Monarchists' Cookbook I

Futurehermit:
Spoiler :
So, I've changed my mind about settling on the marble. The question, however, is can we get a settler onto it fast enough to aid certain wonders??? Can we get to it to help us get BOTH ToA and Oracle before they are built by the AI? My gut feeling is no. Can it help us get one of them? I'm more sympathetic to that possibility, but still worry a bit.
Thats close to my dotmap idea, except I have the commerce city 1E (only 3 tiles from Marble city, but it gets both FPs, is on fresh water, can build a levy later, and will have more production tiles to work) and the Copper City 1S (still minimal overlap with Capitol, but an extra hill, takes away some Ocean),

I think we get the Oracle, ToA and GLH with this layout because we dont build them all in one city. We build the Oracle in the Marble city itself, in fact, its that citys FIRST build. A worker puts a mine on the plains hill near it and the Oracle is about 15 turns away. 6 hammers + Marble + IND leader, maybe a single forest if it seems late but I doubt it, not from rolo's or your save, it wont be. OTAK and I still have techs to get before we can build the Oracle, but you and rolo are in-line now. Did you have Pottery in yours? I know rolo did, and we want MC from the Oracle, I think. Like I said, I am 90% sure I could do it from my save, which makes me 99.9% I can do it from rolo's (or rather, any of us could). I think you are still stuck thinking in terms of Normal speed somewhat futureherm, no worries, it is an adjustment, but I never play any speed but Epic, even did an LHC at Epic before we learned how to fix the WB files for it, and won a Time Victory in 1910! THAT bummed me out, too, because it was my best Invasion game ever! Still have not had a Conquest LHC win, LOL, but I try every month!
 
I'm still confused about the spoilers, btw. Since this is Diamondeye's thread, I guess I'll spoiler stuff until he says otherwise. Personally, I don't mind either way. :coffee:
We are discussing the spoiler issue in the Bullpen thread. Currently, the system is everything game-relevant in spoilers until all "Best Ballers" have played their round, or the Tuesday after the round starts, which is the deadline, but since RL comes first, there is a chance a Best-Baller may have to pass, and we vote on 4 saves instead of 5, or add a shadow game to the round.

However, we are considering making it so that ONLY actual game reports (including shadows) go into the spoilers, and the discussion itself is done openly. This means that those "Best Ballers" who have not played MUST NOT come to the game thread until they have actually played their round and are ready to post it. I prefer this idea, because I agree with Refar and OTAK that putting 2-sentence replies of strat discussion into spoilers is a PITA both to post and to read.
 
@Winston
Spoiler :
Whether or not that's a good thing depends on just how irritating you find my contributions to be.
Looking back real quick at v8_mark's numbers, it occurs to me that you may want to include hammer counts rather than turns to completion for partially completed builds.

For example, my entry reads, "Lighthouse (15 turns)." What this fails to explain is that I'll be whipping in five turns, and will have that lighthouse out by turn 82, with significant overflow into the Great Lighthouse.

I wouldn't go back and change them now, but it's something to keep in mind for future first (and possibly second) rounds. Keeping a taly such as this will be difficult in the subsequent rounds, even though entries such as "Lighthouse (15 turns)" will be more accurate overall as whipping dies down.

Another issue, and I don't mean to pick on you because I do appreciate what you did here, is that I don't think the importance of my four "incomplete" turns is expressed in your summation.

For example, by turn 80 the following numbers will change. I'll have two cities, with a combined population of four, and 16bpt @ 90%. I notice that the settler is listed as a unit until the city is actually founded, but it still seems difficult to track, especially in comparison to other players.

Not to burden you with more work, because again, what you've done here is excellent, but what would you think of tracking each individual category, and breaking it down by player, rather than tracking each player and breaking it down by category.

Anyway, keep up the good work. It's certainly anything but annoying.
 
@Nares

Yeah, that's a good point about the # of hammers already invested. I may add it later on tonight (if I can be bothered).

As for your game being stronger than it looks, I did notice that when collecting the info, but I don't really know how to reflect it in the stats. I assume you only played to 2100bc because you had a settler ready, but I think you'd have been better off choosing a spot and playing those last four turns. Meh, it's not really important.

And you're right that a category-by-category comparison could be more helpful. I'm not sure I have the stamina or concentration for that, though. We'll see...

@Bleys

So, just to be clear, the saves posted by non-best ballers won't even be considered unless one of you guys fails to post one?

I fully understand the reasons for that, but, looking at the saves, you've actually got a lot more variety if you include the non-BBer games. For example, none of the BBers have more than one city at this stage, while several of us non-BBers have Hamburg settled already (with three different spots chosen - only myself and v8mark have gone for the same one).

I don't know how this could be dealt with (maybe one or two guest saves for each round?), but it seems a shame to choose from a bunch of fairly similar saves when you've got so much variety available - not least because, this being Strategy and Tips, the discussion should be treated as more important than the actual choice (otherwise this game should really be in the SG forum imo).

To clarify, I'm quite happy for you not to include my saves in any vote (given the discussion so far, I can't see you guys choosing my current one anyway), but where someone else's offering gives more scope for disussion, I think you need to have a way of including it.
 
Winston:

Spoiler :
Yeah, the idea behind my save was to get the second city online as quickly as possible with improvements, mainly for the extra commerce the trade route would generate. +4bpt at this stage is nothing to be sniffed at.

The slightly better development was indeed from an early worker, although I've struggled to use the mines as much as I wanted to thanks to that random event putting my happy cap at 3. Worker was my first part-build until Fishing - then workboat, then the worker was finished to coincide with BW. The second and third workboats were both chopped; a strategy which seemed to work quite well.

The idea behind the new city is that it whips a (cheap) Granary as soon as it hits size 2, then concentrates on growth, with the aim that it will become first a worker/settler pump, then the main production city. In all honesty, I was surprised more people neglected to do this - it's the only other site I can see with both food and production.


As far as the discussion between BB saves and non-BB saves - I'm just playing it for comparison purposes anyway. Whichever save is used, I think it'll be an interesting exercise.
 
@Bleys...
Maybe that should be moved to the bullpen thread? I've already started a similar discussion which you're welcome to respond or add to.

I can't fault you for not wanting to go back and change those numbers. I offered the suggestion for the future. The hammer count is something you may want to change, and even expand.

There's more technique involved in counting hammers, planning whips, and tracking food than there is in early bpt output. I think engaging in this more intense level of analysis and preparation is something that clearly defines higher level players from lower level players.

While it seems intense, and while I use the term intense, I think it's a learned skill that becomes almost second nature over time. And the math isn't excessively difficult once you've learned to wrap your brain around it.

With regards to my own game, I left it at turn 76 precisely for the reason you offer; because the settler was freshly produced, and I was almost at the end of the turnset. I even left it on a forest tile capable of reaching three of the four primary island city sites that players have settled in.

I did note where I intended to settle, along with some other important notes pertaining to pre-chops and an upcoming whip, so that the save is more readily picked up by others without them feeling like my strategy is drastically off from theirs.
 
I haven't played epic at all
At least it's not marathon.

Epic is indeed a sort of happy medium, though it will make this particular series "drag on," which may already be an issue with week-long turnsets.
 
I'm usually a stubborn bloke, but I'll conform to the PITA spoilers until a decision is hammered out in the bullpen ...

BEST BALL OBSERVATIONS:

Spoiler dotmap and best ball save stuff :
I'm happy to see you've come around with the idea of settling on the Marble.

These are my observations and thoughts on the various saves. I think it's fairly unanimous we want to emphasize wonderlust of GLH, Oracle and ToA.

I haven't included any micromanagement and "whipping" tricks, so this is mostly based on 'basic' techniques.

Bleys

Galley in the water waiting and knows about the Marble.

Settler will take 8 turns + 4 turns of movement ... Hamburg founded in 12 turns.

He can then start GLH, which should take 20 Turns -- during which time he can research Polytheism (11) and Priesthood (8).

After GLH, the Oracle will take 8 turns in Berlin.

This puts the Oracle completed in 8 + 20 + 8 = 36 Turns. (w/ 16 GM :gp:)​

OTAKUjbski

Realistically doesn't know about the Marble yet, but since the next order of business is to scout the island with a Galley & Scout while building a Settler, will undoubtedly 'naturally' learn of the Marble before founding Hamburg.

NOTE: There's a "lull" during which I'll have to wait on Priesthood. I think if I emphasize working Commerce tiles during Polytheism and during that lull, I can shave a couple turns off Polytheism and Priesthood.

NOTE2: Damnit ... I shoulda teched Mysticism instead of Agriculture .. I wasn't even thinking about the Oracle. :(

Mysticism (7) > Polytheism (13) > Priesthood (8)

GLH (3) > Galley (9) > Settler (11) > work all commerce (5) > Oracle (8)

7 + 13 + 8 + 8 = Oracle in 36 Turns. (w/ 66 GM :gp:)​

slobberinbear

In a great position to rush but worst to wonderlust:

Masonry (10) > Mysticism (7) > Polytheism (14) > Priesthood (9)

11 Turns to build Settler #2. (4 turns to move & found)

20 Turns to build GLH.

8 Turns to build Oracle.

10 + 7 + 14 + 9 + 8 = Oracle built in 48 Turns​

Solon

The Tin random event is a monster!

Settler ready + 6 Turns moving = Marble settled in 6 turns.

Masonry (11) > Mysticism (1) > Polytheism (16) > Priesthood (10)

Thanks to the Tin random event, GLH takes 13 turns, and Oracle (with Marble) only 5!

11 + 13 = GLH in 24 Turns.

11 + 1 + 16 + 10 = Oracle in 38 Turns (24 GM :gp: @ T36)​

Vale

In a great tech position to start wonders but needs a Settler for Marble and a Lighthouse in Berlin before the GLH. Plenty of forests for chopping a big bonus.

Masonry (7) > Polytheism (10) > Priesthood (7)

Settler (12) > Lighthouse (7) > GLH (17) > Oracle (8)

12 + 7 + 17 + 8 = Oracle in 44 Turns​

Nares

With so much chop/whip preparation, it's hard for me to make heads or tails of building times, because I'm not certain for what the preparation was made. There's a lot of emphasis on pre-chopping but it appears to be at the expense of sustained production. A Settler is waiting but is unable to get off the main island. With no mines, a Galley must be whipped to get off the island in a timely fashion. Without a Lighthouse, it's unfortunate the overflow wouldn't make it into the GLH. The alternative of whipping (twice more) to maximize overflow into the GLH seems suboptimal even with the extra :) from religion.

Without any knowledge of Marble Island or in any position to scout it, saving the Settler for Marble is illogical (and would essentially be cheating b/c of foreknowledge), so Berlin would need a 2nd Settler to pick up Marble.

Nares has solid expansion, but I'm not sure how to parlay that into the swift construction of a Lighthouse, Great Lighthouse, Galley, Settler and Oracle (I'm guessing in that order).

I'm undoubtedly not doing this save much justice ... for that I am sorry. :sad:

r_rolo1

Already has Priesthood and so can start the Oracle in 8 turns when the Settler is finished. Berlin is still growing, is about to finish a Mine and will later finish a chop/mine, so some of the building numbers are guesstimated based on that progression. I THINK the chop/mine can go into a Forge right after the Oracle completes!

Because Hinduism is in Berlin, Berlin can effectively whip more while maintaining equal production as every other save!

Masonry (8) > Pottery (9) > Polytheism (11)

Settler (7) > Oracle (10) > GLH (14)

7 + 10 = Oracle in 17 Turns!

7 + 10 + 14 = GLH in 31 Turns! (38 GP :gp: & 10 GM :gp: @ T36)

If chop goes to Forge (I think):

Settler (7) > Oracle (10) > Forge (5) > GLH (15) = Oracle & Forge in 37 Turns!​

futurehermit

Has ToA over 50% built but is fairly distant from founding Marble city (needs Galley (can't build for 12 turns) and Settler).

Sailing (12) > Masonry (9)

ToA (14) > Oracle (12) > Lighthouse (7) > GLH (16)

14 + 12 = Oracle in 26 (44 GM :gp: & 86 GP :gp: @ T36)

If Settler built 1st (I think ... there's a chop somewhere in there):

Settler (12) > Galley (9) > ToA (10) > Oracle (7) > Lighthouse (7) > GLH (16)

12 + 9 + 10 + 7 = Oracle (and ToA) in 38 Turns (10 GM :gp: & 15 GP :gp: @ T36)​

Winston Hughes

Unable to settle on Marble due to Hamburg's settlement. No further analysis made.​

v8mark

Unable to settle on Marble due to Hamburg's settlement. No further analysis made.​

MY CONCLUSIONS

It's probably premature to make the call since we're still waiting on Diamondeye, but as it stands, I think r_rolo1's save takes the cake hands down. Otherwise, I think I rank them in this order:

#1: r_rolo1 (holy fast Wonders and a Forge w/ Religion to boot!)
#2: Solon (yay for Tin!)
#3: OTAKUjbski (yay for early GM points)
#4: Vale (yay for Forests!)
#4: Bleys (good speed)
#6: futurehermit (yay for lots of :gp: but :( for later GLH and/or no 2nd city)
#7: etcetera, etcetera​
 
I think a major problem with the spoilers lies in carrying on an actual discussion. For example, I label this "@Winston" because I am writing in response to one of his statements, but it's a discussion that's open to everyone. I write "@Winston" to make him aware that I'm writing in response to one of his statements, but I don't know how many people who are not Winston end up ignoring the post because it is specifically labeled "@Wintson."

Then again, just the blank spoiler would exclude many players who may know all of the contained spoiler information, but are unsure because they cannot verify for fear of exposure to spoiler information.

And a pre-spoiler spoiler seems a bit cumbersome.

I think that's why Ruff_Hi's group chose to establish precise dates for reporting, discussion and play. It seems more feasible to do this with a "smaller" group (based on the number of posters in this thread, the actual size of the groups are fairly similar, but there's no limit on players here). Also worth noting is that that CSG played with a number of veteran SGers. Indeed, the longer turnsets seemed welcomed in that game, as some players were already involved in other SGs and could only handle turnsets with so large a window.

@Winston
Spoiler :
I fully understand the reasons for that, but, looking at the saves, you've actually got a lot more variety if you include the non-BBer games. For example, none of the BBers have more than one city at this stage, while several of us non-BBers have Hamburg settled already (with three different spots chosen - only myself and v8mark have gone for the same one).
I see three primary approaches so far.

Your own, which I gather v8_mark has approached the game in a similar manner (his is the only save I haven't viewed); futurehermit's, which is the only one to highly prioritize ToA and "heavy" wonderspam; and everybody else's.

I kind of clump everyone else into a single group because the only major distinctions I see are when the Great Lighthouse will complete, the level of exploration done, and the placement of the second city (all are still on the main island).
 
Epic is indeed a sort of happy medium, though it will make this particular series "drag on," which may already be an issue with week-long turnsets.
Thats why we didnt break it down in small chunks like a "normal" SG would be, we took quite big bites out of it. I think the game is broken down into 6 sessions, so thats 6 weeks of play. I expect later rounds will be VERY active with differing strategies, as more and more choices become available. These first couple rounds really only have a few options, especially in this particular game, everyone immediately said "GLH Map, Trade Route economy" and proceeded accordingly. Such a narrow scope of options will widen considerably on more AI-intensive maps.

@Bleys

So, just to be clear, the saves posted by non-best ballers won't even be considered unless one of you guys fails to post one?
That is the current plan, but we are all very open to new ideas and suggestions to improve the format. This being the Maiden Voyage, I am thinking the first couple rounds at least will be "just chosen best-ballers", but I like the idea of picking one or two of the shadows as "possibles".

This is a discussion for the Bullpen thread though, certainly, so please post that idea over there, its a strong one. This is a different format from the standard SG though, which is why we placed it here. We dont want a "pure" SG, we want a discussable, educational game that highlights the thought processes of a variety of players in identical situations.
 
The more I look at this map, the more I think we need to make breaking out of Sal's grip our #1 priority. That doesn't mean we should attack asap (that would probably be suicide), but it does mean we shouldn't distract ourselves with things that'll push the invasion back another 50+ turns beyond what it'll take anyway.

To me, the city sites currently available are simply not good enough to make a decent start to the game, and spamming wonders still doesn't strike me as a smart way to spend our limited supply of hammers.

I agree that the GLh is a no brainer. But, beyond that, it may be that teching straight to Construction (with or without Oracular assistance) while building a nice big stack of axes is our best hope of getting the dirty deed done in time.

Maybe my judgement is being clouded by claustrophobia (I'll admit that I really hate being boxed in this early).

Or maybe I'm giving the Monarch AI too much credit (I have been known to play Noble as if it's Immortal, spamming troops and inciting wars like the AI actually posed a threat).

But I fear that this game will hit a protective longbow/crossbow-shaped wall if we put all our eggs in the shiny basket.
 
Spoiler :
In order to attack we need a pile of galleys and a pile of units. That will take time. Meanwhile we need an economy. We are industrious and have precious little ability to cottage or run a huge pile of specialists (outside of our capital). To me that means we need some wonders to get our economy stabilized.

I agree that protective longbows would put a hurt on us and that we need to either attack before that point, with a huge pile of siege, or wait until drafted rifles. I agree the latter is too late given our crappy cities. However, attacking too soon with only cats and axes seems...unfeasible. I'm not saying it's not possible, I just am concerned about our abilities to amass that kind of army. I think if we can hit with maces before Sal gets longbows that would be ideal.

The question for me is: Is Sal isolated or does he have trading buddies? If he is isolated there is no way he's going to hit lonbows early, he just doesn't tech well and he focuses on the religious techs usually.

We have marble and copper to speed along the wonders we want and the wonders will give us a strong economy to drive us toward our military needs.

Since we plan to oracle MC then after we hit CS we only need machinery to hit with maces. I don't see Sal teching through feudalism at that point.

I think we need to prebuild galleys and cats and have them ready then add maces and take him out.
 
I think we're getting ahead of ourselves with talk of crushing Saladin.

I try as hard as possible to not make knee-jerk reactions like "OMG, I see somebody; let's kill them right now with Axes". Even Hilltop Protective Longbows don't stand a chance to a well-timed and focused stack of Catapults (+ anything).

I agree we need to keep Sal in our sights, but I'm not sure we can (or should) make the decision to attack him until after we see his whole island and what's on the other side of it.

Based on :espionage: ratios, we know Sal has met at least 1 civ, so it might be the case that we're both boxed into our little islands by that other civ.

It's also possible Sal's island is a gateway to the rest of the map -- in which case having GLH alone makes settling peacefully (at least for the time being) on the other side to box him in a plausible gameplan. (Especially if we get all the early GM & GP :gp: we're anticipating.)

In a worst-case scenario, with GLH and Colossus, we can squeeze 5 small, satellite cities on our islands to support research while Berlin and a Floodplains production city bulk up on military units. One smooth strike to Mecca, and Saladin will be out of the picture ... it'll just be a matter of mopping him up after the fall of Mecca.

--------

Right now, we don't know what the rest of the world looks like. For all we know, every other civ is on sizeable continents with ample land and resources to consume.

If that's true, then bum-rushing Saladin with less-than-stellar footing will only serve to cement our position as the loser in this game -- especially if we lose the GLH or Colossus in the process!)

On the other hand, if everybody is in the same position on tiny islands all over the map, then securing GLH and Colossus will guarantee we're making the most of our lands and considerably more than the other civs. Whereas this may appear to be a short term loss, it will be a significant longterm advantage which we will later leverage to acquire more land, vassals, etcetera via tech superiority.

EDIT: It's also worth mentioning GLH and ToA are most powerful when at least one peaceful trading partner is kept over the long term course of the game. If it is plausible to settle land on the other side of Saladin, then boxing him in but keeping him as a peaceful trading partner will grant us the most bang for our buck until another, more distant, trading partner is revealed.

My game isn't always about getting the most bang for my buck and coming out leaps and bounds ahead of the rest and winning in the BC's -- it's about managing risk and making the move that is most likely to put me in a superior position to win [before 2050 AD]. If we assume the worst that everybody else has great land, then we NEED to make the most of our zone ASAP!


-- more of my 2 :commerce:
 
This is a really cool idea - I think I will join in next time, hopefully I'll have worked up to Monarch by then - starting on prince (long overdue) tonight!
 
I tend to agree with Winston that the ultimate wonder-spam strategy is a questionable idea.

Teching to Construction in a reasonable timeframe is not something that's beyond us without wonders. I reckon with the GLH and 5-6 satellite cities, we can easily get there by 500BC - our production is not great, but it's good enough to manage a few axes/swords/cats to take Saladin down.

On the other hand, with protective archers *and* cultural defense, this is likely to take a while, and could be very costly indeed.

But what's the alternative? Build wonders like they're going out of fashion, and restrict ourselves to (possibly) 5-6 cities while the rest of the land is grabbed? It's true we don't know what's further to the south - it might be that there's a perfectly hospitable 3-4 cities there, in which case we'd be fine. But it's quite a chance to take - nothing would be more catastrophic for our game if we're struggling with a handful of sub-optimal cities into the Middle Ages, facing the prospect of protective longbows on hills.

So - basically - I think we should leverage any short-term teching advantage while we have it. That is, by spamming coastal cities, we can use the GLH and possibly an Oracle/MC-fuelled Colossus to keep our research pace pretty hot (which it will be). We'd then be in a great position to build enough galleys, cats and swords/axes to take Saladin out before he's able to hit Feudalism.
 
A reasonable alternative is build wonders to solidify our economy and then hit him with maces while he hasn't hit longbows yet.

At the very least I think we need to stabilize our economy before we consider attacking, irregardless of what units we choose to attack with.

That doesn't mean we need to build wonders "like they're going out of style". I think 4-5 wonders for an industrious leader isn't unreasonable and they all synergize nicely.
 
A reasonable alternative is build wonders to solidify our economy and then hit him with maces while he hasn't hit longbows yet.

At the very least I think we need to stabilize our economy before we consider attacking, irregardless of what units we choose to attack with.

That doesn't mean we need to build wonders "like they're going out of style". I think 4-5 wonders for an industrious leader isn't unreasonable and they all synergize nicely.
:agree:

Choosing our Wonder Path in a game like this is as important as the Tech Path. Trade Route Economies are extremely powerful, and the 4 Wonders we are looking at all contribute to that plan.

I also agree we should be looking at Machinery-CS beeline for Maces to attack Saladin, with Trebs if possible, but Cats will do if we have enough spy points to open up a few cities. I want to remember to be sure I assign Sal a higher ratio once we meet some other AIs, but right now we are building up a small stockpile.
 
I want to remember to be sure I assign Sal a higher ratio once we meet some other AIs, but right now we are building up a small stockpile.
After making just such a "blunder," I now think it's more practical to spread your EPs until you foresee oncoming use of them, at which point you crank the slider up for a few turns.

The premise is simple, and one I describe in the recent thread I posted in the Strategy Articles sub-forum.

Increasing your EP expenditure against a specific AI is likely to provoke that AI into increasing it's EP expenditure against you. The end result is that you need to pile up even more EPs against that AI in an attempt to maximize the EP ratio cost reduction modifier.

It's an idea I developed from the recent PYLII game, in which I applied all my passive EPs against a single AI who responded by doing a decent job matching my EP ratio.

I agree with futurehermit that establishing an economy, and gaining a tech advantage before taking on Saladin, would be the ideal course of action. To be honest, establishing an economy and teching is about all we can do until we explore further and find more land to settle on.
 
I think we're getting ahead of ourselves with talk of crushing Saladin.
I disagree. The way I approach things, one of the key questions throughout the early part of the game is always "where's the food?". The only answer we have right now is "not around here".

So, to me, the main feature of our situation is that we appear to be separated from the food we're going to need by a protective civ with a moat. Taking him down will not be cheap, but it could well be our only option, so we need to start planning for it now.

Even Hilltop Protective Longbows don't stand a chance to a well-timed and focused stack of Catapults (+ anything).
But if tech isn't the issue, numbers may well be. Put too many non-essential builds (and techs) between now and when we start the buildup and the buildup will come too late. I reckon four early wonders from a low production start when there's a protective leader in our way sounds like too many.

I really wouldn't want to risk being stuck with this sorry handful of islands by the time the Liberalism race is getting underway. Look at the resources - two health, no happiness. :sad:

I agree we need to keep Sal in our sights, but I'm not sure we can (or should) make the decision to attack him until after we see his whole island and what's on the other side of it.
It's not that we have to commit to war now, it's that we ought to give ourselves the ability to strike if and when the time is right. Fixing up much of the next round for wonder-building risks leaving us way behind where we'll want to be in our preparations.

Plus, those preparations aren't just combat units - we'll need cities, and those cities will need buildings and improvements (cottages asap will be the only sensible option for at least two of our cities). We'd also need transport.

The later all that comes online, the less control we have over when we strike.

And bear in mind that, with the infrastructure in place, we could still decide against an invasion before the bulk of the troops are built. There are plenty more wonders further up the tech-tree.

As you say, we don't yet know what we're up against here, but I'd say making preparations for a possible/probable invasion leaves us a lot more flexibility than going for a stack of wonders straight away.

Still, whichever way it goes, this is shaping up to be a fascinating game. :yumyum:
 
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