225 A.D. -- Moved new worker to connect Banglore (now size 3). Reconfigured the new citizen to work the gold mine for extra cash and production. It is producing a granary, which we'll let it finish out (7 turns to go). Madras set to produce archer.
250 A.D. -- Madras set to produce another archer. Washington and Caesar are annoyed with one another--that is a good thing and something to keep in mind going forward. It might stand as an opportunity to keep them tied up with one another in the future, or find some other advantage for us.
Since we'll soon have three horses hooked up (one under Madras), it might be a good idea to become very friendly with Julius by either gifting a horse too him (and taking away his reason to invade us, if he has such a mind...and he very well may) or by cutting him a really good deal and selling them cheap. The result could lead to him getting aggressive with Washington and expanding, while also becoming closer friends with us. Furthermore, there's nothing like having a pit bull around in case Isabella comes calling. I'll let someone else make the play on that, if they want...
275 A.D. -- Mathematics discovered. As much as I really want to go for forges via Metal Casting, Currency seems like a better idea for the +1 trade routes per city and the ability to build markets. The markets should be fairly high on the priority list for our coastal cities to build once they have made some size and our military defenses are in order. A strong economy going forward is key even as much as the forges would/will help any major projects started in the future. Something to keep in mind for the next couple of leaders.
As well (and I should've done this earlier!!), I turned off Organized Religion because our coastal cities are not yet converted to the state religion and our major three cities (which are), will be primarily producing units. Being that Ghandi is spiritual we shouldn't be afraid to flick switches like this any time a change can be beneficial like this--people really overlook spiritual leaders for this ability and I think it most pays off later when diplomacy often calls for quick change-ups. It's a great trait all around!
Regardless, that was a poor oversight on my part, not switching earlier, as it could've saved us a little bit of cash. Currently we are running at a -4 deficit and if possible it'd be ideal to not drop below 80% tech rate at this point--last thing we need to do is start falling behind on that front or, better yet, get our economy in order so we can go even stronger on our tech rate.
Having switched over from organized religion, we are now running at +2 surplus (Yay!) and it looks like 80% is about ideal for us at the moment regarding our tech rate (moving to 90% would only gain 1 turn on currency while causing a deficit again, which isn't necessary).
Once currency hits we should have a bit more cash flow and can either look to increasing tech, increasing military or simply building up a small emergency piggy bank, though I'd personally be inclined for either of the former. With that said, there are some techs coming up that will call for troop upgrades and it is always nice to be able to upgrade a few key troops quickly via cash, especially if someone is hostile.
250 A.D. -- Madras set to produce another archer. Washington and Caesar are annoyed with one another--that is a good thing and something to keep in mind going forward. It might stand as an opportunity to keep them tied up with one another in the future, or find some other advantage for us.
Since we'll soon have three horses hooked up (one under Madras), it might be a good idea to become very friendly with Julius by either gifting a horse too him (and taking away his reason to invade us, if he has such a mind...and he very well may) or by cutting him a really good deal and selling them cheap. The result could lead to him getting aggressive with Washington and expanding, while also becoming closer friends with us. Furthermore, there's nothing like having a pit bull around in case Isabella comes calling. I'll let someone else make the play on that, if they want...
275 A.D. -- Mathematics discovered. As much as I really want to go for forges via Metal Casting, Currency seems like a better idea for the +1 trade routes per city and the ability to build markets. The markets should be fairly high on the priority list for our coastal cities to build once they have made some size and our military defenses are in order. A strong economy going forward is key even as much as the forges would/will help any major projects started in the future. Something to keep in mind for the next couple of leaders.
As well (and I should've done this earlier!!), I turned off Organized Religion because our coastal cities are not yet converted to the state religion and our major three cities (which are), will be primarily producing units. Being that Ghandi is spiritual we shouldn't be afraid to flick switches like this any time a change can be beneficial like this--people really overlook spiritual leaders for this ability and I think it most pays off later when diplomacy often calls for quick change-ups. It's a great trait all around!
Regardless, that was a poor oversight on my part, not switching earlier, as it could've saved us a little bit of cash. Currently we are running at a -4 deficit and if possible it'd be ideal to not drop below 80% tech rate at this point--last thing we need to do is start falling behind on that front or, better yet, get our economy in order so we can go even stronger on our tech rate.
Having switched over from organized religion, we are now running at +2 surplus (Yay!) and it looks like 80% is about ideal for us at the moment regarding our tech rate (moving to 90% would only gain 1 turn on currency while causing a deficit again, which isn't necessary).
Once currency hits we should have a bit more cash flow and can either look to increasing tech, increasing military or simply building up a small emergency piggy bank, though I'd personally be inclined for either of the former. With that said, there are some techs coming up that will call for troop upgrades and it is always nice to be able to upgrade a few key troops quickly via cash, especially if someone is hostile.
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