No wonder Succession Game: Slowboat to Alpha Centauri

The save works - a flashing diplomat between New Sybase and Cardiff.

I'm planning my set of turns as I write this and have discovered that there's one settler that will not found a city or get disbanded - a NONE unit.

We really need more ships to deliver caravans but I'd like these to be transports which means I'd like to discover Industrialization quickly which means I need more ships now to get a science bonus. A catch 22 situation.
 
This is becoming one of the more interesting succession games I've played, the fact that we can't build/capture wonders and must win by spaceship creates interesting challenges. Unhappiness is a major issue, if we stay in democracy no military units can leave our cities until we discover communism (police stations). Also our ships are slower than I'm used to.

Selected accomplishments in numbers:

Population: 7,830,000 to 10,990,000
Gold: 741 to 866
Techs: 40 to 46
Cities: 31 to 37
Crusaders: 1 to 4
Diplomats: 12 to 14 (in addition several died doing their job)
Engineers: 22 to 31
Settlers: 7 to 2 (not counting a NONE settler)
Galleons: 10 to 14
Caravans: 8 to 5

Not as much as I'd have liked but at least some progress.


1740 AD (0): Rush buy some engineers and galleons. We get Economics and Pottery from the Americans in exchange for Sanitation and Monotheism. Peace with the Carthaginians but they do not want to exchange techs. Must attempt to goad them into war and then steal something. Switch from libraries in cities that are building them to something that helps make the cities grow. Reduce luxuries to 30% since very few cities are celebrating or able to grow.

1750 AD (1): Troops withdrawn from St. Louis' vicinity in response to demands. Kashgar (Mongol) builds Mike. Civil disorder in Bokhara. American elephant bribed for $238 because of a feared sneak attack. $100 from hut at (95,89). Science to 0%.

1752 AD (2): Rush buy some markets and courthouses to get rid of redundant Elvii. Rush buy a few caravans. Rush buy diplomat in N of Cart because of a nearby Carthaginian knight.

1754 AD (3): The Babs have almost finished SOL. Babylonians and Egyptians sign Ashur Pact to contain Celtic aggression (which aggression ??) and the Babs acquire gunpowder from the Egyptians. The French and the Mongols sign Orleans Pact to contain Celtic agression. The French acquire medicine, monotheism and polytheism from the Mongols and the Mongols get democracy and pottery in return. The Mongols announce that they will join the French in their war against us. Carthaginians develop industrialization and switch to democracy. The Mongols start WS. A Mongol explorer arrives at Cannae and demands chemistry. We are forced to swallow our pride and give it to them since we are currently rather vulnerable in this area. This leads to a cease fire but they do not want a peace treaty. French acquire chemistry from the Mongols. City of Old River founded. American elephant next to Leo's Canal. Demanding its withdrawal leads to a predictable war and it is promptly killed by the elephant bribed two turns ago.

1756 AD (4): Babylonians build SOL, the Mongols stop it. Civil disorder in Bokhara and N of Cart. Talk to the French, this causes them to switch to monarchy. They demand $100 and we refuse so the war continues.

1758 AD (5): French acquire metallurgy, sanitation, explosives and medicine from the Americans, the Americans get some tech plus chemistry in return. American diplomat bribed for $183 and city of Big Production founded. Settler from Leo's Canal added to it. We demand the withdrawal of Carthaginian troops resulting in a desired war. Prepare to steal some techs. City of Northern Whales founded. Egyptian city of Hieraconpolis discovered in the far south. City of Double Fish founded.

1760 AD (6): French government overthrown, they become a democracy. We buy the American city of St. Louis for $768, $146 plundered and we get metallurgy. An army of engineers arrives at Swansea. Caravan deliveries at last: Coal (demanded) from Cork to Babylon ($244). Salt (not demanded) from NoCol2 to Babylon ($84). Caravan lands near Hieraconpolis, the Egyptians demand $250. NO !!! Result: War.

1762 AD (7): Babylonians develop steam engine, get sanitation from the Egyptians and become a republic. The Mongols get metallurgy from the French, break cease fire and kill a legion in Bokhara. The senate meets with the Americans behind my back and signs a cease fire with the Americans. We steal Industrialization from the Carthaginian city of Leptis Parva. The Egyptians did NOT kill our caravan next to Hieraconpols so we deliver it immediately ($158, not demanded). Mongol crusader killed near Bokhara and their phalanx (in a fortress) bribed for $118. Durrow coal (demanded) to Leptis Parva ($257).

1764 AD (8): Barbs land near Cremona but no immediate danger. We choose to research conscription and immedately discover it. Civil disorder in Cannae, rush buy temple. We steal chivalry from the Carthaginian city of Rusicade. One galleon disbanded and caravan rush bought. Delay delivery of caravans to Babylons because of civil disorder there.

1766 AD (9): Egyptians start WS. Americans discover industrialization and start WS. They acquire chivalry from the Carthaginians who get metallurgy in return. They then sign the Panormus Pact to contain our aggression ?? Khanbalyk bribed for $512, $91 plundered. Hieraconpolis costs $1680 to bribe so embassy instead. They have 14 cities so in term of cities they are the biggest AI civ. They have $472 and are allied with the Babs. They have 45 techs, compared to the 46 techs we have. Caravan (wine) from Muddy Gardens to Babylon ($199, not demanded). Another MD caravan (gold) yields $206.

1768 AD (10): The Egyptians sink our empty galleon next to Hieraconpolis and another one at (37,101) containing a dip and caravan. Empty Carthaginian frigate next to Ormuz; it can't be bribed because the Carthaginians are in democracy. We reaaly need ironclads in this area.

I decided to stop here and leave some decisions to my successor, especially what to do about ships and caravans.


We now have 31 engineers and there are 3 settlers left. The one on our main island is a NONE unit, the other two are to found cities on the Llangollen-Aberystwyth island. Transporting them there from the Mongol island took a lot of time (there were no sufficiently safe city sites there nearby) but one of them is now in a nice spot south of Llangollen ready to found a city and the other one aboard a galleon west of Llangollen and could found a city NW of the galleon where it will have access to fish.

We have very few caravans, there are not many cities supplying demanded stuff. However, the main reason is that delivering them is difficult and takes a lot of time. My priority was to get some ships and there is now a ship chain from our main island to the American/Carthaginian island and a partial chain east of our main island. Some ships are approachin Ameraca from the west. However, the Carthaginians now have lots of ships and that is causing some problems. There is a ship near Washington ready to deliver a silver caravan there. Beware of Carthaginan ironclads west of Leo's Canal.

I founded several new cities, thus following an expansion policy. One of these (Big Production) can become a great production city once it grows. I have been trying to get one city on each island where we have some noticeable presence to grow via WLTP but resources were extremely limitied so this work is not finished but will soon be. These cities are Swansea on the American-Carthaginian island (finishing an aqueduct but also needs harbor). Quickly growing Big Production might also be a good ides by immediately adding an engineer to it and then rush buying lots of improvements. On the Mongol island I'm trying to get Bokhara Academy into WLTP mode, it needs courthouse, aqueduct and harbor. On 'Southern Island' I'm trying to get Cunaxa to celebrate, it will need a colosseum followed by harbor, aqueduct and more roads and irrigation. Also trade routes would be useful in these cities.

I continued 'strangling' the Mongols by bribing Khanbalyk and we now control the eastern part of their main island. It will be fairly easy to destroy them and we should do so. My opinion is now that we should destroy the Mongols and Carthaginians (a big nuisance; I've found they often have lots of ships all over the place and they are very aggressive). Possibly also the French and especially Americans since all of the AI civs are now extremely hostile. We should definitely leave the Babs and Egyptians alone.

The AI civs are now exchanging techs like crazy. I stole two techs from the Carthaginians, from the cities of Leptis Parva and Rusicade. I really hate discovering something the AI already has discovered. The only tech we do not have that the AI has is feudalism which isn't exactly useful to us.

We are very vulnerable at some important sites, especially the main island. I built one crusader and some diplomats there but we really need a stronger military presence there. An AI invasion could set us back many decades despite the AI's stupidity. We even have some warriors there that should be 'manually upgraded'.

The Americans regularly sneak attack, thus I think we should build a fortress next to Leo's Canal.

N of Cart has both a coastal fortress and city walls since it is supposed to be a 'ship magnet' but no ships have been seen there recently. The diplomat there should always patrol the area to the west, enemy troops have appeared there from time to time.

Constructing a fortress on the mountain near St. Louis is probably a good idea, there are two engieers there now that can do this next turn.

Caravan locations: Three in Swansea, one onboard galleon near Washington and a food caravan in Beaver Dam.
 
All the news that's fit to print -- great post, great activity. I vote that we leave the Americans in the game, maybe all the civs. Part of the reason is if we pare down too many, the remaining ones may just go to war for the sake of warring instead of building a space ship.

I think that we should try to fill out our islands and sort of stay there -- semi-isolationist. This might bring about less of a war situation and more of a reach for the stars effort from the ai.
 
Here you go... Much like Viking in the turns before me, I found these to be a very interesting set of turns. The lack of wonders forces us to develop significant infrastructure in our cities to support even basic growth, production or military action. I tried to continue developing a number of powerful cities at the expense of research. It didn't seem like I was accomplishing much, but looking back, I think we are in better shape than we were when I started.

Goals
-- Continue to develop power cities
-- Need science growth - Build some libraries in large cities where it can make a difference
-- Upgrade Navy
-- Get to Freights: Better payouts, 2 move allows inland deliveries
-- Develop the south for expansion to have presence near southern empires.

Set tax 7/0/3 to fund improvements
keep reserve of around 500g each turn

Hit enter

1770 (Turn 1)
-- Babs get indust from egypt
-- mongols get explosives from french
-- American crusader approaches Leo's Canal
-- Carthage nearly completes WS

-- Muddy Gardens Silver to washington (D-340)
-- Americans show as only Contact. No cease fire/peace...
-- ...However, senate will not allow crusader to be attacked. Bribe it for 284g instead
-- Ironclad begins patrol west of Leos - city goes into disorder w/o elvis (which results in food shortage) :(
-- City of Newton's Figs founded
-- Mongol cannon is approaching Khanbalyk
-- Newtons's Figs requires elvis to avoid disorder

1772 (Turn 2)
-- babs start suffrage
-- american ironclad sinks galleon N of buffalo
-- Malaca grants WS (egypt, americans, babs, abandon)
-- pop> 12m

-- Our engineer approaches carthaginian cannon near St. Louis - talks -demands 1000g, Um, nope. War continues
-- Talkative Carth Cannon destroyed
-- Illauntanig gold to Flimsy wall (d-164)
-- Dinas Powys gems to NoCol (d-112)
-- Public Library founded - ugh city in disorder, and can't support elvis with food - will need to alternate in and out of disorder - need temple fast
-- Tax 4/3/3

1774 (Turn 3)
-- another carth cannon approaches st louis
-- mongols talk, senate signs cease fire, despite cannon at doorstep of Khanbalyk :rolleyes:

-- Electricity-> Corporation

-- Kill Carthage cannon near St. Louis (Vet status)
-- Aberystwyth Silver to Washington (d-294)
-- KFC founded on Beaver Dam Island

1776 (Turn 4)
-- Egypt develops Feudalism
-- Carthage develops leadership
-- 2 Carthage knights approach St Louis, kill engineer :(
-- Carth explorer approaches N. of Cart
-- Pop > 13m

-- 2 Knights killed at St Louis
-- Ironclad sinks Carthage Ironclad W. of Leo's canal (Vet status)
-- Carthage explorer killed at N. of Cart
-- Tax 3/4/3

1778 (Turn 5)
-- French develop Electricity
-- Mongols get elec., Sanitation From french

-- Steal Leadership from Carthaginian city of Panormus
-- 2 Mongol cannons and 2 crusaders within reach of Khanbalyk.
-- Probably can't defend against the assembled forces if they attack. Options: (1) Let city be captured, try to retake it. (2) Put in enough defenders for city to be razed. Or... (3) Take drastic action to circumvent the sniveling senate.
-- Check oedo chart - Hey, would you look at that!
-- Start REVOLUTION
-- Fix production to get cities through without disorder
-- Talk to mongols, demand tribute. Denied...War! :nya:
-- Vet crusader kills 2 Mongol Cannons at Khanbalyk
-- Crusader kills 1 mongol crusader, Vet status. Attack 2nd crusader at 2/3 strength and kill it-an unexpected bonus!
-- Rush dragoons in Cannae (mongol theatre) and St. louis (carthage theatre) just in case

1780 (Turn 6)
-- Babs go fundamentalist
-- Egyptians sink ship exploring in south
-- Carthaginian frigate dies attacking transport near Panormus

-- Reinstate Democracy

-- Go back through and fix production in cities
-- Dragoon kills Carth Cannon at St. Louis
-- Spot new empty Carthaginian town of Rusicurru on peninsula S. of Caralis. :mischief:
-- Tax 3/4/3 to complete tech this turn

1782 (Turn 7)
-- French get indust from americans for electricity
-- French get chivalry from americans
-- Americans get Leadership from Carthage for explosives
-- Carthage gets electricity from americans for feudalism

-- Corporation->Tactics

-- Max taxes 7/0/3 again
-- Carthage dragoon killed outside St. Louis
-- Kill American crusader approaching Leo's Canal from the south
-- Send horsemen to welcome our new, undefended neighbors in Rusicurru. City razed, 33g plundered, must take Feudalism

1784 (Turn 8)
-- Mongol Cannon killed on outskirts of Khanbalyk

1786 (Turn 9)
-- Babs develop Feudalism
-- Babs get explosives from Egypt

-- Mongol Crusader killed outside Khanbalyk
-- Transport moving out of Leo's canal spots loaded Carthage frigate

1788 (Turn 10)
-- Egypt explorer spotted on island in far South
-- Carth frigate moves back to west
-- Carth cannon moves up to St. Louis...Carthage talks - senate forces cease fire :wallbash: :rant:

-- Double Fish disbanded

-- American cannon killed s. of Leo's
-- City of LasVegasChapel founded (Formerly Double Fish)
-- City of (Pauly) Shore's Theatre founded, 2nd engineer added
-- City of Ford Expedition founded
-- Bribe Egyptian explorer in far south

Notes and Such
-- I worked primarily on building up infrastructure, particularly building up several "key cities." Beaver Dam, Illauntanig, and Swansea are large enough that Banks and libraries are in order. (Swansea needs colosseum first). Big Production is ready to start growth. It's about to produce a freight - that was planned to be Coal (for delivery to Cardiff, perhaps) before it grows too large to supply it any more. The city has received extensive engineering work to promote growth and production. It still has a lot of work to be done (Mine hill, RR forest, etc.). I was going to send a wine caravan from Muddy Gardens to Big Production next turn so that it can get the benefit of large trade routes to promote growth. It still needs colosseum, aqua, cathedral, factory, etc., but the production there will be very nice once it's grown. I changed production to libraries in a bunch of our older cities where trade was high enough to make a difference and growth was close to being stifled by space limitations. Because we're running out of trade goods being supplied, I figured we will need a fair amount of city-supplied research as well. Other budding cities include Cunaxa, N of Cart, Cremona, Leo's Canal (had to build improvements due to unhappiness from unit at sea). Ormuz and/or Bokhara Academy should be grown to provide better support for the Mongol region. Those cities can barely support their defenders and are put into turmoil if their units leave the city.

-- A major focus was to also to get Corporation for freights because they not only pay bigger delivery bonuses, but the extra movement makes it easier to deliver them inland. I didn't build any more caravans while I was waiting, and have only just started to produce freights. We have 2 freights now and a few more coming soon. Particular attention should be given to the Hides producers on the main island in Cardiff and Quickie. Karakorum demands Hides and can be reached from the new city of Shore's Theatre. The final pieces of a ship chain(Rhondda->NoCol2,NoCol->Newton's Figs, Aberystwyth ->Shore's Theatre) are sailing over and should allow deliveries every other turn once the chain is complete. Assuming payouts are decent, these two cities should probably produce Hides vans every other turn as long as they supply them and as long as karakorum demands them. Cardiff will produce a freight every other turn just based on production, while Quickie will require significant rushbuys, but it should be worth the cost as long as demand is there.

-- Another major focus was to upgrade the Navy. All Galleons have been destroyed (Either by me or our enemies) and we now have nearly as many Transports in their stead. We also have a Vet Ironclad which can patrol the waters west of Leo's Canal (about to finish recouperating in LC). We've gotten rid of a Carthaginian Ship or two but both the Carts and the Americans have been a nuisance there. Note that putting the Ironclad out to sea wreaks havoc on Leo's Canal's happiness. We need more transports in the south for trade deliveries and settler movement - Illauntanig, Beaver Dam and Cunaxa should produce some soon.

-- I tried to build up our presence in the south, but just ran short of time/money. Cunaxa is a decent city, but will require more improvements/trade routes to become a powerful city. South Place is a nice little city that could crank out engineers to further colonize that island or other islands if they found/build into cities quickly. I strongly suggest sending several waves of engineers over to the island East of South Observ. where the dip and newly-bribed explorer are exploring (probably starting with the three whale spot on the tip of the island) to develop our presence closer to the babs and egyptians. I'd build multiple engineers into each new city to get them growing faster. The city of Cremona has been built up somewhat. It should get its courthouse rushed so it can celebrate, then it should crank out an engineer every couple turns (using the celebrations to grow back to size) to cover that island with cities so we can support more southern operations. As mentioned above, there is a strong need for boats in the south.

-- I lost an entire turn of production due to the Mongols approaching Khanbalyk with a significant force. I'm pretty sure I would have lost the city if they sneak attacked, so I took advantage of the upcoming Oedo year to go into revolution to get the war started without senate interference. I've never done that before, and it seemed to work out, but the cost in lost production was significant. We may have a similar situation with Carthage as they just forced a cease fire at the beginning of this turn. The next person may want to beef up defenses in St. Louis - At least it is big enough to withstand a few hits. Perhaps bringing the rifleman in off the mountain fort into the city. In fact, that fort has been unnecessary as all the attacks have come from the west of st. louis...no units have even approached that mountain. (However, I'd pillage the fort and RR if we're going to abandon it.)

-- Speaking of mongols, we should probably look to take them out soon. I didn't have the necessary firepower to defeat gunpowder units, so I did not build up any sort of attack force, but once we have Cavalry, it might be worth a run through at least some of their cities. They really are a nuisance (and only one city has a wonder). However, we have to be careful of the unhappiness factor (and the senate) when attacking them. We might need to go into communism or fundamentalism (Note: We haven't learned either tech yet!) briefly to sustain an offensive against them. I would not recommend an offensive against the Carthaginians as practically every one of their cities has a stinking wonder in it (Carthage, Caralis, Panormus, Leptis Parva, Malaca)

-- I didn't work too hard to upgrade the ground forces. I really find most ground defenders less than useful except in certain high risk locations, and we are about to move up from dragoons to the far superior Cavalry once Tactics (currently researching) is complete. Once Cavalry is available we should build several. There are still several worthless phalanxes and such that should be disbanded.

-- For the most part, the engineers on the Home island have not yet been given orders this turn (exception: the Engineer on the hill E of Cardiff has moved this turn and is precharged, so he should be able to complete a road next turn.) The only thing left to do on the main island is mine and RR the Cardiff Hill, or work on squares outside our cities. There is very little left to do on the main island unless we start terraforming the land or working on farmland once refrigeration is learned (neither seem like priorities right now). I think most of them should probably move on to develop other islands - possibly NoCol island and Llangollen Island. Make sure to keep a small contingent at home for pollution control in our big factory cities.

-- New cities (if they're size 1) do not have enough trade to make two luxuries for a happy citizen unless they have a whale or other trade special, and thus go into disorder immediately. I generally let the city go into disorder for one turn to get some food, then hire an elvis while a temple is rushed. Just be aware that new cities will almost always require a rushbuilt temple right away. There are several new cities like this right now that will go into disorder next turn and need temples rush built.

-- The city of Double Fish just bothered me where it was - I thought a port city would be more useful in that region, so I disbanded the city and moved it one square (renamed as the less-than-wonderful LasVegasChapel)

-- I tried to leave about 500g in the coffers each turn for emergencies. There's about 1000g now, so the next player still has a few options. Taxes are currently set to 70% gold, 0% science, 30% luxuries as I tried to buy improvements. I would consider going to about 30% science now that a lot of infrastructure has been built and freights should start to return some profits.

Summary of progress
cities 37 -> 42
Techs 46 -> 50
pop 10,990,000 -> 15,950,000
gold 866 -> 1056

settlers 3 -> 1 (none)
engineers 31 -> 29
warriors 4 -> 0
phalanx 6 -> 5
archers 3 -> 1
legion 1 -> 1
musket 4 -> 3
rifle 0 -> 4
horse 1 -> 1(none)
elephant 3 -> 3
Crusaders 4 -> 5
Dragoons 0 -> 3
Ironclad 0 -> 1
Galleon 14 -> 0
Transport 0 -> 13
Diplomat 14 -> 15
Caravan 5 -> 1 (Food)
Freight 0 -> 2
Explorer 0 -> 1 (Bribed)
 
Me next. I'm also playing me turns for the D+3 game, so I should get round to this in a day or so.

EDIT: Ignore that. :blush: I just remember Tim jumped in with his missed turn. LaFayette next :D
 
Looks nice, Tim - especially population.

I'll be out till next Monday, so if LaFayette finish soon I would suggest to change my turn with Old n Slow.
 
Originally posted by TimTheEnchanter
-- I lost an entire turn of production due to the Mongols approaching Khanbalyk with a significant force. I'm pretty sure I would have lost the city if they sneak attacked, so I took advantage of the upcoming Oedo year to go into revolution to get the war started without senate interference. I've never done that before, and it seemed to work out, but the cost in lost production was significant. We may have a similar situation with Carthage as they just forced a cease fire at the beginning of this turn. The next person may want to beef up defenses in St. Louis - At least it is big enough to withstand a few hits. Perhaps bringing the rifleman in off the mountain fort into the city. In fact, that fort has been unnecessary as all the attacks have come from the west of st. louis...no units have even approached that mountain. (However, I'd pillage the fort and RR if we're going to abandon it.)
IMO we should build city walls in St. Louis and maybe Khanbalyk too, we were lucky about the oedo year and the revolt was definitely worth the lost turn of production. Also it would be fun to build a second fortress on the mountain west of St. Louis. It is too far away from St. Louis to make our people happy so we would need to found a small city between the mountain and St. Louis. I'm sure the Carthaginians would waste a lot of firepower on that fortress. We should continue occupying the current fortress despite the fact that so far it has not been attacked.

I think we should destroy the Carthaginians despite their wonders, we will soon have espionage and once that happens we can have a lot of fun razing their cities. MMMWWWAHAHAHAHAHA !!!:mwaha: :mwaha: :evil:
 
And so the Viking votes to change the title of the game to "Slower boat to Alpha Centauri" :D :lol: :D
 
Originally posted by golem
Looks nice, Tim - especially population.

I'll be out till next Monday, so if LaFayette finish soon I would suggest to change my turn with Old n Slow.

I'm willing to wait.
 
Originally posted by TheViking
IMO we should build city walls in St. Louis and maybe Khanbalyk too, we were lucky about the oedo year and the revolt was definitely worth the lost turn of production. Also it would be fun to build a second fortress on the mountain west of St. Louis. It is too far away from St. Louis to make our people happy so we would need to found a small city between the mountain and St. Louis. I'm sure the Carthaginians would waste a lot of firepower on that fortress. We should continue occupying the current fortress despite the fact that so far it has not been attacked.

I think we should destroy the Carthaginians despite their wonders, we will soon have espionage and once that happens we can have a lot of fun razing their cities. MMMWWWAHAHAHAHAHA !!!:mwaha: :mwaha: :evil:
I thought about city walls, but just hadn't prioritized them yet. Khanbalyk would be the first priority because it's so small that it can't withstand a major attack. I didn't think St. Louis was in that much risk until the last turn when they got the Cease Fire as well, but now I would consider putting one there as well. As for putting a fort west of St. Louis, I had considered putting one on the forest due west of the city. I don't know about a fort as far west of St. Louis as the mountains...you have to be careful with placement of forts if we ever get stuck in a peace treaty: we could be forced to withdraw from it (unless we REALLY want our reputation in the tank).

However, one advantage of another city would be to get port access to the north side of the island for trade deliveries and spy/military "deliveries" to Carthage, Caralis, and any other cities they may have put along the north side. We might want to consider just putting the city itself on the mountain next to the fish and send a couple ATs to live there, and build walls as soon as is feasible (might need temple first)

I'm torn about keeping the Carths around. They are a serious pain in the...uh...neck, but they are good at building wonders, which could come in handy when we need Apollo built.
 
We are well past the respawn point, so anyone we eliminate is one less possibility of building Apollo. I agree that Carths are a good option for that. We need to be focusing our energy on trade and research, not war. Hitting Corp in the late 1700s is not that great; too many war tech diversions. Once someone builds Apollo we can have some fun with them...

BTW, Tim, Rush Buying a Temple from scratch for a new city is only 160g...
 
Originally posted by ElephantU
BTW, Tim, Rush Buying a Temple from scratch for a new city is only 160g...
I know that. I'm not sure what you're refering to. Buying on the first vs. second turn is just a matter of prioritizing expenditures with limited resources. If I can save 82g or more by waiting one turn to build the temple in each new city that can add up quickly. If it's in a city that doesn't need it and I'm not concerned about rapid growth, I can see delaying even further. If it's a city where other improvements are also a rapid priority (e.g., walls in a new city, as I was talking about above) It makes sense to pay the full 160, but that's still a turn spent before anything else can be built. On the other hand, if we get freights delivered steadily and start rolling in cash it won't matter.
 
This is a little early yet for this game, but I wouldn't advise building Recycle centers. One and Ncl. Plant cost 4 gold maintainece, and that is the same as solar plant, and that compleetley eliminates pollution. If you have small production, build Ncl. Plant, as it is the cheepest of the plants to maintain, unless the city is a big riotter.
 
42 cities !
To say the least I don't wish to build any more (IMO 20 well-grown cities would have been fine, given the objective of launching a SS).
My objective for those 10 turns will be to peacefully grow the cities we have and also our cash-flow. No use fighting (except defending ourselves, of course).

1790:
We collect 5 freights + 3 engineers onboard our almost complete shipchain towards Karakorum.

1792:
Temples completed in Ford Ex, KFC, Vegas.
Courthouse in Llangollen; Market Place in Leo's
Hides to Karakorum = 568g (alas not repeated)
Our exploring transport meets an Egyptian knight on the pole
:D
Our rifleman destroys an ugly American cannon (gets vet)

1794:
Market Places in SouthObs and NoCol2
Courthouse in SaintLouis; Bank in Swansea
Ugly Mongol cannon destroyed
Hides to Kashgar = 384g

1796:
Deliveries to Kashgar: 400g + 198g (Silk and Wine)
Hides to Karakorum = 96g
... to Swansea = 96g + 80g (Gold and Hides)
Silver to Washington: 326g
Harbour completed in Bokhara Acad.
TACTICS ( we decide to beeline to Automobile)

1798:
Gems to Karakorum = 568g
Bank in Leo's

1800:
Wine to Kashgar = 600g :)
Hides to Karakorum = 240g
Harbour in KFC; Banks in Llangollen and FlimsyWall; Cathedral in Cork.

1802:
Market Place in Cannae; Stock Exchange in Leo's.
REFINING

1804:
American destroyer sinks our (empty) transport.
Aqueducts in Aberyst..., Darkhouse and Cork.
Cathedral in Llangollen; Colosseum in Swansea; StockEx... somewhere.
2 more Mongol cannons destroyed.

1806:
Silver to Washington = 500g
Cathedrals in Cunaxa and Iona.
Sewer Systems in Leo's and Darwin.
STEEL

1808:
Deliveries in Karakorum: Hides (284 and 244g), Gold = 138g, Gels = 116g.
Beads to Cardiff = 110g.
Oil somewhere = 100g
Cathedrals in Big Prod, OldR, St Louis, DinasP.
Bank in Dark House.
Egyptian ironclad sinks our (empty) transport.

Stats:
Population = 22990 (15950 in 1788)
CashFlow = 1431g (955)
Treasury = 4762g (1056)

Notes to my successor:

If you max science, you get Automobile in 3 turns (our fat treasury is designed to buy as many Superhighways as possible ASAP), but of course it's your choice.

The Carts have been moving units to and fro close to St Louis: no danger IMO.
... and we lost 2 empty transports: not a high tribute IMO
(and I forgot to mention that the Mongols also lost several units without any losses on our side).
I built a few Alpines to be on the safe side, but I think we can go on growing 'peacefully' ( I don't think the AI will be able to do much more than killing one of our units once in a while, and it would be very easy for us to switch to military units if needed).
 
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