DW01-B: Whistling In The Dark (Take 2)

I have a free weekend coming up, so I can take it any time. Looks like we can dispose of Korea, Greece and Babylon soon after a merry round of gifting up, since we are closing in on the Modern Age. Glad to see we have some nice cash reserves to steal tech that they will probably not trade for any reason. Do we have Espionage? I guess it is getting near time to plot out the endgame, so we can get good and Machiavellian and start our evil plot for world domination so we can escape to our evil lair on Alpha Centauri.
 
No, we don't have Espionage. If we want to do that, we should probably do it next, so that we have time to build the Intelligence Agency somewhere.
 
My thought on freeing up cities for the spaceship is to build Infantry and then Tanks. Infantry free up when we get the mech armor and can switch to tanks. We can get modern armor late when most pieces are available and then the cities building tanks can switch to the spaceship.

For modern techs, I think getting research labs in all cities (internet right?) would be a good first priority in terms of tech, then going for space techs leaving synth fibers/modern armor toward the very end.

I would definitely play Overseer. No sign of Rodent.

Edit: Going for Espionage sounds very reasonable. I would do that after flight. We should build up money (i.e. not spend it) for steals of the modern techs from the science civs if we go for this.

DWetzel - On Deck
Elephantium
Greebley - Just played
Rodent - Missing
TheOverseer714 - Up
 
Makes sense re the infantry and tank builds. Internet will be tough to make useful with no prebuild, though I guess it may save a couple of turns. We will have about 3 or 4 techs done after miniaturization before we get it. Then again there won't be a lot else to do.
 
Got it. I can begin play tonight. I will go with Greebe's suggestions, they make good sense. I will mind the budget so we can afford 2 safe steals and still not be tapped out, that would be ~7200 gold. I will try to get all our ducks in a row for the endgame.
 
It has taken long enough, but I'm finished....finally. The last IBT had 2 Luxury trades end, so we'll need to raise the luxury rate to compensate. All the rioting messed up the Micromanagement, so the next player has something to do besides worker moves. The next player also gets to manage the gifting, trading and stealing to get into the next age. Fortunately we have plenty enough cash, I hope. Here is my turn-log:
Spoiler :

Pre-Flight: CivAssist 2, Word running. Open the save, look things over.
Everything looks ship-shape.

Civilian units:
Settlers 2
Workers 81
Slaves 76

Military units:
Knights 6
Cavalry 24
Infantry 8
Guerillas 7
Javelin Throwers 24
MDIs 4
Artillery 38, 9 captured
Amies 6, 2 Knights, 4 Cavalry
Crusaders 4
Ancient Cavalry 2

Ships:
Galleons 3
Transport 1

Unit Support:
Total Units 201
Allowed Units 218
Support Cost 0 gpt

Press enter=>

IBT: Nothing Important, trade territory maps with Vikings.
Babylon Factory=>Bank.
Javelin City Wall Street=>Stock Exchange.
Hammurabi Memorial Park Barracks=>Bank.
Spearchucker Village Factory=>Colosseum.
Iron Crag Aqueduct=>Bank.
Fancy Horses Factory=>Stock Exchange.
Whalebeach riots. Oopsy.
Germany begins Shake’s.

Turn 1, 1280 AD: Tons of worker moves.

IBT: Nothing happens in foreign relations.
Central City Cathedral=>Infantry.
Worker Pump Revisited Worker=>Worker.
Samarra Infantry=>Infantry.
Ephesus Temple=>Library.
Frozen Tundra Library=>Bank.
Cozumel Infantry=>Infantry.
Calakmul Settler=>Settler.
Dzib Worker=>Worker.
Germay is building Universal Suffrage.

Turn 2, 1285 AD: Nothing but worker moves, this is cruise control.

IBT: Trade embargo between Germany and America against us ends.
Historical Monument Factory=>Bank.
Workers on the Sea Worker=>Worker.
Uruk Factory=>Bank.
Hyangsan Aqueduct=>Courthouse.
Coba Temple=>Bank.
Hyderabad Aqueduct=>Library.
Pyongsong Harbor=>Courthouse.

Turn 3, 1290 AD: Worker turns. Lower tech rate to 70%, change some scientists to taxmen.

IBT: Flight arrives. I then choose Espionage, we’ll get it in 4 turns at 1002 gpt.
Worker Pump Revisited Worker=>Worker.
Furville Stock Exchange=>Infantry.
Ake Factory=>Infantry.
Copacetic Bank=>Stock Exchange.
Pale Flats Factory=>Colosseum.
Pollution near Mooville.

Turn 4, 1295 AD: Workers working.

IBT: As usual, nothing happens overseas….I miss war…..sigh.
Seoul Courthouse=>Library.
Central City Infantry=>Infantry.
Spearchucker Village Colosseum=>Infantry.
Galley Town Temple=>Bank.
One Horse Town Factory=>Stock Exchange.
Mooville Stock Exchange=>Colosseum.
Samarra Infantry=>Infantry.
Karachi, Argos, Whalebeach and Wheat for Horses riot, drat, I forgot to show the alerts.
Sippar Aqueduct=>Courthouse.
Cozumel Infantry=>Infantry.
Gemside Settler=>Settler.
Pollution near Samarra.

Turn 5, 1300 AD: Workers working. Upgrade 3 Galleons to Transports.

IBT: Early Warriors Factory=>Colosseum.
Hammurabi Memorial Park Factory=>Stock Exchange.
Worker Pump Revisited Worker=>Worker.
West Mooville Factory=>Stock Exchange.
Eulbar Factory=>Bank.
Tazumal Stock Exchange=>Colosseum.
More Settlers Settler=>Settler.

Turn 6, 1305 AD: Twiddling thumbs, Civ 3 style (Worker moves)

IBT: Pollution near Early Warriors.
Javelin City Stock Exchange=>Colosseum.
Iron Crag Bank=>University.
Pollution near Iron Crag.
Mari Temple=>Bank.
Palenque Aqueduct=>Courthouse.
Tulum Settler=>Settler.

Turn 7, 1310 AD: Worker moves. Change some beaker geeks to tax geeks.

IBT: Espionage researched, next is Mass Production in 4 at 469 gpt.
“Our people want to build the Intelligence Agency. Maybe we should.”
Babylon Bank=>University.
Central City Infantry=>Infantry.
Sparta Barracks=>Infantry.
Workers on the Sea Worker=>Worker.
Spearchucker Village Infantry=>Infantry.
Worker Pump Revisited Worker=>Worker.
Furville Infantry=>Infantry.
Mooville Colosseum=>Intelligence Agency.
Pollution near Iron Crag.
Samarra Infantry=>Infantry.
Wheaties Factory=>Cathedral.
Ake Infantry=>Infantry.
Lazapa Marketplace=>Bank.
Cozumel Infantry=>Infantry.
Cuello Deville Barracks=>Infantry.
Uax Worker=>Worker.
Cuello Settler=>Settler.

Turn 8, 1315 AD: Same litany of nothing but worker moves.

IBT: Our RoP with the Babs expires, I let it stay expired. (Just in case we end up at war.
Historical Monument Bank=>Stock Exchange.
Bombay Settler=>Settler.
Karachi, Ulsan and Tulum Oases riot…How do the HoF’ers do it? (dealing with the tedium, that is.)
Pollution near Babylon and West Mooville.
Riverbend Hoover Dam=>Cathedral.
Pale Flats Colosseum=>Barracks.
Coal Ridge Worker=>Worker.

Turn 9, 1320 AD: Ditto.

IBT: Our Dyes deal ends, Mongols won’t renew it.
Zulu demand Electricity, I refuse, they declare. Will there be WH?
Our Wines deal ends, Arabs won’t renew.
Central City Infantry=>Infantry.
Javelin City Colosseum=>Infantry.
Spearchucker Village Infantry=>Infantry.
Corinth Barracks=>Infantry.
Worker Pump Revisited Worker=>Worker.
Bangalore Harbor=>Library.
One Horse Town Stock Exchange=>Colosseum.
Ulsan Library=>Courthouse.
Cozumel Infantry=>Infantry.
Riots all over, jeez I think my war for luxury resources idea might have been a good one, since our trade rep is shot. I recommend boost the luxury slider.

Turn 10, 1325 AD:

Civilian units:
Settlers 0
Workers 91
Slaves 76

Military units:
Knights 6
Cavalry 24
Infantry 22
Guerillas 7
Javelin Throwers 24
MDIs 4
Artillery 38, 9 captured
Amies 6, 2 Knights, 4 Cavalry
Crusaders 4
Ancient Cavalry 2

Ships:
Transports 4

Unit Support:
Total Units 223
Allowed Units 248
Support Cost 0 gpt

Contacts: 2
Babylon-Peace
India-Gone
Korea- Peace
Greece-Peace
Rome-Peace
Zulu-War
Arabia- Peace
America-Peace
Mongols-Peace
Vikings-Peace
Germany-Peace


The save:
 
We now have transports for our armies. I think a war for lux is a good idea now. Before we just couldn't do it with our pathetic number of galleons and no army transport ability.

BTW were trying to trade techs for the Lux and they wouldn't trade?

DWetzel - Up (don't forget to post :D )
Elephantium - On Deck
Greebley
Rodent - Missing
TheOverseer714 - Just played
 
I think the only lux we can get is Dyes from the Mongols for Electricity or Industrialization. America has Incense, but it's not available due to an embargo. Any other luxes are being traded to nations they don't hate, there are no others even available. Anyway, I think we can actually keep the people happy by our own luxuries, happy builds and the slider, it was just losing 2 luxes at the same time that sent our idiots.. errr citizens into a tizzy. Most of our core cities aren't rioting, just the ones with no colosseums or cathedrals are. We are off cruise control, but the situation is not dire.
 
Okay, I went for the mass chaos approach. This includes playing only eight turns (really, seven and a half); time has been shorter than I hoped.

Highlights:

We're modern.
Gifting went crappily, with three doses of Ecology and one dose of Fission. We have both after stealing Fission.
We have an MGL waiting to build Apollo Program.
Greece, Korea, and Babylon have departed the earth, and our island is completely ours.
We're at war with Zulu (still), Mongols, and Germany. We've got a few alliances in place, but feel free to break them whenever. ;)
We are on 5-turn research at the moment; I went for Rocketry for a reason that seemed good at the time but wasn't. Should go for Miniaturization and the Internet next, I think. We are running a heavy deficit, but we can afford it for quite a while.
I went and took some Silks from Germany.

Spoiler :
1425 AD Preflight

Lux to 10% to take care of rioting towns. MM some.

IBT: Not much.

1430 (1): Pollution in Furville. Nampo library-university. Samarra infantry. Ake infantry. Tazumal colosseum - airport. Copacetic stock exchange-cathedral. Pale Flats barracks-airport. Desert's Edge aqueduct-amrket. Wheat for Horses riots, switch geek to clown. Dzib worker.

Washington completes Shakespeare's Theater.

Drop science to 50% for last turn of Mass Production.

Mongols have dyes for trade; I can't see any reason to not do that, so I do. I give Corporation for Dyes, Free Artistry, and WM.

Also trade Germany Atomic Theory for Communism--we'll have to gift them up soon enough anyway, and this way we get to build Police Stations.

IBT: The American/Babylon embargo ends. However, Babs and Zulu sign one.

1435 (2): Mass Production in, Motors in 4 at 60%.

Centarl City infantry. Early Warriors colosseum - transport. Javelin City infantry. Spearchucker Village infantry. WPR worker. Furville infantry. Piedras Negras Universal Suffrage - Airport. Eritria library-transport. Cozumel infantry. Dzib worker (yes, again, chop).

Rush harbor in Inchon.

IBT: The trade embarge between Rome and Zulu has ended.

1440 (3): Workers on the Sea worker. Hammurabi Park stock exchange-temple. One Horse Town colosseum - police station. West Mooville polluted; stock exchange - police station. Riverbend cathedral - airport. Inchon harbor - destroyer. Fishville bank - commercial dock. Fancy Horses stock - police station. Wheaties cathedral - police station. Deer Village market-temple.

Disband crusader and rush destroyer in Inchon for 412 gold.

IBT: The Arabs want to trade TM. I instead give them Furs for 13 gpt.

The trade embargo between Germany and Zulu has ended.

1445 (4): Central City infantry. Javelin City infantry. Spearchucker Village infantry. WPR worker. Uruk bank-stock. Eridu factory-university. Samarra infantry. Iron Crag uni-stock. Inchon destroyer. Ake infantry. Cozumel infantry. Gemside settler. Whalebeach library-court. Tobacco Road aqueduct-market.

We lost our supply of Spices!

Sell Arabia Electricity for Spices, 47 gpt, 4g, WM.

Disband a few infantry and a crusader to get another destroyer in Inchon.

IBT: Mongols and Babs sign an MPP (boo).

1450 (5): Hammurabi Park temple - police station. Furville infantry. Mooville Intelligence Agency - temple. Piedras Negras airport - police station. Inchon destroyer. Pale Flats airport-temple.

Last turn of Motors at 50%.

Sell Germany Steel for Fascism, 33 gpt, 56g, WM. Sell America three luxes and Rubber for 63 gpt. Sell America Steel for Incense and 1476 gold. Sell Mongols Steel for 812 gold.

IBT: Greek ships sail around. Who knew?

1455 (6): We have gone Modern.

Historical Monument stock-uni. Athens barracks - court. Babylon uni-harbor. Central City infantry. Ashur uni-barracks. Early Warriors transport. Javelin City infantry. Spearchucker Village infantry. WPR worker. Mooville temple-barracks. Eulbar bank-commercial dock. Riverbend airport-tank. Settlers For Life settler. Cozumel infantry. Copacetic cathedral - tank.

We get a spiffy facade on the palace.

Gift up Korea. They draw Ecology.
Gift up Babylon. They draw Fission.
Gift up Germany. They draw Ecology (boo).
Gift up Greece (from Chemistry!). They draw Ecology also.

Trade Fission and Espionage to Korea for Ecology.


Attempt to safely steal from Babylon. We do so, stealing Fission.

DOW Korea.

Two knight armies kill off two redlined rifleman after bombardment.
vCav kills last redlined rifle.
eCav kills redlined spear, gets MGL, will save for Apollo Program; he'll be stashed in Riverbend.

Kolhapur starts library.

We have destroyed the fragile Koreans.

DOW Greece.

Bombard Herakleia (two hoplites) and Ode to a Grecian Urn (one hoplite).

Cav army kills one hoplite in Herakleia. Unfortunately, due to the jungle, the other will live for a turn.

Cav takes Ode to a Grecian Urn, starts library.
eACav kills Greek warrior.
Cav takes two Greek workers.

ROP Babylon to get the rest of the artillery into position (ain't I a stinker?) Also ROP Germany for reasons to be shown soon.

Bombard Babylon. Mongols declare war via the MPP (boo), so we lose dyes. It is guarded by two rifles and three spears. One cav army and two cav later, the Babylonians are destroyed. Carchemish starts a courthouse.

After all the trading and warring, Rocketry is in 5 turns at 90%, -343 gpt (but we have over 10k in the bank). We have five sources of uranium.

For funsies and to protect our trade, I ally America against the Zulu and Mongols for Electronics and Refining.

IBT: A couple of Greek ships sail aimlessly.

1360 (7): Kaminaljuyu library-aqueduct. Madras aqueduct-market. Pusan riots (oops). One Horse Town police station - mass transit. Mooville barracks - Manhattan Project. West Mooville police station - mass transit. Samarra infantry. Argos riots. Ake infantry. Tazumal airport - mass transit. Pale Flats temple - mass transit. Copan riots. Bungle In The Jungle aqueduct - market. Tulum settler.

Use JTs to kill the two roaming Greek units, gaining one slave. Then finish off Herakleia with another JT (and get another slave). The Greeks are destroyed. Start library.

Found Lagartero (wealth).

Found Silk Island next to Nuremberg (harbor, infantry disband, buy), starting a war with Germany. Then raze Nuremberg. with a cav army.

Bomb the living crap out of Umfolozi (the Zulu one-tile island), down to 1 citizen, no barracks/harbor/library, and two redlined rifles.

Found Uaxactun (bomber) up north.

IBT: Mongols and Vikings embargo us. A Zulu boat sails out of Umfolozi.

1365 (8): Babylon harbor - dock. Central City infantry. WOTS worker. Javelin City infantry. Forestry Department destroyer. Spearchucker Village infantry. WPR worker. Furville infantry. Hyangsan riots. Piedras Negras police station - United Nations. North Furville factory - dock. Riverbend infantry. Wheaties police station - mass transit. Cozumel infantry. Uax worker. Silk Island harbor - walls.
 

Attachments

Sounds good. Bad luck on the 3 Ecology but what can you do.

Check to see if the internet gets built in time to benefit us (number of techs we need vs time to build). Our inability to prebuild may make the internet meaningless. Not sure how fast we can get it up though.

DWetzel - Just Played
Elephantium - Up
Greebley - On Deck
Rodent - Missing
TheOverseer714
 
I'm also up in Rat33 (playing tonight), and I'm busy tomorrow night, so I won't get to this until Thursday -- possibly spilling over into Saturday (I'm also busy Friday night).

Now is a good time for discussion...
 
I don't know that there's a huge amount to discuss. Going to take additional luxuries is pretty much optional at this point I think. It gives something to do other than workers, which is nice at least. ;)

The relevant question is is the Internet useful. I think it's marginal; we have seven techs after Miniaturization, and building in our top shield producer is going to take about 14 turns IIRC), but it also can't really hurt anything to go that route, so we may as well stick Mooville or Riverbend on Internet duty. We have enough decent shield producers to get the relevant ship parts.

The other relevant factor is maximizing research rate without going broke. It is probably worthwhile double-checking our science farm areas for maximum output. I don't think we can get 4 turn research, but 5 should be possible.

It may also be worthwhile to do massive worker adds (or disbands) soon, to get unit costs down.

I think towns that we want to be relevant to builds should probably go on tank duty; we can get Synth Fibers with about two techs to go and those will come free due to Modern Armor, allowing us to finish off that 640-shield exterior. It may also be worthwhile continuing to war for the purpose of getting additional MGLs in the very late game, to maybe rush a ship part.
 
Lurker's challenge: If you want a more interesting finish, don't build *any* spaceship parts by hand. MGL rush *each* of them (and the Apollo Program also maybe?). I guess you might have to break variant to do that, but still... I have a feeling you guys would find that more interesting at this point.

Addendum: You wouldn't need to break variant to do this actually. It's actually pretty simple to do this without pre-building *if* you can get 11 MGLs. I know someone here will figure it out.
 
Modern armor is always great for getting leaders because elite is so easy. In large AW games over 100 armies is not unusual with most of which come from leaders. Many come at the end when tanks and then MA come in. Tanks work too of course.

I am fine with coasting though.
 
Spoiler :
Pre-turn:

Disband some JTs to speed the production of a couple of Transports.
MM cities and reduce sci slider to 70%. Rocketry still due in 3 at -31gpt.

IT:

Early Warriors: Transports
Hammurabi Memorial Park: Police Station->Bomber
Bombay: Settlers
Settlers for Life: Settlers
Copacetic: Tanks
Coal Ridge: Workers

Turn 1 (1370 AD):

Okay, what wiseguy started building TANKS before making a BARRACKS in Copacetic? It's ridiculous, I tell ya.

Found Geeks for life near Namp'o. Making Bomber.
Try to plant spies in Mongolia, Germany, and Zululand. The one in Mongolia succeeds, the others fail.

IT:

Central City: Infantry
Ashur: Barracks->Police Station
Javelin City: Infantry
Spearchucker Village: Infantry
Worker Pump Revisited: Workers
Samarra: Infantry
Iron Crag: SE->Tank
Riverbend: Infantry
Ake: Infantry
Cozumel: Infantry
Dzib: Workers

Turn 2 (1375 AD):

Zzz...

IT:

Rocketry->Computers
Early Warriors: Transports
Hammurabi National Park: Bombers
Furville: Infantry
One Horse Town: Mass Transit->Tank
Fancy Horses: Police Station->Tank
Eretria: Transports
Ibabanago: Harbor->Destroyer
Wheat for Horses: Settlers

Turn 3 (1380 AD):

Found Fillertown near Wheat for Horses. Making Cruise Missile.

IT:

Germany pulls in the Vikings with an MA against us.
Historical Monument: Uni->Bomber
Central City: Infantry
Jav City: Infantry
Forestry Dept: Destroyers
Spearchucker Village: Infantry
Worker Pump Revisited: Workers
West Mooville: Mass Transit->Tank
Eridu: Uni->Carrier
Karachi: Mkt->Bomber
Riverbend: Inf
Mycenae: Temple->Cruise Missile
Eretria: Transports
Cozumel: Inf
Pale Flats: Mass Transit->Bombers
Ibabanago: Destroyers
Lakeside Village: Courthouse->Cruise Missile
Whale Point: Duct->Cruise Missile
Plains Filler: Duct->Cruise MIssile
Going Bananas goes bananas! I should have watched happiness there more closely. :blush:
Silk Island: Walls->Airport

Turn 4 (1385 AD):

Sink a Zulu Galleon near Umfolozi.

IT:

Germany lands a couple of troops by our Silks town.
WOrkers-on-the-Sea: Workers
Hammurabi Memorial Park: Bombers
Pharsalos: Courthouse->Police Station
Lahore: Temple->Court
Samarra: Infantry
Iron Crag: Tanks
Wheaties: Mass Transit->Bomber
Ake: Infantry

Turn 5 (1390 AD):

Bomb Umfolozi. Sink a Galleon.

IT:

Mongols suicide a couple of cavs and retreat another vs. our landing stack at Erdenet.
Rome and Scandinavia sign embargo vs. us.
Arabia and Germany sign MA vs. us. No spices for us!
Babylon: Commercial Dock->Bomber
Central City: Inf
Pyongyang: Temple->Cruise MIssile
Jav City: Inf
Spearchucker Village: Inf
Kaminaljuyu: Duct->Cruiser
Madras riots.
Worker Pump Revisited: Workers
Furville: Inf
One Horse Town: Tanks
Cheju: Court->Transport
Hyangsan riots.
Eulbar: Commercial Dock->Tank
Riverbend: Inf
Sippar riots.
Taejon riots.
Tazumal: Mass Transit->Bomber
Cozumel: Inf
Copacetic: Tank
Gemside: Settler

Turn 6 (1395 AD):

Kill the German Knight at Silk Island.
Sci slider to 70, Computers still due in 2.

IT:

Germans bomb two of our troops! One army near Zululand, one on Silk Island.
Historical Monument: Bombers
Athens: Court->Mkt
Was-Delhi: Lib->Jet Fighter
Early Warriors: Transports
Hammurabi Memorial Park (HMP): Bombers
Uruk: SE->Bomber
W Mooville: Tanks
Kolhapur: Workers
Fancy Horses: Tanks
Pale Flats: Bombers
Ivory Pincher: Duct->Mkt
Deer Village: Temple->Bomber
Hillside Oasis: Duct->Cruise Missile
Silk Island: Airport->Barracks

Turn 7 (1400 AD):

Raze Ngomi on the border of Germany and Zulu.
Found 300 near Sparta. Making Cruise Missile.
Sci slider to 60%, Computers still due in 1.

IT:

Mongols request peace. Forget it!
Computers->Miniaturization
Central City: Mech->Tank
WPR: Workers
One Horse Town: Tanks
Hyangsan: Court->Bomber
Iron Crag: Tanks
N Furville: Commercial Dock->Bomber
Riverbend: Mech->Tank
Wheaties: Bombers
Ake: Mech->Bomber
Cozumel: Mech->Tank

Turn 8 (1405 AD):

Kill a few defenders at Erdenet.
Sci slider to 80%, Mini due in 6.

IT:

Javelin City: Mech->Tank
HMP: Bombers
Spearchucker Village: Mech->Tank
Lahore riots.
Samarra: Mech->Tank

Turn 9 (1410 AD):

Capture Erdenet. Once we get a Harbor online, we'll have Dyes!

IT:

Rome and Germany sign MPP.
Historical Monument: Bombers
Babylon: Bombers
Central City: Tanks
WOTS: Workers
Galley Town: Bank->Bomber
WPR: Workers
Furville: Mech->Bomber
One Horse Town: Tanks
W Mooville: Tanks
Iron Crag; Tanks
Riverbend: Tanks
Tazumal: Bombers
Cozumel: Tanks
Pale Flats: Bombers
Uax: Workers

Turn 10 (1415 AD):

Wineland founded in Zululand. Making Harbor.
Reinforce Erdenet against the Mongol horde :)

IT:

At least a dozen Mongol troops suicide vs. the Mech Infs in Erdenet.
Early Warriors: Transports
Spearchucker Village: Tanks
Pusan: Harbor->Cruise Missile
Mooville: The Manhatten Project->Police Station
Eridu: Carriers
Erdenet riots and finishes the harbor.
Fancy Horses: Tanks
Wheaties: Bombers
Ake: Bombers
Copacetic: Tanks
Copan: Temple->Cruise Missile
Wineland: Harbor->Airport
Coal Ridge; Workers
Rome declares war on us due to their MPP with Germany.

Turn 11 (1420 AD):

Capture Konigsberg and Kufah.

IT:

Central City: Tanks
Ashur: Police Station->Factory
Javelin City: Tanks
HMP: Bombers
WPR: Workers
Bangalore: Lib->Bomber
Samarra: Tanks
Iron Crag: Tanks
Eulbar: Tanks
Riverbend: Tanks
Zariqum riots.
Cozumel: Tanks
Wineland: Airport->Barracks
Dzib: Workers

Turn 12 (1425 AD):

Capture Burka. Defending it may be tricky - we may wish to make peace with Zululand and Germany.




Next player - be aware, there are a lot of troops scattered about the world. You'll want to take a tour to see them -- many in Mongolia, Zululand, Germany, and Arabia.

We may have a lot of enemies right now, but we're in a good position for some nice warfare :trouble: It's up to the next couple of players whether they want to coast through or put the hurt on the AI.

ALSO! I didn't MM cities or check riots this turn - CivAssist said about a dozen cities were about to riot when I closed the game.
 

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