Since I almost never self-research Stillsuits, I make this trade with the Harkonnens. Now I will be able to constuct spice harvesters in the deep desert. Stillsuits also allows sandworkers to be built once Spice Industry is discovered (and Arrakis Spice civic is adopted). A good trade IMO.
Paul demands Education, and I refuse. I am his worst enemy, so giving in to his unreasonable demand won't help the diplo. I will keep an eye on him though. This turn the capital finishes Filmbook Archives and will build an infantry next. My first GP will be a Great Scientist (due in 19 turns).
Roma decides to demand Feudalism from me. I refuse, but do end up trading Feudalism for Dune Topography, another tech I do not self-research. Since she is at pleased, I don't think twice about the diplo hit from refusing her demand.
Early game, I try to economize on hammers to keep science rate high. The trade off is that, except for the immediate area, scouting is somewhat lacking. However, the Harkonnens provide a map for the trivial price of Dune Topography.
Law of Arrakis is in. Now research will be towards Culture of Dune. I have big plans for the free Great Noble. There is 0% chance of not getting to this tech first (nobody even has Law of Arrakis yet).
The third Ixian city is founded. I am only one city behind the leaders (in city count). Once the capital has finished the infantry it is building, I will start on Propaganda Corps, another Wonder which builds quicker with ore (+2
per city on this land mass). Science is 80% (48
/turn) at -2
/turn. The new city starts on a worker immediately because I am seriously behind in worker turns. I lost a worker to a waterstealer earlier (mainly due to not scouting - could not see him hanging out in the desert).
A misplay on my part. I change my civics after I noticed the Bene Tleilax changing into Serfdom and Hereditary Rule. Opps!
Lady Margot Fenring is the next AI that is met. That leaves one left to encounter.
The tech situation at turn 109.
I am first to Culture of Dune (as expected) and now have a Great Nobleman (freebie) and a Great Scientist. I start researching Faith to allow the Great Nobleman to bulb something useful.
The Great Scientist is used to bulb Human Potential. Meritocracy is a good civic (+50% GP generation) but the main draw is that it leads to Mental Discipline (which allows Mentats to be built). A very key tech, even better when it can be researched for essentially "free".
Piss off Scytale..we don't serve your kind here.
I make a very good trade with Roma. I normally never build mines (unless a strategic resource) so Energy Sources will allow me to start improving production tiles (mesa that can not have a wind trap built on it). Turbines, IMO, are the best generic production improvement for mesa tiles. The map she included is just gravy.
The last AI, Duke Armand Ecaz is met.
I make this trade with Armand which makes him pleased. Unfortunately, he demands Desert Plantation after the trade, I decline, and he is back to cautious. Oh Well, whatever.
Now that Faith is researched, I can use the Great Nobleman I received from being first to Culture of Dune to bulb Caste Systems - big plans complete.
Water Economy is the next tech that will be researched and once a Mushtamal is built in the capital, Wet Planet Conservatory (+1
and +1
in ALL cities) will be built. Coincidentally, WPC builds 25% faster with ore as well.
The tech situation on turn 113. Pretty solid tech lead and I am running my science slider at 75% (45
/turn) at +1
/turn. Not bad considering.