Pre-turn: Checking diplo, Lizzie is up 3 techs we can see, everyone else is up Artillery. We have Fission on everyone but Liz, and Ecology as well. Judging by the impressive by AI standards 450 gold cache Liz has, she's in the runaway financial position. We've really been up against it in this game, surrounded by 3 aggressive AI, lacking iron until it didn't matter anymore, in the sandwich position on the continent, and 2 financial civs in relative isolation. Combined with a really tough variant, my guess is we'll be watching Liz launch in about 60 turns. Sadly, there's really nothing we can do to affect it in our current position, our only real choice atm is to try and get all the production stuff built now that we can, and hope by the time we can build effective modern military, there's still a hope for a last ditch war or espionage campaign. I'm going to build production and military, and tech towards fiber optics, though I fear since only Liz is really ahead in the tech game, it won't help enough.
I will say if we could manage a golden age right about now, we'd have a chance, since we're still #1 in GNP. Flipping sci down 10% and culture up 10 brings Industrialism still in 2 but gives us 11 more gpt from actually putting folks to work. This will only be needed til we have forges, since we'll then have happy from gems.
Hit the big red button.
1925(1) - Nil. Swing the *cough* navy *cough* around near England, she's the one we need to worry about.
1926(2) - Industrialism in, ivory obsolete, even more unhappy. Start research on plastics, 3 gorges wouldn't be bad, though we can build coal plants after recycling centers. After that I'd go Radio -> Computers -> Fiber Optics. But that's just me.
I actually get the pleasure of starting the first forge!
Here's some good news:
1927(3) - Nothing. Start another Forge.
1928(4) - 3rd forge started. May need to bump lux to 20% if I want everyone working. Nothing we can trade for.
1929(5) - Here's a look inside Canterbury:
(IT) Liz dials us up and offers crab for Gems. I'm not particularly intrested in giving her more happies. Toku demands we cancel deals with her, but I also decline, as I fear her more than him. To punctuate, Liz finishes Rock and Roll. So long as she doesn't get the elevator.
1930(6) - Nothing.
1931(7) - Great Engineer born in Rome. While a GA appeals, I think rushing the Elevator or Three Gorges makes more sense. I fortify him for the time being. Rome and Pharsalos finish forges, start factories. Cathy takes Atlanta. Why oh why couldn't she be at war with Liz.
FWIW, we're about 11 turns from a Great Scientist in Shangian. When he's born, pair him with one of the GPs for a GA. Be careful about not getting the GE burnt in that transaction however.
Liz has aluminum by Oxford. I'm too depressed to take a picture.
(IT) Roosevelt asks for Fission. I tell him to bugger off.
1932(8) - More forges and factories come online. Liz has more aluminum by Nottingham. After I finish slitting my wrists, I come back to play more.
1933(9) - More scouting and more doing little else. Its taking way too long for our railnet to come online. Scotland Yard has to be a priority build once we get productivity elsewhere. Ironworks in Rome or Pharsalos.
1934(10) - Liz has a billion troops in London. I bring my computer out to the garage, start the car running, and shut the door.
That's as far as my turnset goes. Probably a decent chance I won't get the game back if everyone is alive. We need troops to deter Kublai and Cathy. We don't want war with them, we'll never get their cities productive before too late. The only real issue is Liz. We can outproduce anyone else once we get all the buildings up. We need spies over there, we need money, we need happies. I don't think nuking them will work, this chick is building everything she can, I'll be stunned if she doesn't have SDI in no time if she doesn't have it already.
Good luck, and the save: