Try-05: Ludicrous Speed!

Played to T112. Pausing here for some discussion.

Notes:
- Barbs were handled easily, archers vs. cover promoted axes (plus combat 1 and 2) = cake walk.
- All cities have Ikhanda (I'm really liking the maintenance reduction for these, we should take advantage and toss out a few more cities)
- Calendar is still in progress due to lack of $$$ to fund deficit research.
- Building courthouses in 3, 4, & 5. About to finish Monastery in 2 for spreading religion more.
- Toku is wandering around with a scout and an archer, but no word from him. Also no contact from Wang, but he's annoyed due to our religion.

Good news, assisted by one chop:
Spoiler :
pyramids.jpg


Have not switched government civics yet, figured we should decide between HR and Rep.

And the reason I'm stopping...
Spoiler :
T112%20GE.jpg


So what do we want to do with him?

General thoughts going forward:
- More cities
- Tech Calendar -> Aesthetics -> Lit (and then rush build the Great Library with our GE?) or go with the Optics plan?
- Military is still a bit weak... I built three more archers (one each in #1, #2, and #4) so #5 now has a second warrior which I sent from #2.

Also, save is attached if cripp wants to grab it, otherwise I can play a few more turns.

Spoiler BUFFY Log :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 100/500 (375 BC) [31-Jul-2010 14:57:34]
60% Research: 29 per turn
0% Espionage: 4 per turn
40% Gold: -2 per turn, 16 in the bank

After End Turn:
Spaceball Five grows to size 2
Spaceball Five's borders expand

Other Player Actions:
While defending in Zulu territory at Spaceball Three, Archer 1 (Spaceball Three) (2.58/3) defeats Barbarian Archer (Prob Victory: 99.1%)

Turn 101/500 (350 BC) [31-Jul-2010 14:57:41]
Axeman 3 (Spaceball Two) promoted: Cover
60% Research: 29 per turn
0% Espionage: 4 per turn
40% Gold: -2 per turn, 14 in the bank

After End Turn:
Spaceball One's borders expand
Spaceball Three grows to size 3

Turn 102/500 (325 BC) [31-Jul-2010 14:58:53]
60% Research: 30 per turn
0% Espionage: 4 per turn
40% Gold: -1 per turn, 12 in the bank

After End Turn:
Tech research finished: Mathematics

Turn 103/500 (300 BC) [31-Jul-2010 15:00:54]
Research begun: Calendar (15 Turns)
A Mine was built near Spaceball Four
60% Research: 30 per turn
0% Espionage: 4 per turn
40% Gold: -1 per turn, 11 in the bank

After End Turn:
Spaceball Three finishes: Library
Spaceball Four grows to size 3

Turn 104/500 (275 BC) [31-Jul-2010 15:01:55]
Spaceball Three begins: Courthouse (24 turns)
Spaceball Three begins: Ikhanda (6 turns)
60% Research: 31 per turn
0% Espionage: 4 per turn
40% Gold: -1 per turn, 10 in the bank

After End Turn:
Whip anger has decreased in Spaceball One
Spaceball One grows to size 6
A Village was built near Spaceball One
Spaceball Two finishes: Worker
Spaceball Four finishes: Ikhanda

Turn 105/500 (250 BC) [31-Jul-2010 15:03:11]
Spaceball Two begins: Islamic Monastery (12 turns)
Spaceball Two begins: Archer (5 turns)
Spaceball Two begins: Islamic Monastery (12 turns)
Spaceball Four begins: Archer (4 turns)
Spaceball Four begins: Courthouse (18 turns)
While attacking in Zulu territory near Spaceball One, Axeman 2 (Spaceball One) (3.70/5) defeats Barbarian Archer (Prob Victory: 99.4%)
While attacking in Zulu territory near Spaceball One, Axeman 3 (Spaceball Two) (5.00/5) defeats Barbarian Archer (Prob Victory: 99.4%)
60% Research: 30 per turn
0% Espionage: 4 per turn
40% Gold: -2 per turn, 9 in the bank

After End Turn:
The whip was applied in Spaceball Two
Spaceball Two grows to size 4
Spaceball Two finishes: Archer
Spaceball Five grows to size 3

Turn 106/500 (225 BC) [31-Jul-2010 15:05:45]
Archer 2 (Spaceball Two) promoted: City Garrison I
Axeman 2 (Spaceball One) promoted: Combat II
A Quarry was built near Spaceball Three
Spaceball Five begins: Courthouse (60 turns)
60% Research: 29 per turn
0% Espionage: 4 per turn
40% Gold: -3 per turn, 7 in the bank

After End Turn:
The whip was applied in Spaceball Five
Spaceball Three grows to size 4
Spaceball Five finishes: Ikhanda

Turn 107/500 (200 BC) [31-Jul-2010 15:07:21]
A Pasture was built near Spaceball Five
Spaceball Three begins: Courthouse (24 turns)
50% Research: 25 per turn
0% Espionage: 4 per turn
50% Gold: 0 per turn, 4 in the bank

Turn 108/500 (175 BC) [31-Jul-2010 15:08:48]
50% Research: 26 per turn
0% Espionage: 4 per turn
50% Gold: 1 per turn, 4 in the bank

After End Turn:
Whip anger has decreased in Spaceball Three
Spaceball Two grows to size 5
Spaceball Three finishes: Ikhanda
Spaceball Five grows to size 3

Other Player Actions:
Buddhism founded in a distant land

Turn 109/500 (150 BC) [31-Jul-2010 15:09:24]
50% Research: 26 per turn
0% Espionage: 4 per turn
50% Gold: 4 per turn, 5 in the bank

After End Turn:
Spaceball Four finishes: Archer

Turn 110/500 (125 BC) [31-Jul-2010 15:10:18]
While attacking in Zulu territory near Spaceball One, Axeman 2 (Spaceball One) (4.40/5) defeats Barbarian Archer (Prob Victory: 99.8%)
A Mine was built
Spaceball Five begins: Library (23 turns)
Archer 3 (Spaceball Four) promoted: City Garrison I
Spaceball Two begins: Islamic Temple (16 turns)
50% Research: 27 per turn
0% Espionage: 4 per turn
50% Gold: 3 per turn, 9 in the bank

After End Turn:
Spaceball One grows to size 7
Spaceball One finishes: The Pyramids
Spaceball Four grows to size 4

Turn 111/500 (100 BC) [31-Jul-2010 15:12:16]
Spaceball One begins: Archer (3 turns)
A Farm was built near Spaceball Four
50% Research: 25 per turn
0% Espionage: 4 per turn
50% Gold: 0 per turn, 12 in the bank

After End Turn:
Spaceball One finishes: Archer
Henry Ford (Great Engineer) born in Spaceball One
 

Attachments

Bloody GE!! Going to have to run priest in SP1 for a bit longer now.

HE or Rep?? Rep every time. More happy and bonus science for specialists.

As regards Alpha, normally would be for it but our trading partners at the moment are Toku, or a boxed in WK (who has us as worst enemy). So I would imagine our trading opportunities would be very limited. Hence previous mention of beelining to Optics after Calendar. For which we could use GE to bulb Machinery for us??

I suggest we try and improve economy a little further before we push more cities. A few more workers wouldn't go amiss a little. We should look out for opportunity to steal a worker from WK if one comes near our border, he hates us anyway and he has about same mil strength as us which is not a lot.
 
Yeah MD, it was ridiculously low % chance for a GE, but out he popped.

Revolt to rep, check. Make it so, cripp!

I see no real tech trades available right now, but maybe we want to open borders with Toku and go explore past him? Either way I agree with Alpha not being the best value right now.

No thanks on TGL, don't see it being a big enough boost to be worth it. Economy should be improving in general if we finish off the courthouses I started (whip em I say!). I can't really think of any wonders (maybe great library) any time soon that would be worth using the GE, so here's another vote for bulbing Machinery.
 
Oh, I always used TGL for The Great Library, GLH for Great Lighthouse. Anyway, played my turnset up the Machinery line. Although we can still get Great Library.

IHT-
revolt to Rep
check GE he can bulb MC..hmmm..will hold for the moment

Turn 113-
out of revolt, set all cities to max :food:
hire 2 :science: in cap for the +6:science:
barb axe pops up in the NW
:science: slider 0% binary research

Turn 114-
zzz

Turn 115-
SB2 monastery>temple
Islam spread to SB5

Turn 116-
:science: to 100% Calendar 2T

Turn 117-
zzz

Turn 118-
Calendar > MC (8)
:science: to 0%
SB5 :whipped: court

Turn 119-
SB4 :whipped: court
SB2 :whipped: temple

Turn 120-
SB2 temple>worker
SB4 court>library

Turn 121-
zzz

Turn 122-
SB2 worker>mission
SB3 :whipped: court
:science: to 100% MC (7)

Turn 123-
SB3 court>lh gives lakes +3:food:!
SB2 gets chop into court

Turn 124-
SB1 monastery>settler

Turn 125-
MC > Currency


Just infrastructure, need to pump out some fog busters as barb swords are starting to show up. Our GE can bulb Machinery now so I say do it, getting xbows out for barb control. With currency coming online we can start rexing out OR build up an army and take out Wang, although I like to see his land!
 

Attachments

At this point we could go either strainght to Optics or divert to try and bag GLIB. GLIB would be useful as we are in rep but would we definitely get it in time???

Do we fit in Currency as is currenlty selected?? Would allow us to trade techs for gold to fund more research although the extra trade routes would not be as beneficial as usual.

Now we have rep and Calendar I would suggest we move back to no state religion, this would allow us to have better relations with WK, open borders and maybe a tech trade or two.

SP3 should build Maoi as planned after l'hse, SP4 should concentrate on mil as has a number of mines to work.

Is Asaf back or is it back to me??
 
At this point we could go either strainght to Optics or divert to try and bag GLIB. GLIB would be useful as we are in rep but would we definitely get it in time???
I think we still have a shot at the library, it being in rep we can hire scientists in every city boost our science output

Do we fit in Currency as is currenlty selected?? Would allow us to trade techs for gold to fund more research although the extra trade routes would not be as beneficial as usual.
I just put that as a placeholder, even though I understand the benefits I don't think
we're doing that bad with the economy, so currency can wait. I think straight to literature and use our GE will have the library. No problem

we have rep and Calendar I would suggest we move back to no state religion, this would allow us to have better relations with WK, open borders and maybe a tech trade or two.
that's a good idea. We have plenty of :). Plus we need to scout out is land.

SP3 should build Maoi as planned after l'hse, SP4 should concentrate on mil as has a number of mines to work.

Is Asaf back or is it back to me??

SP3 is going make a great port city, with all those lake farms. have MC we could take a shot at the colossus, at least for failed gold. I don't know if asaf is back so i guess take it away.
 
I like a try for the great library. Not sure abandoning religion is worth the anarchy though, at least not until we've teched Literature.
 
Sorry Try, didn't read your post until after set, although didn't really matter.

Spoiler :
Inherited T128 - Whip Lib in SP5 currently working 2 unworked grass so worth it. Aethetics in 4turns

T129 - SP5 Lib=>Scout, SP4 Lib=>Forge

T130 - SP1 Sett=>Archer, SP5 Scout=>Lib revolt to no religion

T132 - SP3 Lhouse=>Moai

T133 - Settle SP6 on wheat, copper site. Move axe further north to cover any barbs. Aeth=>Poly

T134 - SP1 Archer=>Forge, Poly=>Lit

T136 - Lit=>Compass Rush GLib

T137 - SP1 Glib=>Forge, GS born in SP1, build Academy in SP1.

T138 - Colossus BIAFL, ah well.

T140 - SP2 Chouse=>missionary


Have scouted most of WK land, he now has 7 cities about 3-4 are worthwhile. Each city has minimal defense usually archer or two and the odd sword and one spear was spotted in open.

I've picked Music as next tech purley for GA to start a golden age. WK will trade compass and Aeth for Construction and Alpha, I suggest we take this and then attempt to steal Mono from him. Once we have Music we can trade for Monarchy. We can then use Golden Age to research CS and then revolt back to Islam, Org Rel, and Bureau for no anarchy. Then we should be in position to move on WK.

By the way, I may have missed this, what is our victory goal?? Surely it should be spaceship related!!

View attachment Dark Helmet AD-0600.CivBeyondSwordSave
 
Military-based goal was thinking more of acting like a Spaceball rather than building a ship like them! I'm not dead-set on it, so other options are fine :) Space victory would certainly be appropriate.

Question: What's the benefit to Music tech time if we get Drama first, since it is an optional pre-req?
 
Music will take us six turns, 2 at 0% and 4 at 100%. I'm not sure we would get as much time off Music as the cost of researching Drama, not sure of exact numbers. There is also not much current value in what Drama offers us. We have just reclaimed the southern banana's for SP5 from WK turn after WK finished plantation on them :lol:
 
IHT 140: Made the trade to Wang (Aesthetics + Compass for Alphabet + Construction). Set research to ding Music in 6 turns. Switched almost all espionage to Wang to make the steal easier.

T141: Started Spy in SB4 since it was closest with best production. (Post forge-finish)

T142: Start Forge in SB3 (after finished Moai). Dealt with some barbarians up north.

T143: Forge finished in SB1 & 4. Queue up swords in SB1.

T146: Music finished, start CS, pop golden age with the artist. SB2 finished Missionary, start an Axe. SB4 building an Axe. Can't trade for Monarchy due to Wang not having Literature.

T147: Queue catapults in SB4. Wang spreading religion to us.

T148: Wang offers Monotheism for Lit. No thanks, about to steal it :lol:

T149 IBT: Judaism FIADL. Wang changes civics to Vassalage and Caste. Longbows inc.

T151: Wang wants us to switch to Caste - no thanks. Stole Monotheism. CS finished, start Machinery.

T151 IBT: Civic change & religion switch (Bureaucracy, OR, and back to Islam). No anarchy, yay for golden ages. Great Scientist pops in SB1, I send him to SB2.

T152 IBT: Hinduism FIADL (last religion outstanding). Our scout dies while exploring past Wang's land.

T153: Use GS to build Academy in SB2 (our best raw commerce city). Golden age ends here.

T155: Machinery done, army is assembling on Wang's border. Queued Optics for tech tentatively.

=============================

Spoiler BUFFY Log :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 140/500 (600 AD) [03-Aug-2010 16:35:31]
Tech traded to Wang Kon (Korea): Aesthetics
Tech traded to Wang Kon (Korea): Compass
Tech acquired (trade, lightbulb, hut, espionage): Alphabet
Tech acquired (trade, lightbulb, hut, espionage): Construction
60% Research: 118 per turn
0% Espionage: 12 per turn
40% Gold: 7 per turn, 2 in the bank

After End Turn:
Spaceball Three grows to size 8
A Hamlet was built near Spaceball Four
A Hamlet was built near Spaceball Five
Spaceball Six grows to size 2

Turn 141/500 (620 AD) [03-Aug-2010 16:38:07]
Spaceball Four begins: Spy (4 turns)
A Mine was built near Spaceball Six
60% Research: 121 per turn
0% Espionage: 12 per turn
40% Gold: 8 per turn, 9 in the bank

After End Turn:
Spaceball Two grows to size 10
Spaceball Three finishes: Moai Statues

Turn 142/500 (640 AD) [03-Aug-2010 16:40:45]
Spaceball Three begins: Forge (9 turns)
Warrior 3 (Spaceball One) promoted: Combat II
A Cottage was built near Spaceball One
60% Research: 123 per turn
0% Espionage: 12 per turn
40% Gold: 9 per turn, 17 in the bank

After End Turn:
Whip anger has decreased in Spaceball Three
Spaceball One grows to size 11
Spaceball One finishes: Forge
Spaceball Three grows to size 9
Spaceball Four finishes: Forge
Spaceball Five grows to size 7

Turn 143/500 (660 AD) [03-Aug-2010 16:44:03]
Spaceball One begins: Swordsman (3 turns)
Spaceball One begins: Swordsman (3 turns)
60% Research: 130 per turn
0% Espionage: 16 per turn
40% Gold: 10 per turn, 26 in the bank

After End Turn:
A Village was built near Spaceball One
A Village was built near Spaceball Two

Turn 144/500 (680 AD) [03-Aug-2010 16:45:49]
Scout 3 (Spaceball Five) promoted: Guerilla I
A Cottage was built near Spaceball Two
Spaceball Six begins: Ikhanda (10 turns)
70% Research: 143 per turn
0% Espionage: 12 per turn
30% Gold: 0 per turn, 36 in the bank

After End Turn:
Spaceball Four grows to size 10
Spaceball Four's borders expand
Spaceball Six finishes: Granary

Turn 145/500 (700 AD) [03-Aug-2010 16:48:39]
While attacking, Warrior 3 (Spaceball One) decimates Barbarian Warrior (Prob Victory: 73.0%)
While attacking in Zulu territory near Spaceball One, Warrior 3 (Spaceball One) (0.92/2) defeats Barbarian Warrior (Prob Victory: 73.0%)
60% Research: 132 per turn
0% Espionage: 16 per turn
40% Gold: 8 per turn, 36 in the bank

After End Turn:
Tech research finished: Music
Miguel de Cervantes (Great Artist) born in Spaceball One
Spaceball One finishes: Swordsman
Spaceball Two finishes: Islamic Missionary
Spaceball Three grows to size 10
Spaceball Four finishes: Spy
Spaceball Five grows to size 8
Spaceball Six grows to size 3

Other Player Actions:
While defending in the wild near Pusan, Scout 3 (Spaceball Five) (0.72/1) defeats Barbarian Archer (Prob Victory: 81.7%)

Turn 146/500 (720 AD) [03-Aug-2010 16:50:03]
Research begun: Civil Service (7 Turns)
Spaceball Two begins: Axeman (6 turns)
Spaceball Four begins: Walls (2 turns)
Spaceball Four begins: Axeman (2 turns)
Spaceball Four begins: Swordsman (2 turns)
Spaceball Four begins: Axeman (2 turns)
Golden Age begins
A Cottage was built near Spaceball Five
Spaceball One begins: Swordsman (2 turns)
Spaceball One begins: Swordsman (2 turns)
70% Research: 194 per turn
0% Espionage: 20 per turn
30% Gold: 2 per turn, 44 in the bank

After End Turn:
A Town was built near Spaceball One
Spaceball Four finishes: Axeman
Spaceball Five finishes: Forge
A Hamlet was built near Spaceball Five

Turn 147/500 (740 AD) [03-Aug-2010 16:56:24]
Spaceball Four begins: Catapult (2 turns)
Spaceball Four begins: Catapult (2 turns)
Spaceball Four begins: Catapult (2 turns)
Spaceball Five begins: Lighthouse (6 turns)
Spaceball Five begins: Axeman (5 turns)
Spaceball Five begins: Walls (4 turns)
A Mine was built near Spaceball Four
Islam has spread: Spaceball Six
70% Research: 183 per turn
0% Espionage: 16 per turn
30% Gold: 5 per turn, 46 in the bank

After End Turn:
The whip was applied in Spaceball Five
Spaceball One finishes: Swordsman
Spaceball Five grows to size 6
Spaceball Five finishes: Lighthouse

Other Player Actions:
Confucianism has spread: Spaceball Three
Confucianism has spread: Spaceball One

Turn 148/500 (760 AD) [03-Aug-2010 16:59:37]
Diplomacy: Wang Kon (Korea) offers to trade Monotheism to Dark Helmet (Zululand) for Literature
Diplomacy: Dark Helmet (Zululand) rejects trade of Literature to Wang Kon (Korea) for Monotheism
A Cottage was built near Spaceball Two
Spaceball Three begins: Islamic Temple (3 turns)
Spaceball Five begins: Axeman (5 turns)
Spaceball Six begins: Library (9 turns)
70% Research: 183 per turn
0% Espionage: 12 per turn
30% Gold: 3 per turn, 51 in the bank

After End Turn:
Spaceball One finishes: Swordsman
A Village was built near Spaceball One
Spaceball Two grows to size 11
Spaceball Three finishes: Forge
Spaceball Four finishes: Catapult
Spaceball Five finishes: Walls
Spaceball Six finishes: Ikhanda

Turn 149/500 (780 AD) [03-Aug-2010 17:03:02]
A Mine was built
A Mine was built near Spaceball Six
Spaceball Two begins: Axeman (4 turns)
Spaceball Four begins: Catapult (2 turns)
Spaceball One begins: Swordsman (2 turns)
70% Research: 195 per turn
0% Espionage: 12 per turn
30% Gold: 3 per turn, 54 in the bank

After End Turn:
Spaceball Two finishes: Axeman
Spaceball Three grows to size 11
Spaceball Four finishes: Catapult
Spaceball Five grows to size 7
Spaceball Five finishes: Axeman

Other Player Actions:
Judaism founded in a distant land
Civics Change: Wang Kon(Korea) from 'Barbarism' to 'Vassalage'
Civics Change: Wang Kon(Korea) from 'Slavery' to 'Caste System'

Turn 150/500 (800 AD) [03-Aug-2010 17:05:36]
Spaceball Five begins: Archer (3 turns)
70% Research: 199 per turn
0% Espionage: 12 per turn
30% Gold: -1 per turn, 57 in the bank

After End Turn:
Tech research finished: Civil Service
Spaceball One finishes: Swordsman
Spaceball Three finishes: Islamic Temple
Spaceball Six grows to size 4

Turn 151/500 (820 AD) [03-Aug-2010 17:07:31]
Diplomacy (Civic Request): Wang Kon (Korea) asks Dark Helmet (Zululand) to switch to Caste System; Dark Helmet REFUSES.
Research begun: Machinery (4 Turns)
Spaceball Three begins: Confucian Temple (3 turns)
Tech acquired (trade, lightbulb, hut, espionage): Monotheism
Spaceball One begins: Swordsman (2 turns)
Spaceball One begins: Swordsman (2 turns)
Spaceball Two begins: Islamic Missionary (5 turns)
Spaceball Two begins: Islamic Missionary (5 turns)
Spaceball Six begins: Courthouse (18 turns)
70% Research: 220 per turn
0% Espionage: 12 per turn
30% Gold: -3 per turn, 56 in the bank

After End Turn:
The whip was applied in Spaceball Six
Spaceball One finishes: Swordsman
Mikhail Lomonosov (Great Scientist) born in Spaceball One
A Hamlet was built near Spaceball Two
Spaceball Four finishes: Catapult
Spaceball Six finishes: Library

Other Player Actions:
State Religion Change: Dark Helmet (Zululand) from 'no State Religion' to 'Islam'
Attitude Change: Wang Kon (Korea) towards Dark Helmet (Zululand), from 'Cautious' to 'Annoyed'
Civics Change: Dark Helmet(Zululand) from 'Barbarism' to 'Bureaucracy'
Civics Change: Dark Helmet(Zululand) from 'Paganism' to 'Organized Religion'

Turn 152/500 (840 AD) [03-Aug-2010 17:12:25]
A Cottage was built near Spaceball Five
Spaceball Three begins: Aqueduct (3 turns)
Spaceball Four begins: Catapult (2 turns)
70% Research: 212 per turn
0% Espionage: 12 per turn
30% Gold: -7 per turn, 53 in the bank

After End Turn:
The whip was applied in Spaceball Two
Spaceball One finishes: Swordsman
A Hamlet was built near Spaceball One
Spaceball Two finishes: Islamic Missionary
Spaceball Three grows to size 12
Spaceball Three finishes: Confucian Temple
Spaceball Four finishes: Catapult
Spaceball Five finishes: Archer
A Village was built near Spaceball Five
Spaceball Six grows to size 3

Other Player Actions:
Hinduism founded in a distant land
While defending in the wild, Scout 3 (Spaceball Five) loses to Barbarian Archer (3.00/3) (Prob Victory: 0.0%)

Turn 153/500 (860 AD) [03-Aug-2010 20:21:18]
Spaceball Five begins: Axeman (5 turns)
Archer 6 (Spaceball Five) promoted: City Garrison I
Spaceball Two finishes: Academy
60% Research: 203 per turn
0% Espionage: 12 per turn
40% Gold: 11 per turn, 46 in the bank

After End Turn:
Spaceball Two finishes: Axeman
Spaceball Four finishes: Catapult
Spaceball Five grows to size 8
Spaceball Six's borders expand
Golden Age ends

Turn 154/500 (880 AD) [03-Aug-2010 20:24:35]
Spaceball Two begins: Axeman (6 turns)
Spaceball Four begins: Axeman (2 turns)
Spaceball Four begins: Catapult (2 turns)
A Farm was built near Spaceball Six
Islam has spread: Spaceball Four
70% Research: 182 per turn
0% Espionage: 12 per turn
30% Gold: -22 per turn, 57 in the bank

After End Turn:
Tech research finished: Machinery
Spaceball Two grows to size 10
Spaceball Six grows to size 4

Turn 155/500 (900 AD) [03-Aug-2010 20:27:56]
Research begun: Optics (4 Turns)



I think we should run a few turns of pure $$$ and upgrade our swords & axes to Maces to make beating on Longbows a bit easier before DoWing. Or maybe not, I don't know. Power rating vs. Wang and Toku we are far stronger.

A thought on SB4 - it's a high production site (all those hills), so not sure we want to throw down cottages around it, so I've been avoiding adding any more to it. However, I have been setting cottages around SB1, 2, and 5.

Notes:
- Espionage points are still 100% to Wang, may want to shift that.
- We're not really behind in tech from what I can tell, but we aren't ahead either.
- Going to be hard to get a GP to pop in SB1, but I've been running a priest full time to try.
- Computer likes to add Spy specialists every time a city grows in pop, so be sure to check them often! I had to re-set several cities several times. Quite annoying!
 

Attachments

we'll need about 5 turn for the swords upgrade, 10 to upgrade our axes. We have a good tech lead, spread EP back to Toku. We'd need around 40 turns to build enough EP to spy drop defenses.
Add a spear or 2 for his chariots/HAs,. I really like how our cities have grown, especially SB3. Have it start on trieme/galley duty.
 
We could upgrade a couple of swords to maces but not sure we need much more as we could use conquest boon to upgrade a few more. looking at the power ratio we are well up on WK as long as we have enough cats to allow us to bombard defenses down efficiently. We probably only want to take his three main cities Pyongyang, Seoul and the one south of Seoul we should probably burn any others and look to vassal him as soon as poss. :rolleyes: Well as soon after as we have Feud ;).

I suggest Optics => Feud will allow us to bang out a couple of exploring Caravels and then allow us to vassal WK.

Going to be away till Saturday so skip me if my next turn comes up by then.
 
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