Next gpp question is whether my next 100% Great Merchant bulbs 7k? of Assembly Line, or do I save it for final golden age.
A quick update.
The Great Merchant can in fact not bulb part of Assembly Line.
A Great Merchant bulbs Industrialism next.
I'll use the GM for next Golden Age then.
Also, overflow from workboat whips does not get production modifier bonuses like wonderbread gold.
I need to convert the extra back in my head like Base .
I took a Ceasefire with Washington for 1 turn to teleport his army home and let it move into position so I could kill it with my main army.
There is no longer any AI army that can threaten me.
The last of the Wonderbread has run out to a terrible degree.
I must spend 1 turn to recover and put 10% into Hannibal so I can steal Compass.
Need Compass->Optics before I can start on Medicine to get Sushi.
In fact, I think I'll spend 2 turns saving up gold and barely putting anything into Assembly Line while I whip out Scouts. (Compass obsoletes Scouts)
I must switch to Slavery this turn so I can 3-pop whip Mining Inc. executives in Forge cities, 2-pop whip Mining Inc. execs. next turn with Kremlin in Forge cities, and hopefully get overflow whips to complete execs the turn after that.
I also need Settlers to settle on top of island resources, grab some triple + double seafood, and get some more spots near my capital for Mining Inc.
In fact, this is the turn (T272) my brain blue-screened.
I spent 3 hours on it, then another 3 hours, and then did not advance a single turn.
It is an optimization problem that is beyond my ability.
1) Always spread Mining Inc. 5 times per turn on the main continent.
2) Get all visible Mining Inc. resources on the map.
3) Tech Medicine + Assembly Line before Golden Age ends so I can spend a long time in Slavery with no Golden Age. (need the last golden age for spaceship parts I think)
4) Get all the bulk of Sushi resources that I can. Space Part cities and GPP farms need them first.
5) Set up Gold overflows and Executive overflows for 12 or 13 turns?
6) Start moving Quechuas and any new Triremes to neutral territory.
7) Concentrate workers on the needed space part cities. The 5 Thrusters with Superconductors are no big deal, but the other 11 Space Parts need fat 20 Workshops cities and the last 2 parts will need chops.
8) Continue making colonies until 76% dom limit reached
9) Eliminate all original AI, subdue the new ones.
10) Try to get all mainland cities that will get Mining Inc. Forges, and all the coastal cities that will soon be rather useless during STRIKE Libraries.
I think I want Police State + Nationalism (Saves 160 per turn) + Slavery + Mercantilism + Organized Religion for 5 or 6 turns.
Police State +25% works good on Triremes, Work Boats, and Scouts.
Drydock +50% also works on Triremes and Work Boats.
Kremlin has enough chops to be done in 1 turn on T272 and will be available T273.
I will give 100% of my Mining Inc. resources to an AI along with 1 Mining Inc. 1-pop city. (Except for 1 silver,gold,iron, and coal to build railroads))
Every cost me 2 right now, and only my capital trying to build Ironworks really needs to hammers when I can whip everything I need.
Instead of losing 400 per turn this turn, 500 the next, then 600, I can just do without the extra hammers until STRIKE starts.
For my last burst of wonderbread, I can 5-pop cities with my state religion and get 900 from each of them.
Gift away my Hermitage city, whip it cold to completion in a few cities, and then capture the city back.
Next turn 1000's of wonderbread fail gold should rain into my accounts.
I think my empire is -1400 per turn running 100% research slider?
3 island cities will have to remain at 14+ population until the end of my slavery window for +3 trade routes.
Scouts can have 1 turn put into them then turn, then next turn all 1-pop whipped to overflow 97 and 20 base.
Machine Guns can go up to 46/250 before 2-pop whipping a max overflow.
At the end of the Slavery window a Trireme at 1/100 can be 1-pop whipped, a 1/60 Workboat can be 1-pop whipped, and by revolting out of Police State before resolving both of them I can get overflows 25% larger.
Any hammers put into the Trireme or Workboat before these whips will be very appreciated when they show up as for Executive STRIKE spreads.
1-pop whipping 1/80 Missionaries in multiple cities and then completing them to get Wonderbread gold also works well.
Only my capital has a Buddhism Monastery, so only it can give 1 turn of gold for Strike Execs.
Going to STRIKE will be a quantum leap in the economy.
Sea tiles for 2 become completely useless.
So do trade routes.
Being out of Caste and in Slavery hurts.
The order of units dying to STRIKE is also vital to remember.
Let's Play: Deity BC Space: Strategies from a 10 year veteran
... :devil: Hot Tip: capture the holy city and when you see a GPro born, give the city to that AI. The gift is sometimes difficult, but I've done this tactic... !! I always thought that the AI uses the Great Person as soon as it is born, but since you mentioned this, I checked and it works...
forums.civfanatics.com
Empty Galleys are on the chopping block after the offensive military units die. (Settler makes them immune, Scout moves them after Longbows/Machine Guns instead of before them)
The horde of Scouts will protect my workboats outside my borders by dying first.
I'm not too sure how many Triremes I will ultimately build to sacrifice to STRIKE.
Each 100 cookie the Strike Monster eats is ultimately saving 1 Worker-turn at the end of the day onces the transports are safe.
With my giant mainland, my Execs will never leave my borders.
Why not just build a Worker in early STRIKE and get lots of Worker-turns?
Arg, too hard to plan it all!
Tech as fast as possible...
**Edit**
Oof, -2000 per turn with no merchants, no build wealth, and few mining resources.
Will see how it goes.
Last edited: