Preturn: Why a Market in Erdenet?? We want culture to remove the chance of flip. I end up using unit disband and rush to get the market this turn so I can build a temple or Lib next turn.
We put a city on wealth before it has an aquaduct? We have plenty of workers to boost it to size 12. Extra gold a turn isn't worth the lost of it being size 6.
I also wouldn't put cities on things like Cruise Missiles in this variant. Building something like a Temple means we could rush it and then use the town for some other use if we needed to. Its more flexible than essentially making the city unavailable ever again.
Not that these things are important this particular game in terms of the win, but they could make a difference in another if this variant was tried again.
I merged in all our own workers. We seemed to have plenty foreign ones.
I mm'ed some engineers because we could (we gained a bunch of science from above). Some towns could benefit from buildings will switch back if/when it matters.
IBT: Bombers knock Cav Army to 2 HP.
1430 AD: Attack a city to bring down the cost of peace with Germany (60 gold). Our Cav didn't heal and really don't have the units to do much to them. We could declare war later if we wish. Took out Zimbabwe.
1435 AD: By fully MM'ing the scientists and raising science to 100% we can get Space flight in 4.
Trade Germany Rocketry to get 238 gpt to allow us to run high science longer.
Take out Hloblane to give Zulu town room. Take Fustat from Arabs to get last Lux.
Make Peace with Arabs. We are now at war with Zulu (to remove culture flip), Rome(won't talk), and Mongols (Get elite units.
Get Min and start Internet. Space next.
1440 AD: Not much
1445 AD: Destroy Reykjavik and another town.
1450 AD: Capture Oslo and Stockholm from Zulu
IBT: Get Space. Start Nuclear Power.
1455 AD: Capture Isandlwana from Zulu.
Trade some Techs so we can hopefully continue 4 turn science longer.
Rush Apollo with our leader.
1460 Finish Apollo. No good towns can build a part yet.
Capture a Mongol City.
1465 AD: Capture Atombe and Mpondo and razed another (Zulu).
IBT: Start building the Engine For Spaceship.
1470 AD: Capture Swazi and Tugela clearing the Mongols off the main continent (except down by Rome).
Make peace with Zulus and get 3 cities including the size 1 island off our coast.
WW has gone up considerably. Make peace with Mongols to remove it. Also decide to make peace with Rome so they don't drag in someone else - especially Germany who is helping us fund our research.
1475 AD: All quiet.
Notes:
I would wait on warring with the Mongols, it will just slow down our tech due to WW. Germany is giving us gpt for research. If we attack Arabia, then Neapolis is vulnerable.
America would not be too bad though check what gpt we are getting from them. This all assumes the next player wants a war. Peace is a better option for the victory condition. I would probably stay at peace and just fortify the units. Play the turns more quickly.
For tech I would go for Robotics next, then synth fibers starting all space ship parts but the last 3 (keep a cities in reserve building Nuklear plants and Man plants. That way the pricey 640 part with synth should finish (holding off synth until after Super conductors would make that part the hold-up.
So Lasers, Robotics, Synth Fibers, SuperConductors, Satallites for 20-22 turns to last tech.
Picture shows some open land. Germany is currently got a settler there. We have settlers on the way.
We put a city on wealth before it has an aquaduct? We have plenty of workers to boost it to size 12. Extra gold a turn isn't worth the lost of it being size 6.
I also wouldn't put cities on things like Cruise Missiles in this variant. Building something like a Temple means we could rush it and then use the town for some other use if we needed to. Its more flexible than essentially making the city unavailable ever again.
Not that these things are important this particular game in terms of the win, but they could make a difference in another if this variant was tried again.
I merged in all our own workers. We seemed to have plenty foreign ones.
I mm'ed some engineers because we could (we gained a bunch of science from above). Some towns could benefit from buildings will switch back if/when it matters.
IBT: Bombers knock Cav Army to 2 HP.
1430 AD: Attack a city to bring down the cost of peace with Germany (60 gold). Our Cav didn't heal and really don't have the units to do much to them. We could declare war later if we wish. Took out Zimbabwe.
1435 AD: By fully MM'ing the scientists and raising science to 100% we can get Space flight in 4.
Trade Germany Rocketry to get 238 gpt to allow us to run high science longer.
Take out Hloblane to give Zulu town room. Take Fustat from Arabs to get last Lux.
Make Peace with Arabs. We are now at war with Zulu (to remove culture flip), Rome(won't talk), and Mongols (Get elite units.
Get Min and start Internet. Space next.
1440 AD: Not much
1445 AD: Destroy Reykjavik and another town.
1450 AD: Capture Oslo and Stockholm from Zulu
IBT: Get Space. Start Nuclear Power.
1455 AD: Capture Isandlwana from Zulu.
Trade some Techs so we can hopefully continue 4 turn science longer.
Rush Apollo with our leader.
1460 Finish Apollo. No good towns can build a part yet.
Capture a Mongol City.
1465 AD: Capture Atombe and Mpondo and razed another (Zulu).
IBT: Start building the Engine For Spaceship.
1470 AD: Capture Swazi and Tugela clearing the Mongols off the main continent (except down by Rome).
Make peace with Zulus and get 3 cities including the size 1 island off our coast.
WW has gone up considerably. Make peace with Mongols to remove it. Also decide to make peace with Rome so they don't drag in someone else - especially Germany who is helping us fund our research.
1475 AD: All quiet.
Notes:
I would wait on warring with the Mongols, it will just slow down our tech due to WW. Germany is giving us gpt for research. If we attack Arabia, then Neapolis is vulnerable.
America would not be too bad though check what gpt we are getting from them. This all assumes the next player wants a war. Peace is a better option for the victory condition. I would probably stay at peace and just fortify the units. Play the turns more quickly.
For tech I would go for Robotics next, then synth fibers starting all space ship parts but the last 3 (keep a cities in reserve building Nuklear plants and Man plants. That way the pricey 640 part with synth should finish (holding off synth until after Super conductors would make that part the hold-up.
So Lasers, Robotics, Synth Fibers, SuperConductors, Satallites for 20-22 turns to last tech.
Picture shows some open land. Germany is currently got a settler there. We have settlers on the way.
