OK, played my set. Our Man-O-War fleet is looking good, we sunk 15 barb ships, picked up 6 slaves, and lost a couple. Barbs only landed twice, we killed 2 crusaders and 3 knights. 2 galleons were sunk on their way over with units.
Preturn: We have Mayan cities being starved down that have entertainers, not scientists. That's just pure waste. We also have multiple cities ready to riot. We have cities building 200 shield+ buildings, and they don't have courthouses. I switch York to Forbidden Palace, it needs to be finished ASAP.
Since the consensus seemed to be we no longer need our rep, I get Byz and Sumer up to the IA, and sign ROP with the entire world. I buy us Steam Power off sumer, and Medicine of the Byzantines. We have multiple coal sources, and Newcastle can build the Iron Works. Start the military RR.
Declare on Sumer, capture Bad-Tibira & Agade, and the sumerians are booted off the mainland.
760: York builds FP-->Heroic Epic
770: Newcastle starts Iron Works
Sumerian resistance ends, keep starving them
Barbs build JS Bachs & steal our plans
I spot a lone Incan galley in range, and so declare on them, sink the galley, and trigger our GA.
780: Kill a barb landing
790: Sink barb shipping
800: Peace with Sumer
Declare on Byzantines, capture Caesarea & Nicaea
810: Research Industrialisation-->Electricity
Capture Smyrna
820: Peace with Inca
Raze Constantinople
830: Build Heroic Epic in York, start Factory
Caesarea flips while empty, recapture and raze it
Raze Adrianople
840: Capture Heraclea & Varna, get Sardica for peace, and the Byz are down to 2 island cities.
850: zzz
Electricity has been MMed to the last scientist, it is due next turn.
Barbarians have Nationalism, their mainland cities have rifles, their eastern island still has pikes
We rolled over the Byzantines in 4 turns, we can ROP rape the Dutch and roll over them very quickly as well, starting in a turn or 2. They have muskets & swiss mercs rather than pikes though. (I thought the dutch didn't build muskets, but apparently they do.) We need to ROP rape them sometime on the next turnset, the ROP expires in 10 turns and they will not renew it.
Our outlying cities have plenty of scientists, we should be able to do 4-5 turn research for the rest of our GA. I think we should beeline for infantry/arty, then for tanks.
Once Newcastle builds Iron Works in 3 turns, it should build factory, plant, & Mil academy. Then it will be at about 100spt after our GA, and can pump out armies. If we get an MGL from the dutch (I got none from the Byz), we should use it on the Mil Academy in Newcastle.
There is a trade available with the Byzantines, we should take it. We can sell them Industrialisation for 66gpt, that will let us run 0% tax and still make a small profit.
Preturn: We have Mayan cities being starved down that have entertainers, not scientists. That's just pure waste. We also have multiple cities ready to riot. We have cities building 200 shield+ buildings, and they don't have courthouses. I switch York to Forbidden Palace, it needs to be finished ASAP.
Since the consensus seemed to be we no longer need our rep, I get Byz and Sumer up to the IA, and sign ROP with the entire world. I buy us Steam Power off sumer, and Medicine of the Byzantines. We have multiple coal sources, and Newcastle can build the Iron Works. Start the military RR.
Declare on Sumer, capture Bad-Tibira & Agade, and the sumerians are booted off the mainland.
760: York builds FP-->Heroic Epic
770: Newcastle starts Iron Works
Sumerian resistance ends, keep starving them
Barbs build JS Bachs & steal our plans
I spot a lone Incan galley in range, and so declare on them, sink the galley, and trigger our GA.
780: Kill a barb landing
790: Sink barb shipping
800: Peace with Sumer
Declare on Byzantines, capture Caesarea & Nicaea
810: Research Industrialisation-->Electricity
Capture Smyrna
820: Peace with Inca
Raze Constantinople
830: Build Heroic Epic in York, start Factory
Caesarea flips while empty, recapture and raze it
Raze Adrianople
840: Capture Heraclea & Varna, get Sardica for peace, and the Byz are down to 2 island cities.
850: zzz
Electricity has been MMed to the last scientist, it is due next turn.
Barbarians have Nationalism, their mainland cities have rifles, their eastern island still has pikes
We rolled over the Byzantines in 4 turns, we can ROP rape the Dutch and roll over them very quickly as well, starting in a turn or 2. They have muskets & swiss mercs rather than pikes though. (I thought the dutch didn't build muskets, but apparently they do.) We need to ROP rape them sometime on the next turnset, the ROP expires in 10 turns and they will not renew it.
Our outlying cities have plenty of scientists, we should be able to do 4-5 turn research for the rest of our GA. I think we should beeline for infantry/arty, then for tanks.
Once Newcastle builds Iron Works in 3 turns, it should build factory, plant, & Mil academy. Then it will be at about 100spt after our GA, and can pump out armies. If we get an MGL from the dutch (I got none from the Byz), we should use it on the Mil Academy in Newcastle.
There is a trade available with the Byzantines, we should take it. We can sell them Industrialisation for 66gpt, that will let us run 0% tax and still make a small profit.