LK173, Civ=Scandinavia, CCM3, Island Hopping

I've been so busy I didn't realize how long since Joe's last post. Hopefully we hear something soon. Finally calming down enough that I can slowly work away on it.
 
I just looked, and Joe shows: Last seen Yesterday at 7:32 PM. Hopefully and update soon.
 
Happy Pi Day :beer: Sorry, for the delay.

Continuing January 1912 AD:
We contact the Inca and negotiate a treaty. They give us 160 gold to sign a Peace Treaty with them.
Rush few Dragoons in old Zululand to help evict the Persians. Do some MM and change a few builds.
East of Bagdad, Dragoons kill a Persian Line Infantry and a Musketman (2, 0).
Greebley reminded us that learning Scientific Method obsoletes Windmills. :hatsoff::whew:
Therefore, I slow down research on Scientific Method to coincide with being able to build Arms race on same turn we learn Scientific Method. This allows us to use Windmills for 2 additional turns and complete Arms Race 1 turn earlier.

IBT: At Darkhan Rifleman fights off Invisible Unit.
Inca Spy is caught trying to sabotage production of Battlefield Medicine. :w00t:

July 1912 AD:

East of Darkhan Dragoon kills Lawyer (?) (3, 0).
North of Dalanzadgag: Dragoon kills Italian War Elephant (4, 0); Dragoons kill 2 Musket Infantry and capture a Settler (6, 0).

Chinese ship drops a an Enslaver near Damaskus

Annexing Hispalis: Horse Artillery kills Italian Line Infantry (7, 0); Army kills 3 Musket Infantry (10, 0); Dragoons kill 4 Musket Infantry (14, 0) and we get a Great Leader. Dragoons kill a Line Infantry, 3 Grenadiers, and a War Elephant (19, 0). The town is captured.
We lose 1 Protected Cruiser while sinking a Heavy Frigate, Paddle Wheeler, and Paddle Steamer (22, 1); Lawyer signs Cannon to music contract (23, 1); Dragoon Armies kill 4 Musket Infantry (27, 1); Horse Artillery kills Cannon (28, 1); Dragoon kills Grenadier (29, 1).

Near Damaskus: Niels Juel class ships sink 2 Italian ships (31, 1); Camel kills Enslaver (32, 1).

West of Bagdad: Dragoon kills Persian Crossbow (33, 1); Dragoon kills Musket Infanty (34, 1); Dragoon kills Knight (34, 1); Dragoon kills Line Infantry (35, 1);

West of Vaxjo, Protected Cruiser sinks Persian Frigate (36, 1).

IBT:
South of Huanuco, Our Protected Cruiser is sunk by a Persian Ship (36, 2).
At Hispalis Rifleman kills Lawyer trying to evict us (37, 2).

A number of or Trades for Luxuries expire.

January 1913 AD:
Great Leader rushes Industrial Core Center in Lahore.

Trade Free Artistry to Israel for Furs, Cotton, world map, 135 gpt,and 2 gold.
Trade Naval Tactics to Oceania for Coffee, and 166 gpt.
Trade Clockworks to China for Gems, 53 gpt, and 20 gold.
Trade Greece Tobacco for 9 gpt.
Trade Clockworks to Austria-Hungry for 53 gpt, and 98 gold.
Trade Napoleonic Age to Russia for 66 gpt, and 31 gold.
Trade Clockworks to Portugal for 17 gpt, and 66 gold.

Annexing Rome: Armies kill 7 Intalian Line Infantry, and a Grenadier (45, 2). The city is captured.
We get the Pyramids which will give us a Settler every 20 turns.

Between Rome and Hipalis: Army kills Praetorian Army (48, 2); Armies kill 4 Musketeers (52, 2); Horse Artillery kills Musketeer (53, 2); We lose 3 Dragoons killing 2 Musketeers, a Cannon, a Medieval Infantry, a Crossbow and a Praetorian (59, 5); Camel Corp kills Musket Infantry (60, 5); Dragoons kill 2 Musket Infantry (62, 5); Lawyer kills Grenadier (63, 5); Dragoon kills Musket Infantry (64, 5); Lawyer signs Crossbow to play William Tell (65, 5); Dragoons kill 2 Line Infantry (67, 5);

Annexing Antium: We lose a Dragoon while killing 2 Italian Line Infantry (69, 6); Lawyer kills Musket Infantry. (70, 6). The city is captured.

Annexing Pompei: Dragoons kill 2 Italian Line Infantry, and a Musket Infantry. (73, 6). The city is captured.
We lose 1 Dragoon killing 6 Musket Infantry (79, 7).

IBT: Inca declares war on Russia.
We learn Scientific Method.

July 1913 AD:
We complete Arms Race and get Improved Steam Engines and Electric Grid. We start researching The Corporation.

We steal Nationalism from Persia (cost 5060 gold). :D

South of Vaxjo, Niels juel Class sink 2 Persian Steam Wheelers (81, 7).

At the walls of Rome, Dragoons kill an Italian Grenadier, a Musket Infantry, 2 Musketeers, and a Late Pike (86, 7) and we get a Great Leader. Great Leader forms an Army.
Lawyer signs Crossbow to acting contract (87, 7); Rifleman kills Crossbow (88, 7); Dragoon kills Crossbow (89, 7) and we capture a supply shipment.

Annexing Veii: Dragoons kill 4 Italian Line Infantry and a Grenadier (94, 7). The city is captured and we gain control of Worldreligion Christianity.
Dragoon kills War Elephant (95, 7).

Annexing Cumae: We lose 2 Dragoons killing 2 Italian Line Infantry and 2 Musket Infantry (99, 9). The town is capture,

North of Rome: Horse Artillery kills Line Infantry (100, 9); Rifleman kills Grenadier (101, 9).

Annexing Pisae: Horse Artillery kills Italian Line Infantry (102,9); We lose 1 Dragoon killing 2 Italian Line Infantry and a Musket Infantry (105, 10); Lawyer signs Crossbow to singing contract (106, 10). The town is captured.
Enslaver captures 2 workers. We lose 2 Rifleman killing 4 Musket Infantry (110, 12); Lawyer kills Crossbow (111, 12).

IBT: The Poles want us to sign an MPP and Right of Passage. I respectfully decline, Instead, I trade them Theology for 90 gold and 34 gpt.

January 1914 AD:
Sell Improved Steam Engines to the Inca for 18368 gold and their world map.
Trade Naval Guns to Britain for 153 gold and 101 gpt.
Trade Imperialism to Lowlands for Silks, 218 gold and 427 gpt.

Persia gives us 160 gold to sign a Peace Treaty with them.
Trade Improved Steam Engines to the Persians for 1201 gold and 437 gpt.
Trade Fossil Energy to Oceania for 52 gold and 33 gpt.

Annexing Neapolis: In an amphibious assualt, We loss 5 WWI Infantry killing 4 Italian Musket Infantry (115, 17) and lose 2 Rifleman killing a Line Infantry (116, 18). Armies kill 1 Line Infantry, 2 Musket Infantry, 2 War Elephants, and a Grenadier (122, 18); Dragoon kills a Great Leader and the city is captured.
Dragoon kills Line Infantry (123, 18).

Near Veii: Dragoons kill an Italian Musket Infantry and a Medieval Infantry, a Musketeer, and a Crossbow (127, 18).

East of Ravenna: We lose 1 Dragoon and kill 3 Italian Musket Infantry (131, 19); Lawyer sign a Musketeer and a Crossbow to a dance act (133, 19).

IBT: We sink a Pirate ship.
East of Ravenna, Rifleman kills Italian Line Infantry (134, 19).

We build the Transcontinental Railroad.

July 1914 AD:
Annexing Lutetia: Armies kill 3 Italian Line Infantry (137, 19). The city is capture,

Annexing Cumae: Army kills 2 Italian Line Infantry (139, 19). The town is capture,

South of Damaskus, Lawyer kills Chinese Siege Bow (140, 19).

Annexing Lugdunum: Lawyer signs Italian Musketeer to acting contract (141, 19), and get a Great Leader.
Great Leader forms an Army.
Lawyer kills Musket Infantry (142, 19). The town is captured.

Annexing Caesaraugusta: Lawyer kills Italian Musketman (143, 19); Lawyer signs Late Pike to acting contract (144, 19). The town is captured. Enslaver captures worker.

East of Lugdunum, Horse Artillery kills Italian Musketman (145, 19) and we get a Great Leader.
Great Leader rushes Dockyards in Lahore. Dragoon kills late Pike (146. 19).

Off the coast of Cumae: We lose a Niels Juel Class and a Protected Cruiser sinking 2 Italian Heavy Cruisers and a Paddle Wheel Steamer (149, 21).

IBT: We sink a Pirate Ship (150, 21).
We lose our supply of Tropical Fruit.

We prefect the X-Ray Machine making our Hospitals more effective.

January 1915 AD:
Sell Scientific Method to the Incas for 18239 gold.
Sell Scientific Method to the Persians for 1667 gold and 408 gpt.
Trade Industrialization to Russia for Tropical Fruit, 58 gold, and 111 gpt.
Sell Industrialization to Turkey for 62 gold, and 69 gpt.

Off the coast of Cumae: Our Navy sinks an Italian Ship of the Line, a Heavy Frigate, and sPaddle Wheeler (153, 21).


Annexing Viroconium: Horse Artillery kills Italian Line Infantry (154, 21); Army kills Line Infantry (155, 21); Dragoon kills Musket Infantry (156, 21). The city is capture.

East of Damaskus, Lawyer signs Chinese Crossbow to dance contract (157, 21).

Annexing Tarentum: WWI Infantry kills Musketman and Late Pike (159, 21). The town is captured.
Dragoon kills Musketman (160, 21) and we get a Great Leader.
The Great Leader rushes Dockyards in Ise.
Dragoon kill 2 Musketman (162, 21) and we get a Great Leader.
The Great Leader rushes Hospital in Caesarea.
Dragoons kill 3 Late Pike (165, 21).

Annexing Nicomedia, Dragoon kills Italian Musketeer and Lawyers kill a Musketeer and a Late Pike (168, 21). The town in captured.

Annexing Aurelianorum: We lose 2 Riflemen killing 2 Italian Late Pikes (170, 23). The town is captured.

IBT: Portugal and Inca sign MPP.

July 1915 AD:
Annexing Syracuse: Armies kill 3 Italian Musketmen (173, 23). The city is captured.

Annexing Palmyra: Lawyers kill an Italian Musketmen and sign a Musketman to an acting contract. (175, 23). The town is captured.

North of Ravenna: Lawyers kill an Italian Pike, an Archer, and capture a Settler (177. 23).

IBT: Niels Juel Class sunk by Italian Ship of the Liine (177, 24).
Defending Tsetsertleg, WWI Infantry kills Enslaver(?) (178, 24).

We learn about Corporations and begin researching Communism due in 5 turns. (Starving Italians helps cut research time down by 2 turns).

January 1916 AD:
Sell The Corporation to the Inca for 15812 gold.
Sell The Corporation to the Persians for 1002 gold and 378 gpt.
Sell Printing Press to Austria-Hungry for 100 gold and 3 gpt.

Annexing Brundisium, Army kills 2 Italian Musket Infantry and a Line Infantry (181, 24). The town is captured.
The Italian empire ceases to exist.

I politely ask the Berber’s for all their cities, except their capital. They make the unwise decision to reply “not a chance”. :nono: I have no alternative but to declare war on them.:dunno:

Annexing Choibalsan: Enslavers capture 4 Berber workers. Armies kill 3 Berber Riflemen (184, 24). The city is liberated.
Enslaver captures 2 workers. Armies kill 2 Camel Corps and 5 Dragoons (191, 24); Lawyer signs War Elephant to circus act 192, 24); Lawyer kills Camel Rider (193, 24); Dragoon killed by Dragoon (193, 25); Dragoon kills Dragoon (194, 25).

In the Mountains Running south from Daidu: dragoon kills Berber Musketman and destroys a Saltpeter colony (195, 25); Dragoon kills Musketman and destroys an Iron colony (196, 25); Dragoon kills Musketman and destroys a Silver colony (197, 25); Dragoon kills Musketman and destroys an Iron colony (198, 25); Dragoon kills Musketman and destroys a Hardwood colony (199, 25);

IBT: The Berbers move many troops toward us, but do not attack

July 1916 AD:
In the Mountains north of Annaba, Dragoon gets killed by Berber Adventurer (199, 26); Lawyer kills Adventurer (200, 26) and we get a Great Leader.
The Great Leader forms an Army.

IBT: The Berbers move many troops toward us, but do not attack

January 1917 AD:
South of Lutetia: Our Navy sinks Berber Frigate (201, 26).

Berber SoD West of Annaba: Camel Corp kills 2 Calvalry (203, 26); Horse Artillery kills 2 Line Infantry and a Horse Artillery (206, 26); Armies kill 15 Riflemen and 3 Bedouin Muskteers (224, 26); Lawyer kills Adventurer (225. 26); 3 Dragoons die while killing 7 Bedouin Musketeers (231, 29) and we get a Great Leader. Great Leader rushes a University in Delhi.
Dragoon killed by a Bedouin Musketeer (231, 30); Dragoon kills Nizam Infantry (232, 30) and we get a Great Leader. Great Leader rushes a University in Ise.
Dragoons kill 7 Nizam Infantry (239, 30); 2 Dragoons killed by Grenadiers and Dragoons kill 4 Grenadiers (243, 32). Lawyer kills Nizim Infantry (244, 32) and we get a great Leader.
Great Leader rushes a University in Bangalore.
Dragoons kill a Cavalry and a Grenadier (246, 32); Lawyer signs Grenadier to acting contract (247, 32); Lawyer kills an Archer (248, 32).

Berber SoD Northwest of Annaba: Field Artillery kills Horse Artiller (249, 32); Army kills 2 Riflemen (251, 32); 2 WWI Infantry are killed while WWI Infantry kill 4 Bedouin Musketeers (255, 34); Adventurer kills Adventurer (256, 34); 3 WWI Infantry are killed while WWI Infantry kills 4 Nizam Infantry (260, 37); WWI Infantry kills 2 Grenadiers (262, 37); 3 Dragoons killed while Dragoons kill 4 Cavalry and 6 Ansar Warriors (272, 40); 1 Dragoons killed while Dragoons kill 7 Horse Artillery (279, 41).

See note below about potential use of Barricade.

Screen shots will be in my next post.
Notes and Suggestions:
  • I didn’t check for any trades.
  • I have continued to starve the Italian towns. This is let us learn Communism 2 turns faster than if they weren’t being starved.
  • I think the 2 Steamers south of Stockholm should join the Linkoping to Johannesburg ferry service.
  • I am preping a spot for a town to be built in old Zululand. I will mark the spot on one of the screenshots I upload.
  • We should consider annexing the Korean town of Paegam that is in old Zululand.
  • There is A Steamroller+ Worker Pair standing on the Fortress where most of the troops are fortified near Berber territory.
    • If you want, they can build a Barricade around the fortress. This will increase the defensive bonus by 100% instead of the 50% for just being in a Fortress. However,
    • The catch is that because the fortress in in neutral territory we do not control it so any of our units which enter the Barricade will stop moving (even if on a railroad). To get around this, when you want to leave to attack the Berbers, have the Adventurer that is there pillage the Barricade and go back to having just a Fortress.
 

Attachments

Here are a couple of Screen shots:

Old Zulu land:
sTETnb.jpg


Here is the Battle Front:
sTEhaF.jpg
 
I have it, but it will take a while. I won't even have time to look at it until tomorrow.
 
I found a minor Civolpedia mistake. The text still mentions the old name of rail-yard. If you click the link, it brings up a page for train stations.

 
I've barely started, and have gotten this headache. We are going to be stuck with another annoying Inca war soon enough.

 
I found a minor Civolpedia mistake. The text still mentions the old name of rail-yard. If you click the link, it brings up a page for train stations.
LKendter, thank you very much for reporting that error. :) It is now fixed for the next version of the CCM3 civilopedia.
 
The Inca haven't learned a new tech since they got Nationalism, they are due to learn a tech soon. After I captured the Berber city, all the Berbers I killed where in neutral territory and that would not have triggered an MPP. You might be able to do the same thing for 1 more turn and get to steal/trade for the tech they have been researching. Hopefully, they are studying some thing other than Fascism.
 
I should have my set completed late this week. We are in the 1+ hour a turn stage, so I only work on it days when I can give several hours.
The only big goal completed so far is the revolt to our final government of communism.
 
The Inca haven't learned a new tech since they got Nationalism, they are due to learn a tech soon. After I captured the Berber city, all the Berbers I killed where in neutral territory and that would not have triggered an MPP. You might be able to do the same thing for 1 more turn and get to steal/trade for the tech they have been researching. Hopefully, they are studying some thing other than Fascism.

Sadly, that was the exact tech the Inca went for.
 
Jan 1917 AD (0)
I started looking over the game. This may be the first time we have built the free railroad boosting wonder overseas. I couldn’t figure out why some home continent cities were building rail stations until I figured this out.

I find we still have 123 rifles. I upgraded them all. It took ages, but I helped pay for this upgrade by selling off obsolete buildings. There were still granaries and slavery in some of our cities.

I’m going to build the National Monument. We don’t need the war weariness help, but war memorials are good for a culture point in the city. During the late game you can’t generate enough free culture. We have just 26.1% of needed land. There will be enough time for this wonder to pay off.

One pain with island maps. I can’t hit h(home) to consolidate our troops there. I’m finding stray troops in unexpected areas. It is taking longer to get them to Lahore.

I ship the Inca electrical grids for $19,709.
I ship Persia electrical grids for a marginal $354 and $200/T.
I can’t believe how backwards some civs still are. Spain still needs Republic.

After a couple of hours reviewing the game, I’m finally ready to hit enter. We are officially in the late game.
(IT) Just frelling wonderful. The Inca and Berbers sign an MPP.
I lost 1 ship. (0-1)
A lot of Berber troops are walking toward us.
The Berber declare war on Russia.
Our spy in Cuzco was captured. :(
 
Jul 1917 AD (1)
The Lowlands suddenly have some cash. However, I won’t give up a current age tech for just $1,270 and no GPT.
[End of session 1]

I signed an MPP with Inca. They give us $143/T for it. I suspect we are getting into another phony war with someone else. I’d rather not get into a war with Inca. I expect the Berber to bombard our city again, so that they start fighting them.

I send Greece imperialism for $54 and $116/T.

Dragging Dragoon arrived. Madras gets a rushed university.

I give Portugal printing press for dyes.

I kill Carthage: 12 cavalry, 5 hussars and 6 camels. (23-1)
I lost 1 dragoon. (23-2)
(IT) We are now at war with Russia due to the MPP with the Inca. I expect this to be 99% phony.
Britian declares war on Persia.
Inca and Portugal declare war on Canada.
Carthage was nice enough to bombard our city again. They are now at war with the Inca.
 
Jan 1918 AD (2)
Very Swedish Dragoon arrived. Pompeii gets a rushed university.

I kill Carthage: 9 cavalry, 1 camel and 2 ships. (35-1)
I lost 1 dragoon. (35-2)
(IT) Oceania and Lowlands sign a peace treaty.
Portugal declares war on Carthage.
Wall Street is completed.
The Dutch are building National Monument. We are 4 turns away, so hopefully we get it.

I missed one spot in the line against Carthage. Several annoying adventurers go through.
I lost 2 ships while killing 1 Carthage ship. (36-4)


Jul 1918 AD (3)
You know you are in late game wrap-up mode when a long session is just one or two turns.

[End of session 2]
I close the 1 square gap in the line. I must wait until the rest of the adventurers get off the mountain to clean up the incursion. However, no further incursions will happen.
In addition, it looks like the slow-moving units will leave the hills shortly so that I can get rid of them.

I kill Carthage: 6 adventurers, 1 cavalry and 1 artillery piece. (44-4)
I lost: 1 dragoon. (45-5)
(IT) America wants us to pay their backwards civ for an MPP. :lol:
I kill Carthage: 1 ship. (46-5)
I lost 6 ships. (46-11)
Persia steals the National Monument from us. :mad: :mad: :mad:
Communism is researched. The next tech up is chemical industry to reveal oil and work toward the better unit with mass production. The revolt to communism begins.
 
Jan 1919 AD (4)
Persia and Inca both completed fascism. :(
I give Persia communism for fascism.
I sold Inca communism for $19481. After this the Inca are almost broke.

Kristianstad is formed on the home continent.

Revolting Swedish Dragoon arrives. Vientiane gets a rushed university.
Fire Breathing Dragoon arrives. Hanoi gets a rushed commercial dock.
Leader Overload Dragoon arrives. Ballana gets a rushed university.

With this being the anarchy turn I can’t optimize cities. I simply drop rails near the cities I think can be further improved.

I kill Carthage: 15 adventurers, 1 camel and 9 cavalries. (71-11)
I lost: 1 dragoon. (71-12)
I gained 1 artist.
(IT) This time it is totally backwards Spain that wants to sign an MPP. :lol:
I kill Carthage: 1 ship and 1 adventurer. (73-12)
I lost: 1 ship. (73-13)
 
Jul 1919 AD (5)

[End of session 3]

The population penalty for revolution is tough. It isn’t as clear how to improve some cities that now have a lower population.
I started to build barracks (communism) and collective farms.
I reset our cities to scientists, not tax collectors. That is another annoying thing with revolution.

I kill: 1 enslaver. (74-13)
I kill Carthage: 3 adventurers, and 1 camel. (78-13)
(IT) I kill Carthage: 1 ship. (79-13)
I lost: 1 ship. (79-14)
I’m getting tired of the game suggesting city fortifications. I’m planning to build none of those.


Jan 1920 AD (6)
We have a new settler on the continent we are fighting. Köping is founded in a block of open land near Carthage.

I finally can start killing the slow movers on grasslands.

I kill Carthage: 5 adventurers, 1 crossbow, 1 MDI, 1 lawyer, 1 archer, 1 Numidian Mercenary, 1 grenadier, 2 musketeers, 1 cavalry, 17 infantries and 5 rifles. (115-14)
I lost: 2 dragoons and 1 enslaver. (115-17)
I gained 1 artist.
[End of session 4]
(IT) I lost an infantry in Pisae to something invisible. I suspect Egypt was the source. (115-18)
 
Jul 1920 AD (7)
China landed a stray unit by Cape Town. I don’t get the option to demand it leave. I suspect a stupid war with China is beginning.

I kill: 1 lawyer. (116-18)
I kill Carthage: 20 riflemen, 9 infantries, 1 adventurer and 1 artillery piece. (147-18)
I lost: 2 infantry and 7 dragoons. (147-27)
(IT) As I suspected, China declares war on us. :crazyeye: :crazyeye: :crazyeye:
The Inca declare war on China.
I kill China: 1 crossbow. (148-27)
I kill Carthage: 1 ship. (149-27)
I lost: 2 ships. (151-27)


Jan 1921 AD (8)
Landskrona is founded.

[End of session 5]

Flaming Dragoon arrived. Spooky gets a rushed factory.

I kill China: 1 ship. (152-27)
I kill Carthage: 27 rifles, 1 grenadier, 7 infantries, 1 adventurer and 2 cavalries. (189-27)
I lost 20 dragoon and 1 artillery piece. (189-48)
That was a bloody mess. I’m glad we are outproducing Carthage. We can’t afford many turns that bad. I even lost dragoon vs cavalry. Multiple losses were against damaged Carthage units.
(IT) Greece and Korea sign a peace treaty.
I kill Carthage: 1 ship. (190-48)
I lost 3 ships. (190-51)
 
Jun 1921 AD (9)
I send lowlands fascism for $598 and $636/T.

Give me Shelter Dragoon arrived. Bombay gets a rushed factory.

I kill Carthage: 4 adventurers and 15 rifles. (209-51)
I lost 3 dragoons. (209-54)
[End of session 6]
(IT) Portugal and Canada sign a peace treaty.
Some Egyptian troops crossed our borders.
I lost: 1 ship. (209-55)

I can tell we are getting into the late game. I keep having cities with core buildings done switching to mindless troop building.


Jan 1922 AD (10)
Egypt sent a settler pair over our borders. I don’t have the option to demand they leave or declare war.
I declare war on Egypt. They have 13 cities. We can see all of them at their core.

The assault on El-Amarna begins. I kill 3 musketeers and 1 camel. I lost 1 dragoon. (213-56)

The assault on Hierakonpolis begins. I kill 7 musketeers. I lost 3 dragoons. (220-59)
The city gets a culture bomb.

I send stacks into the jungle for the two Egyptian cities on the other side of Brundisium.

I kill Carthage: 2 adventurers and 4 rifles. (226-59)
I kill Egypt: 4 muskets, 3 crossbows, 1 bucket, 1 MDI, 3 spears, 2 camels and 1 settler. (241-59)
I gained: 4 workers and 4 artists.


[End of session 7]
 
I’ve continued to rush steamrollers. The continent we are taking over still needs a lot of work. With the island hoping we need to be able to spread these guys out to even more continents. That requires way beyond our normal number of steamrollers.

A lot of these cities on the continent we are conquering are low corruption. With forest and production boosters we should get some to a dragoon a turn, and most every other turn. Plus, we still need to sneak in some infantry.

Please keep the parade of combat ships heading toward our lower-distance transport line. The area is also where I am building up the reserves to jump to the next islands.

I think I’ve gotten most of our 90+% corruption cities on troops or steamrollers. It is far too late in the game for these cities to ever become valuable. The only worthwhile building is barracks. I wouldn’t even bother with hospitals, harbors or ports.

I already have some cities doing the mindless troop building loop. I suspect more cities will hit that during Elephantium set.

With the slowness of the island hopping, I am sure I have at least one more set.

It took ages, but I do feel like I finally broke the back of Carthage.

The next tech should be mass production. It gives motorized settlers to let us fill in a lot of territory gaps and have combat settlers. That will speed the end game up.
 
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