Killing off Izzy is okay with me. As it appears our entire expeditionary force will be eliminated, we have to build anew. I'd suggest a caravel to get close enough to Izzy to see what we are up against.
Mastiff? Got the save and ready to play yet? We still need to play a lot of turns and need to keep moving.
I've got the save and plan on playing about 15 turns. We need to do approximately 10/day to finish.
I'm a bit confused at what is happening in the game. I see that for some undiscussed reason we have switched back to slavery from emancipation. Thus our cities have anywhere from 1-5 unhappiness they didn't have before. Additionally, I can't find a city where we whipped anyone to take advantage of the slavery. We have a number of galleons unescorted by frigates getting eaten up by Cyrus's destroyers. The frigates are stacked way away from Cyrus's central lands if we want to attack him. (I definitely do NOT!) We have a number of ironclads under construction when we had decided they were of no use. We have workers all over the map asleep instead of making railroads on mines and to connect cities or building oil wells. There are a number of different types of units under construction as well as buildings from barracks to Scotland Yard. There are totally undefended cities and cities whose sole defense is a single cannon. What happened?
I will play out about 15 turns. I will switch back to emancipation and build money making buildings. We finish Artillery this turn. I will research Assembly Line for Infantry & I suggest that we then only do money and culture. Little of the latter is needed if/when we get peace with Cyrus. All we can hope for is to use spies (build the max) and interrupt Asoka's (and whoever else has Apollo). Toku at least also has Apollo.
I played this out to 1950. Exactly 100 turns remain.
Made peace with Cyrus by giving him Democracy as soon as he would talk to us. We lost one more of Alex's old cities to him. Switched back to Emancipation.
All of our troops are in cities. We might want to eliminate a few to get the costs back under the cutoff. This is not a big problem, costing us about 50-75/turn.
We finished Artillery, and got Assembly Line. I build the two oil wells where they didn't interfere with what we already had there. I railed all the mine areas for production. I turned off research last turn for cash.
Scotland Yard is done, and one spy has started towards Asoka. She is currently wandering that way via Toku's area. Pentagon under construction in city closest to us. Another spy is about to build. 3 turns per. I'm not sure how may we can have in epic speed. Our cash is at 1000 and gaining about 500/turn. As cities finish off everything that can be used to produce cash (only) I suggest switching to building cash. I have done this on one city so far. The only thing that has a chance of keeping us alive is using the spies and this takes moola.
This simple process only took me about an hour to play 16 turns instead of the 4-5 hours it would have taken if we had something significant going.
OK we can do this, but we will still lose on score.
Here is the current situation, noting we have approx 6200 gold and approx 620 per turn. (sorry i didnt write this down before i saved and exited)
However i did write this spy detail...
Bengal - Space Elevator - Complete in 13 turns - 6018 gold
Nubian - SS Engine - 22 turns - 3178
Thracian - SS Stasis Chamber - 16 turns - 1482
Jaipur - Three Gorges Dam - 24 - 6470
Ok well remember these get more expensive as time go's by, however we earn more than they rise. We were 1500 behind destroying the space elevator when i discovered it, as of this turn we can.
The three gorges dam may well be a waste of our finances to destroy, and we may just have to leave it be.
I thought i'd leave it to group discussion about what to destroy, Space elevator i think is key, else its going to be 50% more expensive for each space part we destroy. We have a maximum of 4 spy's at once. There is a spy i think on a boat to the south of the main continent, i'm sorry i didnt finish this turn as i figured we are in position to destroy any of the 3 space related constructions and it should be discussed first.
91 turns remaining.
switching all from banks to wealth upon completion, apart from those with health issues that are getting a grocer before wealth.
Our economy is growing quickly, it may just be enough if we can manage to keep that space elevator from completion. Though i guess that also poses a problem, if we spend so much trying to keep it from being built, we will not have enough left to destroy space parts. However delaying it once atleast may be useful.
If we earn 6500 in the next 10 turns, then that should be enough to kill the ss engine before completion. it will be a race to get that, the space elevator and the stasis chamber. Unfortunately i did not measure the increase in cost per item per turn, however we are ahead of the increase at the moment.
It is also possible he is building other items, however i thought these 3 are a good enogh starting point.
Discussion?? Ideas?
edit: yes a spy is on each of these cities ready to cause mass destruction
Spoiler:
Here is your Session Turn Log from 1950 AD to 1959 AD:
Turn 560, 1950 AD: Tiflis celebrates "We Love the Dictator Day"!!!
Turn 560, 1950 AD: Christianity has spread in Borazjan.
Turn 561, 1951 AD: Karakorum celebrates "We Love the Dictator Day"!!!
Turn 561, 1951 AD: Tiflis celebrates "We Love the Dictator Day"!!!
Turn 561, 1951 AD: Rock N Roll has been built in a far away land!
Turn 562, 1952 AD: Karakorum celebrates "We Love the Dictator Day"!!!
Turn 565, 1955 AD: Tokugawa adopts Theocracy!
Turn 565, 1955 AD: You have discovered Rocketry!
Turn 566, 1956 AD: The borders of Knossos have expanded!
Turn 566, 1956 AD: Hollywood has been built in a far away land!
Turn 568, 1958 AD: The borders of Shanghai have expanded!
Turn 568, 1958 AD: Michael Faraday has been born in Kagoshima!
Turn 568, 1958 AD: The Eiffel Tower has been built in a far away land!
I would definitely go for the space elevator. Then, perhaps the easiest to take out. I don't know if an item can be started elsewhere after construction begins. If not, perhaps we could hit one and keep hitting it to keep it from being built. If that is the case, it might also be worth killing the mines around the city to slow or stop construction. I doubt this will be worth it as Asoka no doubt has a lot of idle workers right now.
Remember that there is always a risk of a spy being caught as well, possibly provoking a war. I wouldn't let that stop us, but it is something to stay aware of.
I still expect us to lose, either by space launch, or by score at the end. But keeping a launch from happing (watch Toku as well) can be our Phyrric victory.
Marowaker (Up)
Mastiff_of_Ar (On Deck)
cnwjr
Piko (Done)
91 turns in 17 days. Not a huge rush. We need to average 5/day. I'd like to finish sooner than later so we might have the time to analyze what the other teams did before the next starts, even though the next one has yet to be announced.
It looks like we will have to wait 3-10 turns to try again on the next item which should be within the next turnset.
Well, I am up again. I will play 11 to even it out.
EDIT: Well I played 11. Toku built the pentagon and declared war on ..............................Izzy.
My turn was basically to stockpile money for the next person to use.
I thing that I found that was interesting was that Bombay is building the United Nations. We can not sabotage both this and the space elevator. Next player can decide what to do.
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