A close finish...
We start of at 1000AD, with 20 techs to go
We went for railroad first, not only for the extra hammer on mines, but also so we can move fast should it come to war. When the BFC's have been improved, all workers start auto-build-trade-network
Next we went for laboratories, so we could get the neccesary infra in place. Most cities got factories, coal plants, observatories and laboratories.
This was followed by teching towards rocketry for the apollo project.
1200AD, we have finished teching rocketry
And Hatty has woken up again, starting to complete more parts.
We still have to build Apollo, tech these 13 techs AND build all the parts. Can we beat her?
Industrialism is our next goal, revealing aluminium. Our Ironworks city builds research instead of starting on Apollo, to shave a turn off research (and hopefully, build apollo with the aluminium bonus)
Luckily, we settled those islands, because our only source of aluminium is here:
Mined and well!
So, the IW city starts Apollo:
Note how it is automated with commerce focus
Just when I tought I'd easily make it, hatty
completes 2 parts in 1 turn!
1285AD, Apollo completes. The situation:
Hatty is currently building the 2nd engine, and the docking bay. I plan on only 1 engine, so we have to beat her by 6 turns or so.
By the time we finish our first part, hatty has started on the life support
1345 AD: Hatty completes the 2nd engine, and things start to look dire
Only 4 parts to go for her, and she has 2 of them in production already!
We are still 6 techs and 14 parts away!
To make things worse, we pop a scientist at low odds, so I can't start a Golden Age (I had 1 scientist saved).
Since York has 95% scientist odds, I bulb 6000 beakers off computers and fiber optics. But this really sucks, I needed the production, not the beakers!
To make it EVEN WORSE, Hatty DOES launch a final golden age!
1400 AD:
with 1 part to go, 1 in production!!! Next turn, she'd start on the last part as well.
So, I'm not going to make it...
And...
Hatty launches 1445 AD!
Note how CLOSE her capital is to my empire
IIRC, I have 12 turns for a 2-engine ship! I hope I recall correct!
I first spend almost half that time, 5 whole turns, to tech democracy, and switch to
Which gives 3 turns of revolution!!!
I go 100% gold, buy a few modern armours, and draft infantry ruthlessly in nearby cities. 1490, I DOW. I think there's 2 or 3 turns left.
Here's my army after I dowed (and she had a DP with charles)
Infantry (need another turn to move closer, unfortunately...)
and 6 modern armour
There's 2 spies in the city (2 or 3 got caught). 1 fortiefied, 1 arrived this turn!
The revolt succeeds!
Not great odds for this armour:
But he wins! Lucky me. The other 2 defenders fell easily
And I razed it! Hatty's mission has failed!
My capital was defended by 1 machine gun for a very short wile, but nothing happened to it.
Next in the space race is Mansa:
But We'll complete our own ship next turn!
Effect of the draft and war on my cities
and in 1500 AD
We launch!
Now just hope that no one launches within 6 turn with a double engine ship...
While we defend our capital with our out-of-the-blue army
And while hatty has teched only 2,5 techs for the entire game
We win!
Sorry for the report has been written a bit hastily, gotta go now! Will reflect later!