Big choice here... continue self-research, plan on stealing remaining techs,
or go to war with Russia. Let's take a look at the situation.
We're at peace. We have a total of 38 units to our name. Best is a few infantry.
Our artillery supply is 3 units. We're in Republic, and would have to pay for
every additional unit. All are in democracy except Russia in Communism,
Korea in Monarchy. We have no spies in place, though we did just get Espionage,
we need to build the CIA. Most folks seem fairly polite. We have 1157g and +699gpt.
War?
- We would have to go from essentially *nothing*
- Additional unit costs to support what I guess the foes have would be worth enough
cash to steal about a tech per player turn.
- We're technologically behind
- We *can't* pull everyone into an MPP or except to get a dogpile, as we're tactless
- As they're in communism, capturing weak cities *helps* them overall
Self-research?
- We can research SM at 4 turns, and likely the next few, but the more costlier techs
will take a lot longer, *and* there will be no increase in research power over this era
Stealing?
- If we steal everything we are assured of getting caught and some point and likely seeing
at least a mini-dogpile
Overall issues
- How will we? Barring a miracle, conquest and domination are out. Culture is out.
UN? We will never 'build' UN. Russia has SETI already, as well has Hoover and Newton, etc.
- Space? If we're missing Uranium or Aluminum... shudder!
- Looking at histogram, wowza, we're number 3, not doing bad at all! It just sucks that
Russia is really dominant.
- Not to be gloomy, but after seeing Russia this far ahead with Koreans, I predict they
will be launching in no later than three players and we'll be powerless to stop them
no matter what path we take here.
- That being said, the world should hate Russia more than it hates us. I think our only
chance to actually win at this point is to *capture* the UN, likely from Russia, in
whatever tactless fashion we have to do that. (Since we can't declare war it will be
sneak attack)
- To do this we'll need an assault force that can take a top city (likely builder city)
and hold it from a *total* counterattack for one turn for the vote. That's if timed
perfectly. If they tell us to leave and we don't, we'll have to survive in the open
for several turns.
- I don't think we'll need battleships. We'll be transporting a one-time assault force,
during a time of peace, to the shore closest their objective, and don't expect to be able
to reinforce them over the course of the war. To put shields into ships doesn't help us
take or hold that city. It's all troops we'll need, together, reinforcementless in one stack.
- Selling off our buildings gets us only a very minor benefit, for the cost of potentially
losing the UN vote when we get caught and dogpiled, when we can research the upcoming
techs in decent time.
- The cost in gold for a tech now is about 3300g, going sci research vs 4 turns.
Steals cost... can't tell right now. CIA due in 2 turns, hopefully will know then.
Here then is my conclusion, after consideration of the excellent points raised by others
plus these facts:
- We have but the slimmest chance at victory. It will require a military assault to
capture precisely one city. The UN builder city, or, if the space race is worse than
expected, Moscow. Any other warfare is fruitless. There is no 'slowing down' the Russian
juggernaut.
- The only other tech that I think we can expect to see before we have to fight
would be Motorized Transport, and we can self-research to that.
- If the game goes longer, we'll switch into espio mode and shut down research
- Commercial docks are just too far off, it will take quite a while to build up the
assault platoon we need, so we go to mobilization, now. Infantry and artillery, lots.
- I'm going to move in this direction, despite the fact that I expect Russia to
launch before the end of T-Hawk's turn ;P
[0] 1764 - Arbela is going to riot, that's fixed. Nuremburg, with a production of 2 shields,
has 143 into a factory? It's switched to Stock Exchange, with its 60ish gpt income.
Likewise Susa's factory won't complete til after Moscow launches

to Artillery.
We mobilize for war. Heidelburg hits an even 80spt, one artillery per turn.
(Before the end of my turn that will be a 333% increase in national artillery ;p)
We go for Sci Method at minimal surplus, 6 turns. Every city is gone over to get
the most out of its shield ability.
[1] 1766 - I put prefernce to 'build same unit', so do any changes automatically. Most
are working optimally so I don't want the computer to mess up those choices.
The troops are sent to Nuremburg for eventual transport towards Russian homeland.
Pasargardea gets an irr->mine to hit 40spt. Antioch is 90spt, cool, infantry farm.
IBT The Arabs request an audience? With us?? Sure. Slimeballs want to offer Music
Theory for Medicine. While I would normally scoff at this, since we can't sell
it anyway, why line the pockets of another civ with Arabian cash? Plus if we
want a UN coup, why not do what *little* we can to make friends. Taken!
[2] 1768 - I use a command I've never used before. "Set Rally Point" on each city
as it produces something to send them to Nuremburg. The CIA completes, and we
really just need one spy for the forseeable future. Russia. Nervously, I
"safely" try to plant one.... we now have an agent in Moscow! Phew!
Want to know their army? 2 marines, 8 inf, 7 tank, 13 artillery, 14 cruise missiles,
5 carriers, 8 tranports, several subs and destroyers, 20 battleships, 35 assorted planes,
2 army, 4 cossack and 20 guerrillas. Oh ya, what about Mech Inf. Gulp... 144.
Want worse news? 1 Modern Armor. Synth Fibers... they'll launch *before* T-Hawk...
Tech theft costs for Russia: 1.7K immediately, 2.5K carefully, 3.6K safely. Ouch.
We'll want to wait before doing any of that, for more expensive techs.
[3] 1770, [4] 1772 - clean pollution and 'Fortify All' in Nuremburg is all I need do.
IBT Korea and Russia come to peace. Russians have added Storage/Supply to their ship.
Let's view the space race. Those are the first two complete, two more in progress.
[5] 1774 - Sci Meth completes, 7 more techs to Tanks, 9 to the Modern Age.
The slowdown is hitting already. 8 turns to Steel at minimal surplus.
[6] 1776 - Russians add Docking Bay.
[7] 1778 - Russians add Stasis Chamber *and* Engine to the ship. 5 done, 2 in progress.
[8] 1780, [9] 1782 - More rallying of units.
[10] 1784 - More rallying. Russia remains at 5 done, 2 in progress. Still in Communism.
We're now at 87 units, up from 38, all military builds. About 5 units/turn. At Nuremburg there
are about 29 infantry and 21 artillery, seven galleons (not enough). Switch some cities
nearby over to Galleon production, unless you're holding off to Transport (3 techs away)
Best landing spot next to Moscow is a hill (Mountain has RT and no doubt MechInf on it).
It will take 10 turns just to get OVER there, so it might be necessary to send over the
forces we do have at the end of the next 10 turns to be close just in case. They are
NOT yet working on the UN (boo!) Modern Armor count is up to 6, Mech Inf 151. Another problem
is that if you send insufficent force, we won't get a second chance due to total Russian
naval and air domination. Jumping the gun won't help. Maybe they'll pick another victim
soon and send a good force away from the mainland?!
Save game 1784AD
Good luck, we'll need it (JMB, then T-Hawk)
Charis
PS On preview I see Arathorn is itching for news, funny only in that I debated posting "Now playing, don't worry" but figured the game itself would come before anyone finished breakfast and got to the forums
