Pre-flight: Somehow I dont think our host is completely with the program, as our capital still has 8 pop, and St. Pete only 17. Kinda hard to generate leaders when youve already got one on ice. Cmon, Zav, youre a better player than that! Satsuma is a flip risk even for me, Im afraid to even ask LK about it starvation diet there. Wow, Londons got some nice wonders pls do not research Ship Building, as it turns off our Colossus there. Tblisi builds Hardy Colonist to claim city near American gold colony. Switch Moscow to Colonist to bleed pop before disbanding. Will short rush factory once St. Pete gets extra pop.
Somehow, weve managed to fall behind 7 techs. Zav, if youre just going to hit enter ten times, why play?
What happened to building Smiths? Too late now well just have to capture it.
710AD: Minsk: Port->SofS in 1, Odessa: Guild Hall->Temple (it has a specialist), Moscow: Colonist->Colonist
Oh, and our rep is also busted, as the Iros will pay nothing for our wine. Great. We lack the funds to short rush the factory. Making 100 spt.
IBT: Iros build Encyclopedia, lots of cascading
720AD: Short-rush factory in St. Pete via army gaining one turn of production for 215 gold. Minsk: Sofs->Factory, Smolensk:Line->Line (in 3), Pucara: Wise->Academy
730AD: St. Pete: Factory->Nat. Monument (in 7), rushed, Chicago: Town Clock->Academy (in1), Odessa: temple->market (happiness), Tblisi: Hardy->Academy in 1, Moscow:Colonist->dead.
Trade Steam Engine to Iro for three required techs, Sioux give us 750 gold, allowing 4 turn research on High Explosives.
Switch St. Pete to Palace Gardens in one, as they havent been built yet.
740AD: London: Forge->CH, Quito: Temple>Bazaar, Tblisi:Academy->SofS, Paracas:CH->Temple, Chicago:Academy->Toll House (in 1)
High Explosives falls to 2 turns. Our tech pace is picking up nicely.
750AD: More pollution hits St. Pete (two turns in a row, luckily not effecting production), St. Pete builds Nat. Monument->Coal Plant in 3 (may change once pollution is cleared), Sevastopol:Aqueduct->Town Clock, Chicago:Toll House->Guild Hall, Smolensk: Line->Line (every third turn, he can squeak out a little growth), Tblisi -> SofS->colonist (to grab Iron Works city location to north), Switch St. Pete to HE in 2 to get doubling faster (good fit with current production), will be able to get Forbidden Gardens in one soon with rails.
760AD: Various builds.
Send Aztecs our spare horse for sugar, we want to help the weaklings to try to slow down tech we are behind on buildings. We get 4 techs for High Explosives. We now have parity in required techs, but Electricity cancels our free granaries and monuments.
770AD: St. Pete: HE->Wiseman (Ill get these out of the way while railing should boost shields for bigger builds soon), Tblisi: Colonist->granary,
IMORTANT: Laborers take 12 turns to rail, peasants 24 (lets get em upgraded!)
780AD: Odessa: Library->Academy (in 1), St. Pete:Wiseman->SofS (research time dropped another turn), Tblisi:granary->factory, Quito: Bazaar->laborer
790AD: Get two techs and a bunch of cash for Steel, City Planning in 4, making money. Upgrade a bunch of workers. We now have replacable parts (rifles), this also makes Cossacks not quite so good. Still the best unit in Civ for cleaning up counters, but not so much for attacking cities.
I envision Chicago and Vladivostok being twin cities, both maxing at 15 pop (minimizing pollution, not needing sewers) and cranking lots of units. Vlad can get the Iron Works)
800AD: Well, the Iros just showed up in our north, so Ill let Romeo decide how to respond. All units have movement left. Good luck!
http://www.civfanatics.net/uploads9/ZAV1-800AD.SAV