Great work with the turnaround. To maintain the war in democracy, park a cheap unit or caravan near a Zulu city. They'll take the bait in a turn or two, then it's back to the slaughter.
Your senate takes action after you capture a city, when you have a unit next to an enemy unit. If you kill everything in 2 cities before capturing the first (and no partisans spawn), you can move right into the second city.
After you take down their capital, have your spies check out bribery prices. Everything's half off when they have no palace, and half again if they're in disorder.
Republic takes a little getting used to. Sending troops out makes their home city unhappy, every troop costs a shield per turn, and settlers cost more to maintain. You can adapt to this situation by limiting your offensive force to one unit from each city (more from the city with Shakespeare, if you like), and, at least in the early game, avoid war by appeasing the enemy with tech advances. Organized celebrations mean you'll turn a modest empire into a huge one very quickly.
Giftless is the one who has done some GREAT work w/ my mess I took the easy way out by switching to Demo; then follow ur n Prof G advice on trades. Giftless, on the other hand, took on the Chairman position, stayed w/ commie n turned it around
I dont like republic; mostly because it still has corruption n waste so I tend to stay w/ Monarchy. But if I couldnt get SOL like in this case, it would be a long road to become a commie. Democracy at least has no corruption and waste.
Thanks 4 the tip on parking a unit outside! I tried that w/ a spy but Zulu just kicked her back to Beijing...guess I need to find a different cannon fodder.
Lots of good comments already. This is a common isssue (re: top post), so these comments are for the 1st .SAV. GT (game turn) is 333.
1. You dont have SoL (Statue of Liberty), so you will be using Oedo years to switch governments. At the end of a turn before an Oedo year (next is GT 336, which is year 1935), declare a Revolution (which means at the end of your 1934, push Lux to 60%, ignore Sci & Tax, and roll thru each city and add Elvii as necessary to keep happiness, and use the best food tiles.
2. Enter Democracy in 1935, Lux set to 50%, and grow most villages to size 20+, let nothing stop the growth. Execute a PD (power democracy) and you will absolutely crush the planet. You will buy Marketplaces, Banks, Stock Exchanges. Until Revolution, make Vet spies, cut science to 20%, Tax up to 80%. Make Freight & transports.
3. You will set Science to ZERO, Tax to 50%, Lux 50% (and reduce Lux to 40% as you get banks and trade routes set, then 30% as you get SHs). You will have a single scientist to trigger advances, which will be paid for with Freight deliveries. Demanded items to select large trade overseas AI cities. Your islands make this massively profitable.
4. You lost the most valuable wonder in the game, JS Bach. Its effect cannot be replicated. It wipes out 2 unhappy citizens on Line 5. Even in Fundy it is valuable, JSB gives 2 gold tithes per city. Make a force and go capture it. Then capture Women's Suffrage. You won't have any serious happiness issues (eg growth) in Democracy if you plan ahead about Mil units away.
5. Units to make are Transports, Freight, and spies, and just 'hold the line' as necessary while you develop crushingly huge cities which will pump out the gold.
6. Democracy cities cannot be bribed.
7. Road all trade tiles as cities grow. Don't make Universities, make MK, BN, SE's. Research Automobile, and make SH (Superhighways) in every source freight village. Locate enemy villages with Airports, and ensure your village (with SH) has airport also. AP gives 50% bonus. Every small village must IRB its freight before growing. All medium and large villages need 3 good routes.
8. Road that Gold by the turn after Automobile. The turn after Automobile, you will have instant superhighways (because of your planning). Check the results to find out why you need the road with SH on Gold (or wine) .
9. Properly RR Bejing's island, and ensure trade routes with RR and Airports for those cities. Bejing will be your key trade village, get rid of the Forests and later the hill. You need more engineers, lots more. On this water map, about 1:1 with your villages. On land maps, 2:1 or more.
10. Have fun. You will crush the enemy.
Advanced Topics
Spoiler:
1. Key Civ
Turn Position
1 white
2 green
3 dark blue
4 yellow
5 light blue 6 orange
7 purple
Your key civ is Orange, because you are only Mighty.
Orange is slow in this game.
If you decided you want "cheap" science, you can tech gift the Orange (Greek) and cut your science cost from about 3300 beakers to about 2000 beakers.
You would not want to do this if you have massively valuable freight. The current cutoff is about 2200 in this game, and since you have no SHs and are post-Flight (a crippling situation), you have zero chance of freight that valuable for about 35 turns. On the other hand, you are about to be Supreme when your villages grow in Democracy, and then your key civ will be Purple, and they are close behind you. Your cost of science would then be about 2100 to 2200 beakers, and hence your freight cap would be about 1400 beakers+1400 gold per freight. This is doable once you get your ships, freight, SHs matched up with high trade foreign cities.
2. Trade.
Send your ship to the long islands, slide their freight on the RRs, and out to waiting transports in port cities to minimize ship exposure to enemy fleets and speed up deliveries. You can Take 2 engineers, and veteran defenders, and put them in a fort on enemy defensible terrain, then stack freight to be delivered as needed even in wartime to an enemy. Pile many freight (esp. garbage cargo) into select high trade AI overseas cities, do not spread your freight out among lots of AI cities. They can only have 3 routes in a city. Use a spy to see if they have an Airport.. Find the Airports of Demo/Rep AI cities. If you have 10 cities with 30 routes to a single high value overseas AI city with lots of trade arrows, they will have only 3 routes in return.
Oh WOW - thank YOU very much, starlifter!! That is a very detailed analysis and plan!!
As you could tell from my previous post, I am new to "Power Democracy" n it is taking time for me to get used just being in Democracy With Celebration, I was able to grow my cities but didnt have enough engineers to keep up w food supplies. So only the largest cities could stay in celebrate and even those had to drop out. Maintaining a continued war effort in Demo is hard for me; both in terms of happiness n the darn Senate And I absolutely SUCK at keeping track of Demand and Supply in trade route management
For now, I have decided to build a spaceship. With the tech lead in democracy, it should not be long before I can wrap the current game up. Here is what China looks like after 20 years of "wimpy democracy"!
Wish I saw ur post last week as it gives the details on how to progress in PD. I will load up and old save and follow your directions - I need the practice on PD anyway Thanks again!
Trying it may seem irrational and hopeless at first. But that is only because the vast majority of your game exp is likely in non-Rep/Dem governments. Its exactly how I started, and I was a commie advocate, based in large part because of the Prima guide and the MGE manual.
But The power to add 1 pop point per turn per city is very powerful.
Once you do that, you can drop to Fundy to wage war the brutal way, or stay in Democracy and adapt to a more finesse and patient method (baiting the enemy).
Most people have the greatest difficulty in accepting what will come, until they actually put their finger in the wound like Doubting Thomas did, and see it for themselves. Even I sometimes have to slap myself for putting off Republic for 4 more turns and 4 more turns, but once you have Michelangelos at Diety, its usually time, though there are tactical situations (like maintaining an essential war in progress in early game) where Democracy and all it entails is not a good idea, esp. if you don't have certain wonders and improvements. But its the players' job to aim for those key things early.
In your game, you improve the key villages first, and those fund the next wave, and so on. Then the core funds the full expansion and if you need a war, use smaller villages to support the away units without JSB, and let them languish.
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