Whosit Turn-set
OK, let's give this a try. I'm feelin' a bit rusty, so let's try to shake that off.
Inherited Turn 396, 1772 AD
Gonna take a look at our Empire, and see what's building where. Refrigeration is what's on the burner, but it seems like a good option to work on, what with the extra move for sea units. I figure that we should get to Combustion next, but we'll see. I'll play with the sliders until I decide how much cash to burn through.
I dial up Joao to see about Hereditary Rule. He won't switch back to it, so looks like I'll have to use Espionage. I'll figure that out in a bit. I'll also have to see about trading for some luxuries. Joao has dyes and hit singles. Dyes are more critical because they get a bonus from the Theatre. Justinian has Gems, which also get that forge bonus. I think I can give Joao our last stone (Justin is getting our other source), because I'm pretty sure we don't need that any more. Otherwise, we only have single health resources left. I'll look around to see if we can spare those or if I'll have to renegotiate trades.
As units are built/whipped, I'll double check to see if those towns have Barracks, and if not, put them in the queue.
Research: I can get Refrigeration in 8 turns instead of 14 by burning most of our cash. I really can't remember if we got all that money for any purpose aside from deficit spending. Let me play with the slider a bit . . . Gain an extra turn and spend about 100 gpt less, seems OK. Hmm, I'm going to opt for 10 turns and spend a little more than a quarter of our reserves. It's still faster than 50% research, but it'll leave some money behind in case we need to upgrade units or continue deficit spending for the next tech.
On the tech scene, Military Science and Railroad are offered by Hammy, and Qin has Military Tradition. All seem nice, but Railroad (as a pre-req for Combustion) and Military Tradition (for Cavalry) seem most desirable.
I could get Qin's Military Tradation and some gold for Steam Power, but it would take Mass Media and Assembly Line for Hammy's techs (even for just one). I might sit on this for a turn or two. My inclination is to trade, but Hammy would be getting more out of the deal than we would, at least immediately.
Regarding Joao, there are a few towns that we have enough EP to spend on an espionage mission. I think I'll get two spies ready, ship them to the cheapest town, and have them wait until they get the 50% off on the mission, and let 'em go.
OK, gonna try to fly through the towns and see what's up. Our capital is still the usual cesspit of unhealthiness.
Haithabu is working on an Artillery, but has no Barracks. I can slot one in for 4 turns, even without the whip. Do so. I can whip it for 1 pop. Yeah, sure, screw overflow efficiency.
Bjorgvin also lacks a barracks, but it's so hopeless up there that it really doesn't matter.
Put in a 2 turn barracks at Ribe.
Will squeeze in a 3-turn Barracks at Vasteras before the Infantry finishes. This place needs a Theatre or something, though, 'cuz there are 3 angry people. Could use the extra work force, I think.
Kaupang also needs a Barracks, but I'll try to wait until the town's just about to grow to whip it in ahead of the Infantry.
Whip a barracks into Aryan. It should grow back.
Whip 1-pop barracks at Illinois. Whee.
OK, so, after looking at stuff, we probably can't afford to give away health resources, as most of our bigger towns are at or neare the limit. Lemme see if I can do anything with trades. Lemme play with the crab trade to Joao. Maybe I can get the Dye
and the money, too. Yes, excellent. I offer the crabs along with the stone, and get the Dye and all his gpt (which is actually 2 more than we had before). The only thing we lose out on is the double production speed for Mt. Rushmore. Oh well.
And, for good measure, let's see if I can beg any gold away from people who like us.
Qin: No
Asoka: 120 gold.
Justin: 40 gold.
Hammy: 60 gold.
Joao: No. Guess we hit our limit with the last trade, he won't part with his measly 20.
Total: 220 gold. Eh, that's about 2 turns of research at our current pace.
I'm agonizing over the tech trades, but I'll take a look at it next turn.
Turn 387, 1774 AD
Nidaros: Artillery < Spy (1 turn)
Uppsala: Infantry < Infantry (27 turns)
Sigtuna: Infantry < Barracks (15 turns)
Lindholm: Infantry < Infantry (15 turns)
Aarhus: Infantry < Barracks (31 turns)
Lund: Infantry . . . . You know what? Let's just say that I put in a Barracks anywhere that needs it (to be whipped sooner or later) and build whatever the town built last.
Workshops ahoy, it seems. I'm kinda sad to see our fully grown Towns get torn down, but . . . .
I'm trying to figure out where all these boats are supposed to be going . . . . It seems like most of the infrastructure changes are in place, so I'm not sure where to ship all these workers or if I should be deleting them. I might just store some on islands, I guess. Not the best choice, I'm sure. I'm also fortifying all built troops where they are, though maybe I'll start a rally point somewhere?
Potential trade parters got more gold this turn. I'll wait one more to see if it goes up any more. Let's hope. I really feel like I just need some "whack enter" turns.
Turn 398, 1776 AD
One Spy, Two Spy (on the way).
No more gold for traders, so I'm gonna do some tech trades. Since Asoka just got steam power, I feel like trading it to Qin. Arg, shoulda traded last turn, 'cuz now he won't pay in full. Oh well. I only get half his cash now (145 gold) in addition to Military Tradition and his Map.
*Sigh* Hammy is also being more obstinate. Looks like I should have traded with him earlier, too. I pass on trading with him for now because Mass Media and Assembly Line for Railroad only seems like a bad deal at the moment.
Turn 399, 1778 AD
I'll keep building Infantry now. Next player can decide if we want to throw some Cavalry into the mix.
Argh, the bad wedding event gives us a -1 with Joao. Doesn't really make a difference, but still. Oh, and Portugal has the first annual Earth Day.
I decide to embed the Great General into Nidaros after all. Since I didn't end up getting the tech for Academies, and because we're not running any civics that grant bonus EXP, it seems like the best option at the moment.
Santarem is the cheapest place to do espionage vs. Joao (it's in the middle of our territory) so I send our boatload of spies there.
Will do a round of looking for what can be whipped. It looks like our towns will be in perpetual whip-unhappiness?
Turn 400, 1780 AD
Secretary-General elections come up. Vote for us.
I spot a Joao destroyer. Probably won't be fighting him, but it makes me nervous.
Turn 401, 1782 AD
Bede examines the cultural strength of the world's nations: We're Pathetic, while Qin is Glorious. Even Monty is higher than us.
The results of the election are disheartening. Justinian has won the vote. Joao voted for Justin, as did Khan.
2-pop whip an Artillery in Haithabu. Wasn't sure if I should wait for 1-pop whips or not. Do a bit more whipping here and there.
Turn 402, 1784 AD
I will attempt to renegotiate the sugar deal with Justin. I squeeze an extra 3 gpt out of it, but nothing else.
Turn 403, 1786 AD
Hrm, Hammy is asking for Mass Media. Looking at the diplo numbers, I think I can afford to say "no." Let's see . . . Yeah.
Turn 404, 1788 AD
Monty still has a bunch of transport boats in Texoco and Tenochtitlan.
A little more whipping.
Turn 405, 1790 AD
I notice theat Monty has put a fleet of Galleons to sea. I will tail them.
And, I think our spies are "ripe," so I try to influence Joao. The mission was successful, but the spy was caught. Joao adopts Hereditary rule. Heh. "Well, we caught one of your scummy agents mucking around in our outlying town, but you know what? Being King
does sound like a good idea!"
I'll leave the other spy there in case someone has a better idea for it, but I'll send a galleon next to the town for quick pick-up if need be. Remaining spy DOES have 50% discount, by the way.
Turn 406, 1792 AD
Joao is official Friendly again. If I had realized the elections were coming up, I would have been in a bigger hurry to do that spy mission, even without full discount. Sorry guys.
Joao offers a defensive pact. Erm . . . no.
Refrigeration is in. Slotting in Rocketry as placeholder only.
I'm stopping here. It's only been half a set, but I don't have time to play 10 more turns, not sure that I'd play them well, and not sure when I'd get around to it. Soooo . . . . hopefully the next person won't mind picking it up.
Annnnnnd . . . . just now realized that I forgot the Heroic Epic! Oops . . . .