OK. looks like Old Fred wins for the next RPC! I am a little surprised but happy enough to ablige!
SO I want to hash some ideas for the perfect Germnans
1) We must win via Space after going through the entire tech tree (well we do not need future tech)
2) We cannot research deadend techs until the modern era. Thus techs like archery, HBR Monotheism etc require espionage or trade.
3) We are limited to 8 cities, all of which must have a purose and specialization as I will discuss. Appendment to this, Fred may settle or take any late game reosurces he needs which include oil, uranium, coal, aluminum.
4) We cannot take inferior vassals, nor capture and keep enemy cities. If early on we need something like iron, we cna declare war to get it but must raze the city and built a proper German one.
5) Fred insists on modern military, thus we quickly must either upgrade or replace obsolete troops. No bringing axes or maces to a gunfight.
City Specialization, in no order except the first.
NOTE: all cities may have the following: Monument, Forge, Granery, Courthouse, Assmebly Plant, source of Power, theater.
Capital: Must be along a river (I will reroll until I get one) and be built as a cottage/Bureacracy city. Late in the game I may convert this to a production powerhouse for spacepart production by replaceing towns with watermill or workhouses. We do not have to stay in bureacracy, but at least build the captial towards it. NO SPECIALISTS
GP farm: High food city for GP production, and may or may not Be coastal. This may NOT change ans has to have the NE. Any Specialist may be run here.
Military: Best EARLY location of a production monster capital. Besides a Barracks and Stable, only the core buildings. Only Military from here, and we should mazimize farms and mines here. HE MUST be built here, as well as all settled GGs. West Point is optional. Hammer producing specialists are allowed.
Science: Combination cottages and farms (for scientists). We need an academy here as well as all science buildings and Oxford. Other buildings are OK once the core science buildings are done (example, we must build an observatory foirst before a abnk if both are available). Only Scientist Specialists here.
Production: May be versatile early, but the future home of the Ironworks and production powerhouse for space parts. Can support the Military city as needed. Ironworks here.
Culture/spionage city: Near the borders. The hermiatge and Globe here (to use for drafting if needed) plus all the culture/espionage buildings ASAP. A scotland yard goes here, as well as the three espionage buildings. We can only run spiy specialists here. We also should keep ALOT of forrests to get the NP for alot of freebie specialists.
Naval Port: The minimum coastal city (some of the above MAY also be coastal) but this is the only city for Naval production. Moaris here (regardless of number of water tiles) and potentially the WP.
Money city: We must agressively pursue getting markets/grocers/banks here which we all often neglect. An early Holy city becomes money city. WS goeas here. Merchant specialists only. Also corps go here if we go that route.
Looking for some feed back on the city spcialization aspect incase I miss anything.
Finally, Great People may be used as best fit within limits of the specialization. Meaning only 2 academies, Great Spies go into the espionage city if settled, settled GPs or GMs go into Money city.
Oh yeah, Fred researves the right to make war as he sees fit for teh respectability of the German people.