Math06: RaR, OCC, Space

Turn 0, 400 AD
Don't see anything to change
Sell barding to Persia for WM+27g
Persians have map knowledge of Germany, India, Japan

Turn 1, 410 AD
Sci 50%, Educ in 1

Turn 2, 420 AD
Educ done, start Physics, 70% (+35gpt, 2turns)
School done, start university (3)
Tibetans are building Shangri La
Meet Japan, we are up CoL,IW,Phil,Poetry,Polytheism,Riding,Trade
MM to get university in 2 by using a hill instead of grassland, growth still in 1, +23gpt
Start mining the mountain.

Turn 3, 430 AD
Give Japan CoL for WM+9g (nothing new)
Meet Germany, we are up Classical Educ, Currency, Democracy, IW, Poetry, Polytheism, Republic, Riding, Lateen Sail
Give Germany Riding for WM+6g (full continental visibility)
Sci 60%, Physics in 1, +37gpt

Turn 4, 440 AD
Physics done, start stirrup, 50%, 1 turn, +58gpt
Pollution (!!)
University done, start Copernicus's (7)

Turn 5, 450 AD
Stirrup done, start Chivalry, 1 turn, +57gpt
Lost supply of silks, cotton -- still ok at 10% lux
Contact India, they have Fundamentalism and 3073 gold
We have monasticism, mounted archery, poetry, invention, stirrup, vassalage, warrior code

Turn 6, 460 AD
Learn Chivalry, start castle building (1 turn, 40%, +84gpt)
Aztecs building Angkor Wat
Mine finishes, start chopping. Can't MM to reduce Copernicus any
Sell India Stirrup for Fundamentalism, WM, 55g
Sell Tibet Stirrup for Cotton, WM, 360g

Turn 7, 470 AD
Aztecs demand Warrior Code, give it since its cheap anyway
Castle building done, start naval spirit (1 turn, 40%, +84gpt)


Turn 8, 480 AD
Naval spirit done, start siege warfare (1 turn, 50%, +60gpt)
Tibetans building Great Library
Tibet has founded a city on our NW border
Sell naval spirit to India for 275g, chipping away at their treasury

Turn 9, 490 AD
Siege warfare done, start banking (2 turns, 50%, +60gpt

Turn 10, 500 AD
Sci 40%, banking in 1 +84gpt
Copernicus in 1

the save

math06_500AD_city.jpg

math06_500AD_domestic.jpg

math06_500AD_wm.jpg
 
Dave said:
Pollution (!!)
Yeah, but IP is worth it. Perhaps now that we've got more contacts we'll finally get a few workers. Else we can go the Romeo way and bash up for some :ar15:
 
Hmm did I not post a got it?

0)500AD Everything looks fine

1)510AD
Banking>>Gunpowder[2]
Copernicus>>Rushed marketplace[1]

2)520AD
Marketplace>>Toll house [1]

3)530AD
Gunpowder>>Matchlock [2]
Tollhouse>> Semi rushed Bank [2]

4)540AD
Size 17 yey!

5)550AD
Matchlock>>printin press [2]
Bank>>Prebuild for Gutenburgs

6)560AD
...

7)570AD
Printing press>>Poltitcal Philosophy [2]
Switch to Gutenburgs a science booster (not a good one though)[7]
Tibet founds a new town near us.

8)580AD
...

9)590AD
Poltical Philosophy>>Absolutism [2]

10)600AD
...
 
Got it. I should have time to play later this evening.
 
600 AD (0)
Disband galley
IT: Absolutism >> Architecture

610 AD (1)
IT: Architecture >> Magnetism
India completes Angkor Wat

620 AD (2)
IT: Gutenberg's Bible >> Prebuild for Newton's University
Pollution: Another hill

630 AD (3)
IT: Magnetism >> Newtonian Synthesis
India establishes embassy

640 AD (4)
Establish embassies with Germany and Japan
India is at war with both

650 AD (5)
IT: Newtonian Synthesis >> Music Theory (1 turn)

660 AD (6)
IT: India destroys Germany
Music Theory >> Perspective (1 turn)

670 AD (7)
IT: Perspective >> Juris Prudence

680 AD (8)
IT: Newton's University >> Courthouse
Tibet completes Great Library

690 AD (9)
IT: Juris Prudence >> Mercantilism
Courthouse >> Prison
Pollution again! On a grassland this time

700 AD (10)
Castle Building to Aztecs for a worker and 20 gold
Upgrade the new worker
Wake peasants and move them to city (that hill can wait)

Our peasants need to be upgraded before clearing pollution on grassland. That pollution must be cleared before our city starves. When possible, we need to work all of the hills for +1 fpt to slowly refill our granary and hopefully prevent starvation.

We should build a road toward the iron for possible colonization.
 
Put me on deck for tomorrow night btw. Comp is fixed at my mom's (aka C3C 1.22/RaR installed) and I can handle it again.
 
Pre-Turn: Looks good.

710 AD (1): Upgrade three peasants to laborers.
IT: Mercantilism>Metallurgy (4/5/1). Aztecs are building Temple of Zeus.

720 AD (2):
IT: Persia demands Poetry. I give it.

730 AD (3): Set slider at 5/4/1
IT: Metallurgy>Theory of Warfare (4/5/1). Babylon Prison>East India Company

740 AD (4):
IT: Japan demands Monotheism, we give it.

750 AD (5): Set slider at 5/4/1
IT: Theory of Warfare>Leadership (5/4/1)

760 AD (6):
IT: India destroys Japan

770 AD (7):
IT: Leadership>Economics (3/6/1)

790 AD (9):
IT: Economics>Cavalry Tactics (3/6/1). Babylon East India Transport Company>Smith’s Trading Company.

-Smith’s would be nice but I’m not for sure if we need it.
-I’ve been skipping the optional techs for now. Figure if we jump to the next era it’ll make this era’s optional techs cheaper.

Here’s the save.
 
The need for Smith's has to be computed from the actual gold we'd save vs the gold we'll save by building that many turns' worth of sci boosters. I'll get back to you on this tomorrow when I got it
 
Well, with nothing else to build, Smith's is a no-brainer.
 
Clicky for the most major brainfart I've done this week - and believe me, I've just done a few very nice ones today
Spoiler BLEH :
Pre-flight: Upgraded troubadour to explorer for 1 defense
Sell worker housings as we don't need 1 content for 1gpt

Smith's hitlist:
Airport - 7
Bank - 3
Bazaar - 1
Comm port - 1
Guild hall - 2
Market - 2
Port - 1
Skyscraper - 1
Stock xchange - 6
Toll house - 1
Corporate offices - 1
Customs Houses - 1
Dept Store - 1
Major port - 1
Shopping Mall - 1
Superhighways - 5

Grand total 35 gold - potential. I don't think we'll be building most of the very costy ones (superhighways, stock exchange, airport) unless we really have some spare anyways, so I'll go down towards Shakespeare's, which is more rewarding atm.

Pre-build with Magellan
Humanism 4/5/1[2]

T1.
4/5/1
Finish the upgrades

T2.
Humanism - Free Artistry 3/6/1 [2]

IT: 2 aztec settler pairs come about. My bet they'll found iron and wines.

T3.
3/6/1

IT: Tibet building KT

T4.
Free Artistry - Metallurgy 4/5/1[2] my reasoning being that we want to make very sure we grab every single tech for SGL chances.
Irrigation cleared, move to hills

T5.
5/4/1

T6.
Metallurgy - ToW 4/5/1 [2]

math01.jpg


IT: Aztecs found Tula on an odd spot with no visible ressource - yet

T7.
3/6/1
math02.jpg


Shakes - Prison [4]

IT: Tibet founds on the wines spot, aztecs head farther W

T8.
ToW - Mercantilism 4-5-1[2]

T9.
4-5-1

T10.
Mercantilism - Economics 3/6/1[2]

We can make a hefty price out of our WM; however doing so would open the way for them to meet and that could be ungood. We're currently on full growth mode and haven't built smith's yet :blush:. I focused on making sure Tibet doesn't get any techs and I figured we would have a better growth - but didn't count actually :wallbash:

Anyways, we're still in the lead and I see no reason why we'd lose it on short term. I say we head our merry way towards rails, then towards fisheries and city planning (one more forest would make us even on food at 21 food with fisheries and rails). Federalism, Edison and compulsory education would follow after IMIO.

The Save
 
Um... Methos posted 800 AD. Scratch that last turnset and try again. (or pass it on, if that suits you better)
Our immediate research goal should be Steam Power. The sooner we see coal, the better we can plan on how to get it.
 
Very interesting, India destroyed the Japanese on the same turn... thought that looked familiar, then scrolled down to the next post and realized I wasn't losing it after all. ;)
 
Math said:
Um... Methos posted 800 AD.
LMFAO !!

Will do ;) And as I posted (and realised after my obviously hasty turns), we won't be able to get shakespeare before fisheries and rails anyways, which gives us time for sewers. :rotfl: Sorry for the major brainfart
 
Ok this is turn 7, we have steam power and the closest to coal-tradability we've got is Persia. They also are behind and facing imminent threats from India, their grossly big neighbor. I advice gifting them all the way to steam power, although I want full backup from the team before doing so.

I also suggest immediately researching and revolting to federal republic for 100% rate cap.

Right now we also could take the straight routes to either rails (even if they're virtually unavailable atm), fisheries or the optionnal renaissance techs. My take would be on the optionnal techs, in case we could grab a free SGL-induced Univ Suff GA. 30 turns at 100% rate cap would mean like 16-17 techs perhaps, and a bunch of new infra.

Will resume play after input is given.
 
I believe I recall Mathias mentioning at the beginning that Federal Republic was the final government we would be in. I'll check to make sure.

Honestly not for sure about gifting up. It's hard to say without seeing the game. Maybe the others will give you better suggestions.:)

Edit: I found this in post #23:

Mathias said:
A) Cheifdom>Monarchy>Democracy>Federal Republic (Statue of Liberty and higher rate cap)
 
Thanks. Fed Rep sounds very sensible indeed for Statue of Liberty, if only that. The problem here really is coal: we NEED it (I once managed an emp OCC without being able to trade coal before mid-modern, but that was a stretch) and both India/Tibet are far from roading, more so without IND trait.
 
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