Turn 310 (1880 AD)
Baghdad begins: Observatory
Medina begins: University
Moscow grows: 26
St. Petersburg finishes: Wall Street
Yaroslavl' grows: 22
Yaroslavl' finishes: Infantry
Yekaterinburg grows: 16

Turn 311 (1882 AD)
Yaroslavl' begins: Infantry
Tech learned: Plastics
Kufah finishes: Observatory
Basra grows: 11

Turn 312 (1884 AD)
Research begun: Radio
Research begun: Computers
Research begun: Robotics
Kufah begins: Granary
Apache begins: Hydro Plant
Baghdad begins: Hydro Plant
Moscow begins: Hydro Plant
Khurasan grows: 10
Christianity has spread: Asyut (Egyptian Empire)
Christianity has spread: Asyut (Roman Empire)

Turn 313 (1886 AD)
Kufah finishes: Granary
Basra grows: 12
Anjar finishes: Library

Turn 314 (1888 AD)
Kufah begins: Coal Plant
Anjar begins: Harbor
Tech learned: Radio
Yakutsk grows: 14
Krasnoyarsk finishes: Factory
Najran grows: 14
Basra finishes: Library

Turn 315 (1890 AD)
Krasnoyarsk begins: Observatory
Basra begins: Factory

Popped a Great Merchant who is on his way to the other side of the world to generate some quick cash. Pretty boring turns. Started a lot of cities on Research, as we need as much as we can get to keep pace with the Towned up civs.

Set up a beeline to get to Space Elevator. We had an alluminum in out lands, so with all of our bonuses, the SS should be built in no time.

And yes Spock, I do know her life was saved by rock'n'roll... you tell me that every game...

View attachment 122376
 
That puts Snaproll up. Good turns, it's just a coast job from here anyway, unless something bad happens.....

Do you guys want to continue with 4 (it seems morred is gone, and maybe beestar too) or should I try to grab another with a post in the registration thread? I think at this point we can do it ourselves, but I'll leave it up to the team.
 
Back
Top Bottom