And here I thought the Espionage Screen would be the oracle of info. Guess I shouldn't be so trusting.In Detroit it's only 1392 EPs (two turns ago it was 1116 EPs).![]()

And how do you know that?


And here I thought the Espionage Screen would be the oracle of info. Guess I shouldn't be so trusting.In Detroit it's only 1392 EPs (two turns ago it was 1116 EPs).![]()
In the espionage screen click on Roose and then click on Detroit and you will see the cost of every mission possible, and it is the actual cost atm, I tested that!And here I thought the Espionage Screen would be the oracle of info. Guess I shouldn't be so trusting.
And how do you know that?Do we have a Spy in Detroit?
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In the espionage screen click on Roose and then click on Detroit and you will see the cost of every mission possible, and it is the actual cost atm, I tested that!![]()
IBT:
FR deploys airships to damage galleons near Seattle and tanks near Houston -- a galleon is sunk but no land units are lost
You can do this now, game automatically adds the extra 12 turns to the GA we're running now.Note that I need to start another GA next turn
Work the espionage slider and hire some spy specialists! Maybe build some jails?Would appreciate thoughts on what (other than getting scrubbing done, making peace with FR, completing the spaceship, and staying solvent) I should concern myself with once research is complete. Alternatively, I can hand the game over at that point, which I certainly intend to get to tomorrow.
See above.Not any on the ground either? Could have missed it, but don't think so.
You can do this now, game automatically adds the extra 12 turns to the GA we're running now.Will do.
Work the espionage slider and hire some spy specialists! Maybe build some jails?
Can you be more specific, and exactly what will this accomplish (sorry, just don't understand espionage)?
Look for fall out, and then look again, That's a radical idea.
Would appreciate a save.![]()
You did a great job hereMicro-manage every city to maximize research -- result is we will spend 1,137 gold this turn of the 2,190 in the treasury (Can't keep that up, of course, but will make it easier to figure out how to maximize the gold available to complete research ASAP -- Genetics is probably still going to take three turns to research, so we're probably 4 turns away.)
The idea is to make it harder for Roose (and the others) to sabotage our builds.Work the espionage slider and hire some spy specialists! Maybe build some jails?
Can you be more specific, and exactly what will this accomplish (sorry, just don't understand espionage)?
Now that I understand.You did a great job here
Actually I think we can do genetics in two turns.We'll get some overflow from Medicine, and if we put our part-building on hold and switch to research (or wealth) for 3 turns we should get enough beakers. This should only be done in cities with a part build time of 5 or less (5 being the number of turns Rheims needs for last part) , and wait one turn in Rheims.
You should take a look at it, you got a much better feel for it having done all the mm.
Have played another turn and micro-managed to do just as you suggest, Z, and you are correct; we now have Medicine and will get Genetics in 2 more turns.
The idea is to make it harder for Roose (and the others) to sabotage our builds.
If we can produce more EPs it will be (slightly) more expensive for Roose to conduct his espionage missions.
After research is done, we can increase the culture rate and eliminate ww, and maybe quickly take out Roose's cities on the main continent, making it harder for him to get his spies to us.![]()