SGOTM 21 - Plastic Ducks

Even we need to research Plastics, #1 is probably still faster than #2 as bpt in the final stage should be close to 5000, Plastics takes 2~3 turns.
 
2 turns for Plastics: Cathy #1 is easier. 3 turns for Plastics: Cathy #2 is faster, but logistically harder.

For the quickest #2, we'd need to relocate Cathy's capital to the area north of Sparta and dry-whip 12 Tanks in one turn. We could also chain 12 Tanks to a coastal capital anywhere on the map... but the number of Galleons/Transports needed would be huge. It'd be expensive and very easy to mess up, for anyone but kossin.
 
GA Plan: First Draft

A double bulb would get us 3774/3900 :science: based off our Turn 134 129 population.
We would need a population of 150 to completely double bulb Sci. Method.

Without seeing this, I estimated +21 pop growth as possible, with a T137 LH whip in Eretria and Halicarnassos factored in. This did not include population gained from city captures.

For research, we have ~16 tiles that will not be boosted by GA :commerce: , but many coastal tiles will be changed to specialists. Astronomy: 0/3250 (5 turns) = 4 / 3 turns? Liberalism: 895/2275 (2 turns) = 1 turn?

T136: Liberalism
T137: Printing Press (GA1 and CIVIC SWITCH)
T138: Astronomy (GA2)
T139: Astronomy (GA3)
T140: Astronomy (GA4)
T141: Liberalism (double bulb Sci Method) (GA5)
T142: Communism taken (GA6 and CIVIC SWITCH)
T143: (GA7)
T144: (GA8)​

?

(1) Argos: GS#1 (112GPP ---> 400)

Spoiler :


T136: ----
T137: 8 GScientists in GA = +96GPP
T138: 8 GScientists in GA = +96GPP
T139: 8 GScientists in GA = +96GPP

T140: 400/400GPP = GS #1

T142: ~200GPP​
(2) Amsterdam: GS#2 (102GPP ---> 500)

Spoiler :


T136: ----
T137: 8 GScientists in GA = +96GPP
T138: 8 GScientists in GA = +96GPP
T139: 8 GScientists in GA = +96GPP
T140: 9 GScientists in GA = +108GPP

T141: 504/500GPP = GS #2

T142: ~100GPP​
(3) Whales City: GS#3 (6GPP ---> 600)

Spoiler :


T136: ---
T137: 9 GSci in GA = +108GPP (---> 114GPP)
T138: 9 GSci in GA = +108GPP (---> 222GPP)
T139: 9 GSci in GA = +108GPP (---> 330GPP)
T140: 9 GSci in GA = +108GPP (---> 438GPP)
T141: 9 Gsci in GA = +108GPP (---> 546GPP) (n.b. –30F from all this. Starvation possibility needs to be checked)

T142: 546/600GPP (GScientist, 1 turn of Engineer pollution)​

2 Scientists = 6GPP * 3 (GA/Philosoph) = +18 for 3 GA turns = 600/600GPP

(4) Sparta: GPerson #4 (296GPP ----> 700)

Spoiler :


T136: +4 from TO ----> 300GPP
T137: 1 GEngineer in GA = +20GPP (----> 420)
T138: 1 GEngineer in GA = +20GPP (----> 440)
T139: 1 GEngineer 1 GA in GA = +20GPP (----> 460)
T140: 1 GEngineer 1 GArtist in GA = +20GPP (----> 492)
T141: 1 GEngineer 5 GArtist in GA = +80GPP

T142: 572/600GPP (GProphet > GEngineer > GArtist)​

TO = 2GPP * 3 (GA/Philosoph) = +6 for 2 GA turns = 584/600GPP
TO and an Engineer for 1 GA turn = 5 * 3 (GA/Philosoph) = +15 for 1 GA turn = 599/700GPP .

(5) Athens: GMerchant (long-term) (40GPP ----> 800?)

Spoiler :


T136: +8 from GLH/Col, +6 from Engineer = +14 total (----> 54GPP)
T137: +16 from GLH/Col, +36 from 3 Merchants = +52 total (----> 106GPP)
T138: +16 from GLH/Col, +36 from 3 Merchants = +52 total (----> 158GPP)
T139: +16 from GLH/Col, +36 from 3 Merchants = +52 total (----> 210GPP)
T140: +16 from GLH/Col, +36 from 3 Merchants = +52 total (----> 262GPP)
T141: +16 from GLH/Col, +36 from 3 Merchants = +52 total

T142: 314/x00GPP (GMerchant, 1 turn of Engineer pollution)​
Basic ideas:

Argos + Amsterdam = Scientific Method
Whales City = GScientist to bulb Physics, and the free GScientist lets us bulb Electricity

Sparta = 599/600 on the turn Whales city gets the 600GPP specialist. Sparta then generates the next GPerson for a GA. Should we save this as our third specialist for GA#4? We'd need to use the Physics GScientist + Communism GSpy to start GA#2. The big downside is that we'd be unable to bulb Electricity.

Athens = not pushed too hard. Can be pushed harder in GA#2 or GA#3 or GA#4, when at size 18 and in Representation.

----

With 3 more specialists coming from Argos/Amsterdam/Whales, the third specialist would cost 1200 :gp:.

We have 36 more GA turns planned, but GPPl bulbs are more useful now than in 20 turns, especially with certain GScientist bulbs getting cut off by different techs.

The numbers would change if we stay in either Caste System or Pacifism when State Property becomes available.

----

Let me know what you think. It's a first draft.
 
I only guessed one task right, spaceship as the last choice.:lol:

Are we done with buying hints? I'm going to advance to T137 to see Mansa's next tech choice. Whether he goes for Astronomy is the determinative factor for next session.

One of the major question now is which tech shall we beeline next after Communism?

AL? which is the biggest boost to production. However, there's some small techs that Mansa could research for us.

Or Steel? great for war.

Or Physics, airships are good helper for war.

Or Electricity, boost the economy a bit, I'm pretty sure that I don't want it before others.

Regarding GP plan

I think it's a bit early to produce Sparta's GP due to it's free GPP from Oracle and possible GPP from Taj.

Is it possible that Argos produces GS#3 before Whale so that Whale could produce the 4th soon after GA to double bulb Physics?

If not, we could consider producing GMs after 2 GSs since GMs are more flexible for other lines except Electricity line. Only Physics is worth to beeline.
 
Very nice GP farm work Doshin :goodjob:
The tech timeline looks good.
Hopefully we can reach 150 pop by T141.
We are 137 pop on T136 currently.

Sparta is a little off with the jump from 300 to 420.
I think it should be 320.

I'd be happy to push for Great People everywhere.
5 cities!
Does it really matter if the Athens growth is slowed down for 8 turns?
Extra Great Merchant would be real useful.

Or that Sparta spits out a particular great person?
Great Prophet or Great Engineer only really needed for the 4 great people golden age because we can make GS,GM, and GA thanks to caste.
I don't think we'll have time to make use of a 4 people golden age. 4 Great Merchants would be better I think.
If we are building Taj in Sparta, I suppose we can wait to produce its great person.
**Edit**
Oh ya, we want to be in slavery as much as possible. :hmm:

We will get Great Merchant from Economics, Great Spy from Communism, and Great Scientist from Physics.


I'm happy for us to be done buying hints.
 
I think we're done with buying hints. Green light from me.

Apart from the war, some final EOT things...

EOT:

  • Change research to Liberalism.
  • Run an Engineer in Athens.
  • Gift Copper to someone.
  • Renegotiate deals with Mao (and others, if you see anything).
  • Do you want to get Theology to gift to Louis? He is in Free Religion now, but could build the Hagia Sophia. This would mean advancing Catherine.

T137:

  • Whip Lighthouses in Halicarnassos and Eretria before Golden Age.
  • Any other whips: confirm that this will not hurt the pop target.
  • If Mansa goes to Astronomy, that's a new stopping point.

Very nice GP farm work :goodjob:!

Sparta is a little off with the jump from 300 to 420.
I think it should be 320.
Thanks. Ah. 100GPP missing... boo. I'll edit everything later.

We can definitely change GP management in Sparta and Athens.

There's no reason to push hard on Athens if it will only produce 1 Great Person. If it produces 2, we can run more Great Merchants earlier.

After the 10th GPerson, GP costs markedly increase, and tiles in the capital benefit from Bureaucracy. Domestic cities at size 18 also increase trade route yield, so all our islands would gain +1CPT for ~40 turns, if we grow Athens. I suspect we should only get one GMerchant from Athens, unless we want the :gold: sooner (which is a good reason).
 
Is it possible that Argos produces GS#3 before Whale so that Whale could produce the 4th soon after GA to double bulb Physics?
Size 12, with 3 Fish, means 9 Specialists and a –4FPT deficit.

The city has a little more than 100GPP now.

(9*3) * 4 (GA/Phil/Pacifism) = 108GPP per turn

  • 3 turns are needed to hit 400GP / GS#1.
  • 6 turns are needed to hit 600GP / GS#3.

It's too slow, even if we stay in Caste/Pacifism for the entirety of the GA (and we want to switch into SP before this ends).

A GScientist can bulb Chemistry after Physics. Chemistry offers +1HPT for any Workshops. Unfortunately we'd need to research Gunpowder before.
 
I think we're done with buying hints. Green light from me.

Apart from the war, some final EOT things...

EOT:

  • Change research to Liberalism.

    Any reason? The OF from PP will either go to Liberalism or Astronomy, switch to Liberalism only loses the PP bonus.
  • Run an Engineer in Athens.

    As Kaitzilla suggested, run a citizen to avoid pollution. If we let Athens produce a GP in late stage, GE would be a useless GP type. In fact, I prefer not running any specialist since 2F3C = 4H4C in capital and it might lead to 1 turn earlier to a size 18, which is no less.

  • Gift Copper to someone.
  • Renegotiate deals with Mao (and others, if you see anything).
  • Do you want to get Theology to gift to Louis? He is in Free Religion now, but could build the Hagia Sophia. This would mean advancing Catherine.

Let's see what's Louis' next tech, then decide since Louis has not completed a tech for some turns after Compass.

T137:

  • Whip Lighthouses in Halicarnassos and Eretria before Golden Age.
  • Any other whips: confirm that this will not hurt the pop target.
  • If Mansa goes to Astronomy, that's a new stopping point.

Just a remind, one island city (Rhodes) can't whip LH in time if we launch the GA on T137.
 
Liberalism already has 895/2275:science: in it.
We can't put the overflow from Printing Press into it without lowering the slider from 100% to prevent completing Liberalism.
For flexibility, I'm happy with us switching to Liberalism for 1 turn on T136.

If Mansa did start on Astronomy T137, and we overflowed Printing Press this turn, all the research would land on mmm
We'd probably stop teching to wait for Mansa to finish Astro? :lol:
In that case, lowering slider would be ok because we'd only be putting another 900:science: plus a little more into Liberalism.

**Edit**
And we might get a few bonus gold from Printing Press ya.

Athens is 2:hammers: short to complete university this turn.
A citizen would contribute 1:hammers: which would get the +100% for University and would complete it.
If we don't mind the pollution, engineer gives more hammers, especially with 50% bureau bonus.
 
If Mansa goes for Astronomy next, we'll turn off slider and let OF to Liberalism, otherwise we put the OF to Astronomy. In either case, completing PP immediately is better.
 
Any reason? The OF from PP will either go to Liberalism or Astronomy, switch to Liberalism only loses the PP bonus.
If Mansa picks Astronomy, where would you place the OF? And if Liberalism, by how much would we need to reduce the slider?

I haven't calculated, but Lib. only needs 2 turns now to complete outside of a GA.

As Kaitzilla suggested, run a citizen to avoid pollution. If we let Athens produce a GP in late stage, GE would be a useless GP type. In fact, I prefer not running any specialist since 2F3C = 4H4C in capital and it might lead to 1 turn earlier to a size 18, which is no less.
Is +1H from the Citizen enough?

If you'd prefer to avoid the pollution and grow, that's fine with me too.

Just a remind, one island city can't whip LH in time if we launch the GA on T137.
Spoiler :
 
The mace won against sword!:)

But, I made a silly mistake:( -- all the military units is on board, which leaves Amsterdam 2 angry citizen, will it affect the GP plan, shall I switch the horse tile to water tile or just leave it to be.

Edit: Look at the GP in Ams, it only runs 1 turn of 9 Scientist, should be fine.
 
I'm guessing you know that you can load/unload units multiple times, if any units can wait a turn before going to England.

Anyway, no worries. Just as long as Amsterdam can still grow this turn, it's fine.
 
I'm guessing you know that you can load/unload units multiple times, if any units can wait a turn before going to England.

Anyway, no worries. Just as long as Amsterdam can still grow this turn, it's fine.

The galleys did not have enough movement to go into city, and you can only load/unload units multiple times in city or fort.

Anyway, the movement turn out to be not bad, Liz gathers a sizable SOD in York we we do need them.

Done playing. Capture Rotterdam without loss, LH kept.:) However,

Spoiler :

Spoiler :

Spoiler :

No luck of free Astronomy.:(




Log

Spoiler :

Here is your Session Turn Log from 520 AD to 540 AD:

Turn 136, 520 AD: Athens has grown to size 14.
Turn 136, 520 AD: Sparta has grown to size 8.
Turn 136, 520 AD: Sparta can hurry Market for 4⇴ with 32ℤ overflow and +1⇤ for 69 turns.
Turn 136, 520 AD: Corinth can hurry University for 2⇴ with 10ℤ overflow and +1⇤ for 22 turns.
Turn 136, 520 AD: Argos has grown to size 12.
Turn 136, 520 AD: Knossos has grown to size 4.
Turn 136, 520 AD: Mycenae has grown to size 4.
Turn 136, 520 AD: Mycenae can hurry Library for 2⇴ with 28ℤ overflow and +1⇤ for 74 turns.
Turn 136, 520 AD: Iron City can hurry Library for 1⇴ with 12ℤ overflow and +1⇤ for 46 turns.
Turn 136, 520 AD: Pharsalos has grown to size 4.
Turn 136, 520 AD: Pharsalos can hurry Library for 1⇴ with 6ℤ overflow and +1⇤ for 54 turns.
Turn 136, 520 AD: The Hague has grown to size 7.
Turn 136, 520 AD: Ephesus has grown to size 4.
Turn 136, 520 AD: Ephesus can hurry Lighthouse for 2⇴ with 12ℤ overflow and +1⇤ for 13 turns.
Turn 136, 520 AD: Halicarnassus has grown to size 2.
Turn 136, 520 AD: Nobamba can hurry War Elephant for 1⇴ with 20ℤ overflow and +1⇤ for 26 turns.
Turn 136, 520 AD: Utrecht has grown to size 4.
Turn 136, 520 AD: Utrecht can hurry Galley for 2⇴ with 31ℤ overflow and +1⇤ for 29 turns.
Turn 136, 520 AD: Pergamon has grown to size 2.
Turn 136, 520 AD: Pergamon can hurry Granary for 1⇴ with 4ℤ overflow and +1⇤ for 15 turns.
Turn 136, 520 AD: Bulawayo has grown to size 4.
Turn 136, 520 AD: Miletos can hurry Library for 1⇴ with 26ℤ overflow and +1⇤ for 18 turns.
Turn 136, 520 AD: Mansa Musa has 60 gold available for trade.
Turn 136, 520 AD: Elizabeth is willing to negotiate.
Turn 136, 520 AD: Elizabeth will trade Drama
Turn 136, 520 AD: Will Trade Map: Elizabeth
Turn 136, 520 AD: Will Sign Peace Treaty: Elizabeth
Turn 136, 520 AD: Judaism has spread in Whales City.
Turn 136, 520 AD: Corinth will grow to size 6 on the next turn.
Turn 136, 520 AD: Thebes will grow to size 4 on the next turn.
Turn 136, 520 AD: Whales City will grow to size 13 on the next turn.
Turn 136, 520 AD: Amsterdam will grow to size 13 on the next turn.
Turn 136, 520 AD: Nobamba will grow to size 4 on the next turn.
Turn 136, 520 AD: Eretria will grow to size 4 on the next turn.
Turn 136, 520 AD: kwaDukuza will grow to size 3 on the next turn.
Turn 136, 520 AD: Bulawayo will grow to size 5 on the next turn.
Turn 136, 520 AD: Miletos will grow to size 3 on the next turn.
Turn 136, 520 AD: Ulundi will grow to size 5 on the next turn.
Turn 136, 520 AD: Megara will grow to size 2 on the next turn.
Turn 136, 520 AD: Catherine has 70 gold available for trade.
Turn 136, 520 AD: Tokugawa has 70 gold available for trade.
Turn 136, 520 AD: Mansa Musa has 60 gold available for trade.
Turn 136, 520 AD: You are the worst enemy of Elizabeth.
Turn 136, 520 AD: Mao Zedong is the worst enemy of Isabella.
Turn 136, 520 AD: Tokugawa is the worst enemy of Catherine, Mansa Musa.
Turn 136, 520 AD: Mansa Musa is the worst enemy of Tokugawa.
Turn 136, 520 AD: Elizabeth will trade Drama
Turn 136, 520 AD: Catherine will trade Theology
Turn 136, 520 AD: Mansa Musa will trade Drama, Theology
Turn 136, 520 AD: Louis XIV will trade Iron
Turn 136, 520 AD: Mansa Musa will trade Pig
Turn 136, 520 AD: Will Trade Map: Catherine, Elizabeth, Louis XIV, Mansa Musa, Mao Zedong, Willem van Oranje
Turn 136, 520 AD: Will Sign Peace Treaty: Elizabeth
Turn 136, 520 AD: Corinth will grow to size 6 on the next turn.
Turn 136, 520 AD: Thebes will grow to size 4 on the next turn.
Turn 136, 520 AD: Whales City will grow to size 13 on the next turn.
Turn 136, 520 AD: Amsterdam will grow to size 13 on the next turn.
Turn 136, 520 AD: Rhodes will grow to size 2 on the next turn.
Turn 136, 520 AD: Nobamba will grow to size 4 on the next turn.
Turn 136, 520 AD: Eretria will grow to size 4 on the next turn.
Turn 136, 520 AD: kwaDukuza will grow to size 3 on the next turn.
Turn 136, 520 AD: Bulawayo will grow to size 5 on the next turn.
Turn 136, 520 AD: Miletos will grow to size 3 on the next turn.
Turn 136, 520 AD: Ulundi will grow to size 5 on the next turn.
Turn 136, 520 AD: Megara will grow to size 2 on the next turn.
Turn 136, 520 AD: Catherine has 70 gold available for trade.
Turn 136, 520 AD: Tokugawa has 70 gold available for trade.
Turn 136, 520 AD: Mansa Musa has 60 gold available for trade.
Turn 136, 520 AD: You are the worst enemy of Elizabeth.
Turn 136, 520 AD: Mao Zedong is the worst enemy of Isabella.
Turn 136, 520 AD: Tokugawa is the worst enemy of Catherine, Mansa Musa.
Turn 136, 520 AD: Mansa Musa is the worst enemy of Tokugawa.
Turn 136, 520 AD: Elizabeth will trade Drama
Turn 136, 520 AD: Catherine will trade Theology
Turn 136, 520 AD: Mansa Musa will trade Drama, Theology
Turn 136, 520 AD: Louis XIV will trade Iron
Turn 136, 520 AD: Mansa Musa will trade Pig
Turn 136, 520 AD: Will Trade Map: Catherine, Elizabeth, Louis XIV, Mansa Musa, Mao Zedong, Willem van Oranje
Turn 136, 520 AD: Will Sign Peace Treaty: Elizabeth
Turn 136, 520 AD: Catherine has 70 gold available for trade.
Turn 136, 520 AD: Tokugawa has 70 gold available for trade.
Turn 136, 520 AD: Mansa Musa has 60 gold available for trade.
Turn 136, 520 AD: You are the worst enemy of Elizabeth.
Turn 136, 520 AD: Mao Zedong is the worst enemy of Isabella.
Turn 136, 520 AD: Tokugawa is the worst enemy of Catherine, Mansa Musa.
Turn 136, 520 AD: Mansa Musa is the worst enemy of Tokugawa.
Turn 136, 520 AD: Elizabeth will trade Drama
Turn 136, 520 AD: Catherine will trade Theology
Turn 136, 520 AD: Mansa Musa will trade Drama, Theology
Turn 136, 520 AD: Louis XIV will trade Iron
Turn 136, 520 AD: Mansa Musa will trade Pig
Turn 136, 520 AD: Will Trade Map: Catherine, Elizabeth, Louis XIV, Mansa Musa, Mao Zedong, Willem van Oranje
Turn 136, 520 AD: Will Sign Peace Treaty: Elizabeth
Turn 136, 520 AD: Deal Canceled: Copper to Willem van Oranje
Turn 136, 520 AD: Deal Canceled: Open Borders to Willem van Oranje for Open Borders
Turn 136, 520 AD: You have declared war on Willem van Oranje!
Turn 136, 520 AD: Willem van Oranje refuses to talk.
Turn 136, 520 AD: Pericles's Maceman 3 (Knossos) (8.80) vs Willem van Oranje's Swordsman (6.60)
Turn 136, 520 AD: Combat Odds: 78.3%
Turn 136, 520 AD: (Extra Combat: -10%)
Turn 136, 520 AD: (Extra Combat: +10%)
Turn 136, 520 AD: (Plot Defense: +50%)
Turn 136, 520 AD: (Combat: -50%)
Turn 136, 520 AD: Willem van Oranje's Swordsman is hit for 23 (77/100HP)
Turn 136, 520 AD: Pericles's Maceman 3 (Knossos) is hit for 17 (83/100HP)
Turn 136, 520 AD: Willem van Oranje's Swordsman is hit for 23 (54/100HP)
Turn 136, 520 AD: Willem van Oranje's Swordsman is hit for 23 (31/100HP)
Turn 136, 520 AD: Willem van Oranje's Swordsman is hit for 23 (8/100HP)
Turn 136, 520 AD: Pericles's Maceman 3 (Knossos) is hit for 17 (66/100HP)
Turn 136, 520 AD: Willem van Oranje's Swordsman is hit for 23 (0/100HP)
Turn 136, 520 AD: Pericles's Maceman 3 (Knossos) has defeated Willem van Oranje's Swordsman!
Turn 136, 520 AD: Your Maceman 3 (Knossos) has destroyed a Swordsman!
Turn 136, 520 AD: Corinth will grow to size 6 on the next turn.
Turn 136, 520 AD: Thebes will grow to size 4 on the next turn.
Turn 136, 520 AD: Whales City will grow to size 13 on the next turn.
Turn 136, 520 AD: Amsterdam will grow to size 13 on the next turn.
Turn 136, 520 AD: Rhodes will grow to size 2 on the next turn.
Turn 136, 520 AD: Nobamba will grow to size 4 on the next turn.
Turn 136, 520 AD: Eretria will grow to size 4 on the next turn.
Turn 136, 520 AD: kwaDukuza will grow to size 3 on the next turn.
Turn 136, 520 AD: Bulawayo will grow to size 5 on the next turn.
Turn 136, 520 AD: Miletos will grow to size 3 on the next turn.
Turn 136, 520 AD: Ulundi will grow to size 5 on the next turn.
Turn 136, 520 AD: Megara will grow to size 2 on the next turn.
Turn 136, 520 AD: Deal Canceled: Gems to Mao Zedong for Gold Per Turn (1)
Turn 136, 520 AD: You have discovered Printing Press!
Turn 136, 520 AD: You have constructed a Library in Iron City. Work has now begun on a Galley.
Turn 136, 520 AD: You have trained Jewish Missionary in The Hague. Work has now begun on a Market.
Turn 136, 520 AD: You have trained a Warrior in Rhodes. Work has now begun on a Lighthouse.
Turn 136, 520 AD: Mao Zedong has founded Macau in a distant land.

Turn 137, 540 AD: The enemy has been spotted near Canterbury!
Turn 137, 540 AD: Corinth has grown to size 6.
Turn 137, 540 AD: Thebes has grown to size 4.
Turn 137, 540 AD: Whales City has grown to size 13.
Turn 137, 540 AD: Horse City can hurry Galley for 1⇴ with 13ℤ overflow and +1⇤ for 31 turns.
Turn 137, 540 AD: Amsterdam has grown to size 13.
Turn 137, 540 AD: Amsterdam has become unhappy.
Turn 137, 540 AD: Halicarnassus can hurry Lighthouse for 1⇴ with 6ℤ overflow and +1⇤ for 35 turns.
Turn 137, 540 AD: Rhodes has grown to size 2.
Turn 137, 540 AD: Nobamba has grown to size 4.
Turn 137, 540 AD: Eretria has grown to size 4.
Turn 137, 540 AD: Eretria can hurry Lighthouse for 2⇴ with 20ℤ overflow and +1⇤ for 15 turns.
Turn 137, 540 AD: kwaDukuza has grown to size 3.
Turn 137, 540 AD: Bulawayo has grown to size 5.
Turn 137, 540 AD: Bulawayo can hurry Library for 2⇴ with 33ℤ overflow and +1⇤ for 18 turns.
Turn 137, 540 AD: Miletos has grown to size 3.
Turn 137, 540 AD: Ulundi has grown to size 5.
Turn 137, 540 AD: Megara has grown to size 2.
Turn 137, 540 AD: Canterbury will be pacified on the next turn.
Turn 137, 540 AD: Canterbury has become unhealthy.
Turn 137, 540 AD: Canterbury has become unhappy.
Turn 137, 540 AD: Hastings has become unhappy.
Turn 137, 540 AD: You are the worst enemy of Willem van Oranje.
Turn 137, 540 AD: The borders of Iron City are about to expand.
Turn 137, 540 AD: Your Catapult 6 (Knossos) has reduced the defenses of York to 52%!
Turn 137, 540 AD: Your Catapult 7 (Knossos) has reduced the defenses of York to 44%!
Turn 137, 540 AD: Judaism has spread in Sparta.
Turn 137, 540 AD: Clearing a Forest has created 30 ℤ for Megara.
Turn 137, 540 AD: Your Catapult 13 (Mycenae) has reduced the defenses of Rotterdam to 24%!
Turn 137, 540 AD: Your Catapult 15 (Amsterdam) has reduced the defenses of Rotterdam to 8%!
Turn 137, 540 AD: Your Catapult 20 (Sparta) has reduced the defenses of Rotterdam to 0%!
Turn 137, 540 AD: Pericles's Maceman 4 (Mycenae) (7.84) vs Willem van Oranje's Archer (4.50)
Turn 137, 540 AD: Combat Odds: 95.6%
Turn 137, 540 AD: (Fortify: +25%)
Turn 137, 540 AD: (City Defense: +70%)
Turn 137, 540 AD: (City Attack: -45%)
Turn 137, 540 AD: Pericles's Maceman 4 (Mycenae) is hit for 15 (83/100HP)
Turn 137, 540 AD: Willem van Oranje's Archer is hit for 26 (74/100HP)
Turn 137, 540 AD: Willem van Oranje's Archer is hit for 26 (48/100HP)
Turn 137, 540 AD: Willem van Oranje's Archer is hit for 26 (22/100HP)
Turn 137, 540 AD: Pericles's Maceman 4 (Mycenae) is hit for 15 (68/100HP)
Turn 137, 540 AD: Willem van Oranje's Archer is hit for 26 (0/100HP)
Turn 137, 540 AD: Pericles's Maceman 4 (Mycenae) has defeated Willem van Oranje's Archer!
Turn 137, 540 AD: Your Maceman 4 (Mycenae) has destroyed a Archer!
Turn 137, 540 AD: Pericles's Swordsman 4 (Mycenae) (6.60) vs Willem van Oranje's Archer (3.60)
Turn 137, 540 AD: Combat Odds: 98.3%
Turn 137, 540 AD: (Extra Combat: -10%)
Turn 137, 540 AD: (Fortify: +25%)
Turn 137, 540 AD: (City Defense: +50%)
Turn 137, 540 AD: (City Attack: -55%)
Turn 137, 540 AD: Pericles's Swordsman 4 (Mycenae) is hit for 14 (86/100HP)
Turn 137, 540 AD: Willem van Oranje's Archer is hit for 26 (74/100HP)
Turn 137, 540 AD: Willem van Oranje's Archer is hit for 26 (48/100HP)
Turn 137, 540 AD: Pericles's Swordsman 4 (Mycenae) is hit for 14 (72/100HP)
Turn 137, 540 AD: Pericles's Swordsman 4 (Mycenae) is hit for 14 (58/100HP)
Turn 137, 540 AD: Pericles's Swordsman 4 (Mycenae) is hit for 14 (44/100HP)
Turn 137, 540 AD: Willem van Oranje's Archer is hit for 26 (22/100HP)
Turn 137, 540 AD: Pericles's Swordsman 4 (Mycenae) is hit for 14 (30/100HP)
Turn 137, 540 AD: Pericles's Swordsman 4 (Mycenae) is hit for 14 (16/100HP)
Turn 137, 540 AD: Pericles's Swordsman 4 (Mycenae) is hit for 14 (2/100HP)
Turn 137, 540 AD: Willem van Oranje's Archer is hit for 26 (0/100HP)
Turn 137, 540 AD: Pericles's Swordsman 4 (Mycenae) has defeated Willem van Oranje's Archer!
Turn 137, 540 AD: Your Swordsman 4 (Mycenae) has destroyed a Archer!
Turn 137, 540 AD: You have captured a Worker
Turn 137, 540 AD: You have captured a Worker
Turn 137, 540 AD: You have captured a Worker
Turn 137, 540 AD: You have captured a Worker
Turn 137, 540 AD: You have captured a Worker
Turn 137, 540 AD: You have captured Rotterdam!!!
Turn 137, 540 AD: The Dutch Civilization has been destroyed!!!
Turn 137, 540 AD: Sparta will grow to size 9 on the next turn.
Turn 137, 540 AD: Argos will grow to size 13 on the next turn.
Turn 137, 540 AD: Mycenae will grow to size 5 on the next turn.
Turn 137, 540 AD: Pharsalos will grow to size 5 on the next turn.
Turn 137, 540 AD: The Hague will grow to size 6 on the next turn.


Empire Overview

Spoiler :




Battle Field

Spoiler :

My luck finally shrine again, Mansa is researching Astronomy.:D:scared::hide:




Tech screen, Louis completed Theology and started wonders immediately.

Spoiler :




Next player, please!:)
 
I am so confused by your first spoiler.

But we got Mansa to research Astronomy for us. :thumbsup:

Now what do we research. :crazyeye:
 
We need to research something to trade Astronomy, Gunpowder.

In this case, I think we might have enough cash to research Communism manually and save liberalism for something bigger. Hmm, not easy since it's hard to complete Communism before GA is end.

Might be doable if we have enough OF from Gunpowder and Lib so that we can finish Communism in 3 turns. Lib->Physics gives 2000 more beakers than Communism. The question is that do we have enough cash to support? I guess so if we build wealth in some cities.
 
We have to delay the GA by a turn or two, if Mansa needs 8 turns to research Astronomy.

Spoiler :
LH-whip plan is still on. [party]

Mansa's tech rate +1 lets us take something with Liberalism. Electricity might be a better target now, while we manually research Communism. We have 1 spare GScientist from Whale City. The Physics GScientist could bulb Chemistry afterwards.

Hmmmmm.
 
Lib->Electricity is too troublesome, we can't finish 2/3 of Physics plus Communism in 3 turns before the 1st GA ends, unless we want to launch 2nd GA or take the anarchy hit.

5 turns before Mansa completes Astronomy (produce 2 GSs) is the turn to launch GA so that's T140.

We probably could whip univs in some GP farms.
 
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