1200 AD
Why are we researching Nationalism? The goal is Suffrage and culture. Nationalism gains ZERO culture. We wasted a turn of research. I switch to factories in 8 with a palace pre-build of 11 turns.
Luanda suffers from major corruption, so I switch it to courthouse. I switch Braga back to growth.
I cancel the worker by corrupt Sao Paulo. The only thing worth it with high corruption cities is growth for specialist.
I fix Lisbon to get 20 shields toward 80 shield cavalry. We were wasting a turn on every cavalry with an evil 19 shields.
To keep our luxuries from Persia the price is Metallurgy and horses. What bites is we are overpaying because of other luxuries going away in a couple of turns.
(IT) It is a pain to reconfigure, but Guimaraes is going to be a 2 turn worker factory. With rails, and a lot of cities growing slow we need more workers.
1220 AD
We really need to get those double-strength churches going. We are over dependent on luxuries right now.
I can tell the Maya are a monster is size as they give wines for spices with nothing extra required.
Alcacer do Sal is formed to steal some coal.
1240 AD
Persia's free tech is medicine. The price is obscene, so I pass for now. I would have preferred he drew nationalism or steam. I was Suffrage completed before ToE is available.
(IT) Carthage vs. Persia round 2 begins.
1260 AD
(IT) The next science project is corporation to get stock exchanges, and Wall Street for the 20K city.
I switch the 20K city to factory with a little wastage. I think we will complete Suffrage just as fast, and we have completed the factory in the mean time.
1270 AD
We have a decent military rail-net. It is time to concentrate on the 20K city to save a turn or two.
1275 AD
I get to clear up that ugly pollution by 20K-Oporto.
Summary:
The next science goal should be ToE. Suffrage will complete before we can get the required techs. In the mean time we can hopefully build 5 stock exchanges and Wall Street for 2 cpt. If we complete Suffrage the win years drop to 1870 AD from 1880 AD. I will take the 5 turn savings.
Our 20K city is up to 64 shields. I wonder if we can get 80 shields for a cavalry every turn for the time between culture buildings.
Microbe gets to see the factories complete, and get the stock exchanges built.
Our win point is now 1950 AD.
We will have the debate when to SLOW down research. The game going modern to early is bad news for a 100K target.
Signed up:
LKendter
Microbe (currently playing)
Meldor (on deck)
-0blivion-
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a semi-passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) If the AI starts a war due to a refused demand we are PROHIBTED from signing alliances, and must accept peace when it is offered for free.
6) Any other war started buy the AI allows use to sign an alliance during the first turn of the war ONLY. As soon as the last alliance expires (20 turns or peace by the AI), then we must accept peace when it is offered for free.
5/6) NOTE: We can wait to our turn if the peace is offered during the inter-turn.
7) We may not declare war except to prevent a very close AI win. This would cover things such as space launch shortly, to close cultural 80K, etc. If you are in doubt if this rule can be used, then ask for my opinion if it falls under this rule.
8) When in doubt about actions please think about the spirit of the game.
http://www.civfanatics.net/uploads7/LK70-1275AD.zip