cripp7
Playin' Bored
As the 1st game didn't go so well with 3 AGG AIs around and ending not so well, this is take 2 on the game.
We need a space victory here.
All GSpies must be settled in the capital, 1st GSpy is settled, 2nd creates Scotland Yard, the rest get settled. Spies must be run first before other specialists, but self research is encouraged.
{Copied from madscientist's Power of Settled Great Spies}
Buildings we want
Palace (+4eps): For the reason, your capital will be your espionage city.
Courthouse (+2eps, opens up 1 spy specialists) Opens with Code of Laws so we want to target this tech
Jail (+4eps, +50% espionage, allows 2 spy specialists) opens with constitution, so if you can manage to get nationalism before being the first to liberalism, take constitution as the free tech. Be warned, this is not easy.
Intelligence agency (+8eps, +50% ep, opens up 2 spy specialists) Opens with Communism which also get’s us a free Great Spy! So beeline communism if possible
Security Bureau (+8eps, 50% defense against enemy spy missions, helps the twart spy missions, open 2 spy specialists) Open with democracy.
Scottland Yard: (100% ep bonus) must be founded with a GSpy.
Castle: (+25% ep) obsolete with economics, so we want to delay this tech as long as possible.
Wonders we want:
Great Wall: of prime importance for the GSpy points, keeping the barbs out, and getting GGs from defensive wars. Basically if you miss this wonder, adjust you game and try a different strategy.
Kremlin: allows 2 additional spy specialists, so you want this in the capital if possible.
National Epic: To speed up GSpy production
(optional) Pentegon: +2xp for every unit, although not necessary but creates +2GSpy points
The Statue of Liberty may be added so every city gets a free spy specialist
Civics: State Property is a must, Pacifism to help produce GSpies faster, all others are fair game.
Research: Research as normal, steal all other we don't have.
Any buildings producing
must be built before anything else.
Courthouses, Castles, Intelligence Agencies, Jails, Security Bureaus
Wars: Bull must protect himself at all times. He can't declare unless he sees an opportunity to take land that he wants.
Map: (kossin provided me with a map, thanks kos!) B&S Monarch/Epic everything else standard.
Start
roster:
1 ifinnem
2 huerfanista
3
4
5 cripp
BTW: Something that BTS left out that I believe is a key function, is the ability to build
just like you can build
,
,
. Here's a file that you put into your CustomAssets folder. It doesn't overwrite anything but just adds the ability to build
at Paper
We need a space victory here.
All GSpies must be settled in the capital, 1st GSpy is settled, 2nd creates Scotland Yard, the rest get settled. Spies must be run first before other specialists, but self research is encouraged.
{Copied from madscientist's Power of Settled Great Spies}
Buildings we want
Palace (+4eps): For the reason, your capital will be your espionage city.
Courthouse (+2eps, opens up 1 spy specialists) Opens with Code of Laws so we want to target this tech
Jail (+4eps, +50% espionage, allows 2 spy specialists) opens with constitution, so if you can manage to get nationalism before being the first to liberalism, take constitution as the free tech. Be warned, this is not easy.
Intelligence agency (+8eps, +50% ep, opens up 2 spy specialists) Opens with Communism which also get’s us a free Great Spy! So beeline communism if possible
Security Bureau (+8eps, 50% defense against enemy spy missions, helps the twart spy missions, open 2 spy specialists) Open with democracy.
Scottland Yard: (100% ep bonus) must be founded with a GSpy.
Castle: (+25% ep) obsolete with economics, so we want to delay this tech as long as possible.
Wonders we want:
Great Wall: of prime importance for the GSpy points, keeping the barbs out, and getting GGs from defensive wars. Basically if you miss this wonder, adjust you game and try a different strategy.
Kremlin: allows 2 additional spy specialists, so you want this in the capital if possible.
National Epic: To speed up GSpy production
(optional) Pentegon: +2xp for every unit, although not necessary but creates +2GSpy points
The Statue of Liberty may be added so every city gets a free spy specialist
Civics: State Property is a must, Pacifism to help produce GSpies faster, all others are fair game.
Research: Research as normal, steal all other we don't have.
Any buildings producing
must be built before anything else.Courthouses, Castles, Intelligence Agencies, Jails, Security Bureaus
Wars: Bull must protect himself at all times. He can't declare unless he sees an opportunity to take land that he wants.
Map: (kossin provided me with a map, thanks kos!) B&S Monarch/Epic everything else standard.
Start
Spoiler :
roster:
1 ifinnem
2 huerfanista
3
4
5 cripp
BTW: Something that BTS left out that I believe is a key function, is the ability to build
just like you can build
,
,
. Here's a file that you put into your CustomAssets folder. It doesn't overwrite anything but just adds the ability to build
at Paper

- in Bull game #1 you could only take cities once declared upon by someone, ie no declaring ourselves. Is this still the case?
tiles available to get the WB out quickly, then switching to the fish for the worker. If an AG resource is revealed, I'd go worker>WB>WB working the highest food tile for the worker, then highest
2
so those are like farms. Which way to move the warrior? Settling in place would be best atm.