Sorry about the uncropped screenshots, guys, but it's long gone midnight here and I still have more things I need to do tonight, and a busy day tomorrow. I've played, though, so here's the report with thumbnails.
Distressing as it is to leave Electricity only 1 turn from completion, it's just too deep in the tree for no real gain. It's Steam Power that we need, being required for both railroads and factories, and since we're WFYABTA with everyone and I can't get anyone to Friendly, self-research it is. 3 turns to go.
I change to Nationhood to try to get a decent military force back together, but since *every* other civ is in Emancipation, I don't think I can afford to change out of that right now even though most of our towns are already, well, towns. I'll still seriously thinking about slaving in some factories later, though - what else is all that extra food from Sid's Sushi good for? Similarly, the tech must flow, so I can't really afford to switch out of Free Religion or Representation either.
I start building a few Artillery while waiting for more tech to come in. Interestingly it's SAM Infantry that we're drafting at the moment, not Rifles, so they're a bit more expensive than I'd have liked. Still, we should have a decent enough army to attack England and/or Greece again in a few turns. Powerful but slow, which is not really what I need. Best I can do, though, with the AIs having several 3-4 promotion Rifles in every city - Conquistadors or Cavalry just aren't going to cut it without backup.
Why Greece and England, you say? Weren't they almost killed earlier? Well, they *were*, but *some* people didn't kick them while they were down, so they've rebounded altogether too well, and are going to need kicking again.
Steam Power comes in. Two coals, at Madrid and Newcastle. Only one decent place for a Levee, but it's a humdinger: Granada has eleven river tiles. Immediately started, of course.
(Missed a picture of the assault force here. Anyone who cares about the military situation will have to open the save to find out, I'm afraid.)
Well, I'm afraid this is the best force I can put together on short notice. There are still an awful lot of stragglers coming along, but the empire is just too big and too not-railroaded to get much more together. It'll have to do, though...
Of course, we lose Argos immediately, since it was unreinforceable. However, it does distract more of their military than it should, and spreads them thinner trying to defend more cities. The single Conquistador defending it did take out a Rifle, as well, which was more than could have been expected of him.
popped another one!
Spotted this opportunity while scrounging for cash to complete Assembly Line one turn earlier. I'm sure destabilising parts of the West can't be to our disadvantage.
Fairly shortly after completing Assembly Line, I suddenly switched quite a lot of cities to Factories. Shortly after *that*, I realised that there weren't quite enough specialists left for Representation to be as important as it used to be, and switched to Universal Suffrage to get something useful out of all those Towns we had lying around. Simultaneously, I also switched out of Emancipation, causing round about 7 unhappy faces in each city. Ouch! Oh well, I dealt with it primarily by whipping away all the unhappy people in order to create factories. Seems to have solved the problem, although there is a residual 10% lux tax for now. We can probably go back to Emancipation in 5 turns, though (turn 274), since most everything that can usefully be whipped already will have been by then.
darrelljs: At the handoff, the attack force at Argos is largely unmoved, but three SAM Infantry only arrived this turn. Similarly, I haven't drafted this turn. It's going to be tough to find places with both the space population and happiness to draft for a few turns, but you might be able to do it. Many of our cities have lost 4-7 population in the last couple of turns, but fortunately almost all of those are growing at at worst every other turn, so they should be back up to full strength before long. I think you can keep most of the interesting tiles worked anyway - I haven't completely eviscerated any cities just for factories, I don't think.
It's going to be very tricky to make more progress than merely killing off Greece, sadly. Liz already has Infantry lying around, and we just don't have the production capacity to make any dent in that in the next 10 turns. That was always going to be the way it went, though. I've been focusing primarily on building up the production base so that next set, when we can actually build things like Tanks, we'll have the production capacity to build and draft and whip and buy like crazy. You think the power graph's been fun to look at in our previous sets? I think we can set ourselves up to beat that by a large margin next set. The railnet that should be in place long before then will help a lot as well - it's been *painful* moving the newly produced Artillery and Infantry around. It's taken some of them the whole ten turns just to get to the front, I think! Railroad will be in in a few turns, and though we don't have a whole lot of workers, we should have enough to either do all of Madrid's mines or put in most of the core military railnet, your choice.
The three Engineers at Madrid get us the Coal Plant in 2 turns rather than 3, so that it can get back to military production ASAP. After that it should go straight back to full growth - we have very little use for any specialists at all at the moment, especially with the population reduction that just hit the country, uh, somehow.
Granada is a serious powerhouse now that it's got the Levee, and will only become more so as the last few Villages fill out into Towns. It's also been prime drafting territory, what with the Globe Theatre and Sushi. Speaking of sushi, if you do get the chance to fit in a few more executives, I'd jump at the chance. The difference in versatility between the cities with it and the cities without has been so noticeable that I might even consider building them from Madrid once the Coal Plant has finished.
One last thing: Roosevelt will declare on Suleiman for Assembly line, which doesn't hold all that much value to us since several AIs already have it and the Pentagon was built before we even got it. This might be worth doing, as Sully seems to be winning the war against Wang Kon (as our spy in the area can attest), and we have no particularly significant use for good relations with him as he won't trade with us anyway and he'll be a priority target next time around. It'll be good to create bad blood in the west - if we can get an AI to dogpile with us in the attack next time it should be very nice for distracting defenders.
Enjoy!
Garath
PS: T-Hawk: I'm afraid I won't be able to play more turns, I'm away from my Civ computer until Tuesday now. However, depending on what time zone darrell was in when he said 'tomorrow noontime', that might not have happened yet.
View attachment RBTS7 - Survivor AD-1800.CivBeyondSwordSave