Nothing changed on inherited.
Turn 1 (1912): LOTS of builds complete. Notably, of course,
Therefore most cities that finished builds immediately start SS components.
Surprisingly, the Suffrage vote went through! Biz and Qin voted for us. No idea why it did this time, but not the previous ones.
Gandhi completes the first AI spaceship part, a Casing.
Tokugawa's the only one with money, and we need some to keep running 100% science, so I sell him Mass Media now we've built the wonders there. We now have enough money to keep running 100% for at least my round.
Turn 2 (1914): War fails to break out. Zzzzzzzz...
Turn 3 (1916): Fiber Optics comes in. I decide the most efficient path is to go for the more expensive, undoubleable components first, that is the Engine and Stasis Chamber. Satellites and Ecology can be picked up for a song afterwards, and the parts built much more quickly while the others are still in production. I therefore set us on Fission -> Fusion, getting that before Genetics since there's the chance of the Great Engineer for hitting it first.
Lots of NDSRs being built.
Turn 4 (1918): Nada, so I laugh briefly at Pharsalos' culture instead.
By the by, Corinth's culture is up to 37% American, I don't think we have to worry about it flipping away from us.
Turn 5 (1920): We are reelected SecGen, Bizzy and Qin voting for us again.
Gandhi now has 4 casings built. We have none, with four in production, as well as the Docking Bay and Cockpit. It occurs to me to wonder whether we have spies checking on how many other components he has, but it would appear that none of us have managed to pick up Communism at all. Since neither Gandhi nor Toku will trade it to us, I will give serious thought to picking it up between Fission and Fusion. Spies can easily make those last couple of turns difference on the last part.
Turn 6 (1921): The city that Saladin daftly put right near Corinth flips to us, not that a picture of that showed up, of course. I accept, if nothing else it comes with a free MechInf. It does cost us a good 20gpt or so, though.
Turn 7 (1922): Fission -> Communism. It's only two turns, I think it's worth it. Gandhi builds his last Casing, Tokugawa his first. Bizzy starts a Golden Age, but still doesn't have Apollo, so hopefully won't be that much of a threat even so.
Turn 8 (1923): I propose Nuclear Non-proliferation to the UN, just in case. We certainly won't be able to afford to build Nukes ourselves, so why should anyone else?
Turn 9 (1924): Toku offers Flight for Computers. I deny him, since ours is required for space, and his is not.
Communism -> Fusion (in 5). I recommend going Refrigeration -> Genetics after that, then picking up the others.
Atlanta Casing -> Scotland Yard (in 11. I'm pretty sure that'll be soon enough to be useful) There's still another Casing to build, but plenty of time and cities to do it in.
NNP passes unanimously as ever.
Turn 10 (1925): Nada, zip, squat. Nothing whatsoever happens.
Gandhi and Toku are both far enough behind us on tech that our production problems shouldn't be an issue. What with our saved GA (don't get the timing on that wrong) we should be significantly ahead to win this.
I make this about two more rounds to the end. The techs listed in F6 claim 20 turns to complete them all, but that can be sped up with the GA, since we won't need the full 8 turns to complete the part, so long as the last one is Ecology, with the mere 800 (double with Copper) cost of the part there.
--Garath
Turn 1 (1912): LOTS of builds complete. Notably, of course,
Therefore most cities that finished builds immediately start SS components.
Surprisingly, the Suffrage vote went through! Biz and Qin voted for us. No idea why it did this time, but not the previous ones.
Gandhi completes the first AI spaceship part, a Casing.
Tokugawa's the only one with money, and we need some to keep running 100% science, so I sell him Mass Media now we've built the wonders there. We now have enough money to keep running 100% for at least my round.
Turn 2 (1914): War fails to break out. Zzzzzzzz...
Turn 3 (1916): Fiber Optics comes in. I decide the most efficient path is to go for the more expensive, undoubleable components first, that is the Engine and Stasis Chamber. Satellites and Ecology can be picked up for a song afterwards, and the parts built much more quickly while the others are still in production. I therefore set us on Fission -> Fusion, getting that before Genetics since there's the chance of the Great Engineer for hitting it first.
Lots of NDSRs being built.
Turn 4 (1918): Nada, so I laugh briefly at Pharsalos' culture instead.
By the by, Corinth's culture is up to 37% American, I don't think we have to worry about it flipping away from us.
Turn 5 (1920): We are reelected SecGen, Bizzy and Qin voting for us again.
Gandhi now has 4 casings built. We have none, with four in production, as well as the Docking Bay and Cockpit. It occurs to me to wonder whether we have spies checking on how many other components he has, but it would appear that none of us have managed to pick up Communism at all. Since neither Gandhi nor Toku will trade it to us, I will give serious thought to picking it up between Fission and Fusion. Spies can easily make those last couple of turns difference on the last part.
Turn 6 (1921): The city that Saladin daftly put right near Corinth flips to us, not that a picture of that showed up, of course. I accept, if nothing else it comes with a free MechInf. It does cost us a good 20gpt or so, though.
Turn 7 (1922): Fission -> Communism. It's only two turns, I think it's worth it. Gandhi builds his last Casing, Tokugawa his first. Bizzy starts a Golden Age, but still doesn't have Apollo, so hopefully won't be that much of a threat even so.
Turn 8 (1923): I propose Nuclear Non-proliferation to the UN, just in case. We certainly won't be able to afford to build Nukes ourselves, so why should anyone else?
Turn 9 (1924): Toku offers Flight for Computers. I deny him, since ours is required for space, and his is not.
Communism -> Fusion (in 5). I recommend going Refrigeration -> Genetics after that, then picking up the others.
Atlanta Casing -> Scotland Yard (in 11. I'm pretty sure that'll be soon enough to be useful) There's still another Casing to build, but plenty of time and cities to do it in.
NNP passes unanimously as ever.
Turn 10 (1925): Nada, zip, squat. Nothing whatsoever happens.
Gandhi and Toku are both far enough behind us on tech that our production problems shouldn't be an issue. What with our saved GA (don't get the timing on that wrong) we should be significantly ahead to win this.
I make this about two more rounds to the end. The techs listed in F6 claim 20 turns to complete them all, but that can be sped up with the GA, since we won't need the full 8 turns to complete the part, so long as the last one is Ecology, with the mere 800 (double with Copper) cost of the part there.
--Garath