Munro
Deity
Thanks for the comments so far. Here's the rest of my PPP... I plan to play tomorrow lunchtime (about 20 hours from now) unless there are any really strong objections, and I'll play as many turns as seems sensible. (Maybe 20-30 depending on what if anything comes up) - again, unless anyone voices strong objections.
General thoughts and overall strategy
So with that in mind...
Techs
I think we will want state property quite soon after starting the continental invasion (due to overseas maintenance costs - and maintenance from joao's cities). But it would be good to take state property and the liberalism civics in the same golden age, which means we will probably want to use liberalism to take physics.
Waiting to use liberalism for radio will save us about 3000 beakers, but getting earlier physics gives other benefits (much earlier state property, earlier airships) and allows us to leave radio for later, and focus instead on teching towards earlier rifles / cavalary / cannons / iron works etc. Whereas getting earlier radio doesn't really help much except save us 3000 beakers (which would be spent very late in the game anyway).
So with that in mind, tech order would be:
Diplomacy
No obvious incentive to trade much at this point, since I don't think tech rate will be the limiting factor for us, and keeping the AI backwards allows us to beat them with fewer resources... (Can pick up feudalism later once we have a chance to get guilds and maybe banking from trade).
DOW on Joao as soon as we have enough galleons / cats / trebs / maces to get going. (I think trebs will do just fine against the 'top defender' longbow in each city - certainly no need for airships).
Other
General thoughts and overall strategy
- Since all the AI are on one big continent, should have no real problem capturing easily whichever cities we need to get the wonders.
- And since we want to maximise chance of AI building a shrine, might as well let the AI found islam.
- Note that GS currently gives 1959 beakers (compared to 2990 required for Astro) so no risk of 'wasting' beakers - we can bulb anytime if we want to.
- Agree with hw that we need to focus on our military now, since otherwise we risk this being the limiting factor
- That means maces, trebs, cats, galleons against joao (get started ASAP)
- + Muskets and currasiers (and maybe the first airships) against the first continental AI
- Cottage economy as argued earlier
So with that in mind...
Techs
I think we will want state property quite soon after starting the continental invasion (due to overseas maintenance costs - and maintenance from joao's cities). But it would be good to take state property and the liberalism civics in the same golden age, which means we will probably want to use liberalism to take physics.
Waiting to use liberalism for radio will save us about 3000 beakers, but getting earlier physics gives other benefits (much earlier state property, earlier airships) and allows us to leave radio for later, and focus instead on teching towards earlier rifles / cavalary / cannons / iron works etc. Whereas getting earlier radio doesn't really help much except save us 3000 beakers (which would be spent very late in the game anyway).
So with that in mind, tech order would be:
- Astro (galleons + overseas routes + resources)
- Gunpowder > Military Tradition (to kick off continental military campaign)
- Sci method > Communism & Liberalism & Physics (golden age, state property etc)
- Chemistry > Steel & Military Science / Replaceable parts > Rifling
Diplomacy
No obvious incentive to trade much at this point, since I don't think tech rate will be the limiting factor for us, and keeping the AI backwards allows us to beat them with fewer resources... (Can pick up feudalism later once we have a chance to get guilds and maybe banking from trade).
DOW on Joao as soon as we have enough galleons / cats / trebs / maces to get going. (I think trebs will do just fine against the 'top defender' longbow in each city - certainly no need for airships).
Other
- Use one of our GE on SoL as per my previous post
- Use a GS to help bulb Astro as per my previous post
- Ulundi is going to go all out working priests until we have Iron Works and / or at least 2-3 of the required 3-4 Prophets
- It wouldn't hurt to spread confuciansim a little more, since we do have the shrine. Lower priority though behind military production.
- I'm not planning to post detail city MM plans due to time constraints (and the number of cities we have)! But if anyone has any particular input just say.