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AU302: One City - Strategy, Spoilers and Comments

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  • Graphic for Ancient Era Account

    (forgot to attach earler)
    Attached Files

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    • Ancient Era Exploration and Barbarian log

      4000 BC - Wrkr onto N. mnt for a look.

      3700 - warrior 1 built, start warrior 2 . E onto road and s

      3650 - warr 1 explores eastwards

      3500 - warrior 2 built, explores north,

      3400 - warrior 1 pops pottery from hut

      3350 - 2nd warrior pops mysticism. 1st warrior sees silk and will head south

      3200 - 1st warrior pops 3rd hut - 3 barbs (bout time)

      3150 - only 1 barb attacks - wr to mnt

      3000 - 2nd warr gets 2 barb from nw hut nr silk

      2800 - warr 1 discovers chokepoint.

      2750 - more barbs from camp s. of chokepoint

      2470 - barb appears north of town.

      2430 - town barb turns away. warrior 3 built and goes north on mnt and sees barb camp to north. Warr 1 hits coast, and we're lone on a continent. This means mapmaking - as well as literacy.

      2390 - warrior 2 is nearly home

      2350 - 25g from camp, but loose barb to the north could get warrior

      2310 - barb survives and gets vet

      2230 - babylon size 5 but only 1 (Spear) defender. Should bring back a warrior.

      2150 - warrior 3 home, so both MPs in city. 2 warriors are out with the continent explored. Do I disband one? or use for barb-farming? Decide not to disband.

      1870 - Looking with 2 spare warrs for barb camp in west

      1650 - can't find barb camp

      1500 - found barbs on hill north-west of snowy mnt far north by ice. Only a reg warrior though ... Start bringing vet up

      1375 - my redlined warr, healing on the mountain gets attacked - and survives!

      1325 - zapped the 2nd camp.

      1225 - spotted new barbs on hills east of town.

      1150 - Suddenly notice a blue city on the tip of the other continent.

      1125 - Start moving one of the spare warriors (Warrior 1) towards the southern tip to try and say hello to the Koreans in case upcoming boat finds somewhere else to go.

      1025 - Galley built, will explore area to south.

      975 - My boat is going clockwise round the continent

      950 - south-going injured warrior (should have healed him!) meets barb horsie by chokepoint. gets on hill.

      925 - barb horsie dances around. Warr fortifies

      900 - barb appears north of town. Warrior 2 sent to meet, but won't get there in time if he's gona pillage. Galley sees barb camp nr southern tip. Warrior 1 takes horse. Worker builds fur colony. Hmm, that'll need defending.

      875 - Good Morning North Korea! Galley reaches Wonsan.

      850 - Warrior 1 defends chokepoint for now - but is it worth it? the idea is to help defend the colony, and if he goes south the barbs'll walk round him - but other camps could appeear to the north of the chokepoint anyway. Anyway, I've met Korea so he might as well defend closer to home.

      825 - Warrior 1 becomes elite hitting barb near chokepoint. Warrior 2 Clears barb from grassland in town.

      800 - Warrior 2 goes north to look for camp.

      775 - buy the Korean's worldmap for 40g

      710 - Met India Galley continues clockwise round Indian coast.

      Warrior 2 takes northern barb $ettlement(4th), and becomes Elte. I might send the Spearman out on barb duty!

      690 - Warrior 1 returns toward city, warr 2 appraches southern barb camp.

      670 - Nubian encampment turned into gold (5th) by warrior 1.

      650 - New spear goes North looking for barbs. Warrior 1 returns north.

      630 - Here come the Koreans. Settler/spear land by warrior 1.

      590 - Just remembered I was supposed to be guarding the colony. Warrior 2 is nearly there. Spearman decides to just wait at the north of town rather than go on a snipe hunt. Warrior 1 reaches chokepoint, sees barb horseman.

      570 - Loads more barbs appear to the west. One will destroy the colony, Vainly send warrior out of city towards colony hoping to scare off the baddies. Spearman comes back towards town. Barb horsie won't attack warrior 1 on his hill (ah, PTW). Warr 1 waits.

      550 - Got told off by my Military Advisor for not protecting colonies as Kassites stomp it. Funny how I remembered just too late. Attacked the Kassite colony-stomper with the wrong warrior - the one that should have moved back into town, but at least he got promoted. Warrior 1 gets bored of skulking in the chokepoint hills and steps onto the plains south of the barb horse. No joy off for galley off West coast of India. What I'd hoped were sea-lanes don't go anywhere.

      530 - Warrior 1 (elite) only lost 1 hp being attacked on plain by Barb horse. I forgot the barbs are much weaker on Regent.

      510 - built galley, start Lighthouse (20 turns).

      490 - Spearman holding in hills w of town, warrior 1 looking for camp. The new galley sees a sea lane south. Perfect - just need the lighthouse... (17 turns)

      470 - Have two warriors in London, so send out other spear looking for promotion. Warr 1 finds Kassite barb camp.

      450 - Dispatched Kassite HQ with extreme prejudice ("This is for the furs!!") - 5th Barb Camp. Galley 1 has now circumnavigated their continent, and is back at Inch'on (Korean city on my continent). Galley 2 probing sea east of Babylon. Road on furs. India has mathmatics.

      430 - Barb horse keeps running away from my spearmen.

      410 - Barb horse lands 3 blows on my elite warrior on forest. Good try sir! Galley 2 locates extensive sea area ne of Bab.

      390 - Galley 1 kills barb galley on west coast of my continent but is redlined. It's a long way home.
      I wonder whether to sell Korea my worldmap for 40g before they explore it. It would probably hasten their expansion though. I've long considered trying to put a colony on the silks but that would probably be a pathetic waste of time.

      370 - Cool! A barb horse came out of nowhere and promoted my spearman! They must have new dwellings to the north - there's an assyrian camp on a west coast mnt (found by galley 1), but if there's a camp in the north too there night be another boat up there. Galley 2 should check that out if Galley 1 isn't to be lost

      330 - There was another boat, and it must have come out of the coastal encampment to finish off my damaged galley 1. Galley 2 finds another coastal camp on a mountain in the north

      290 - Koreans build Pyongsong on the chokepoint. Elite warrior takes assyrian camp (6th) on mnts.

      230 - Borders expand!! They show Bactrians on mnt north of town

      210 - Lighthouse built. start galley.

      190 - Sail into the blob of sea to the ne - nothing. That southern sea-lane's got to be the one.

      170 - Galley complete.

      150 - Koreans build by my furs.

      130 - Reg spear near Bactrians steps onto grass to provoke attack. Vet spear near silks heads home-ward.
      Damaged galley going home. New galley (now 'galley 1') follows sea lane - and sees land!

      110 - Pesky Bactrian ignores Spear, hides in forest. Bowman moves to hill to defend worker. Spearman has a rush of blood and attacks the barb and recieves one blow but no promo.

      Galley 1 (vet) accidently bumps into Hun ship and emerges unscathed. A Roman warrior within the Celtic border is near a coastal Hun camp. Meet Romans

      90 BC - I meet the Celts, and the English. Toasted 7th barb camp on nw of continent.

      50BC - Reg bowman comes vet taking Bactrian camp (8th).

      30AD - quelled 8th b-camp in the nw.

      50AD - galley2 sinks barb galley

      70AD - India have settled Karachi, w of Taejon on my continent.

      90AD - 8 Kushan Horseman next to Taejon

      Comment


      • Ancient Era : Tech Log

        3950 - Science to 100% - alphabet in 25 turns.

        3050 - Alphabet researched - start Writing@18 turns

        2190 - Writing researched. Start Map Making@35 turns

        2150 - switched to Literature (25 turns)

        1600 - Literature researched. Start Map Making@22 turns.

        1150 - Map Making researched. Switch off research.

        710 - Wheel, Warrior Code, and Iron Working from the Great Library.

        690 - Masonary from Great Library

        390 - Mathematics from Great Library

        290 - Philosophy, Horseback Riding from Great Library

        90 BC - Code of Laws from Great Library.

        70 BC - Construction from Great Library

        70AD - Currency in trade with Korea

        90AD - Polytheism - from Great Library

        Comment


        • Ancirnt Era : Worker Log

          (by default, always refers to worker 1, unless specified)

          4000 BC - Wrkr onto N. mnt for a look.

          3950 - onto wheat

          3900 - road wheat

          3750 - irrigate wheat

          3550 - wheat irrigated, work that tile in city, onto shld-grass to nw then road

          3350 - road finished, work that tile in city to get 7 science per turn. mines.

          2750 - to floodplain then irrigate

          2270 - to ivory then road

          1990 - Ivory Road completed into Babylon. to shield-grass s of ivory, then road and mine

          1600 - roads sh-grass sw of wheat.

          1525 - mine

          1325 - Road second ivory-river tile.

          1175 - to plains tile.

          1150 - road plains tile. Start 2nd worker.

          1125 - 2nd worker built, build road towards furs

          1075 - Irrigate plains

          975 - to 3rd Ivory/Forest tile.

          950 - road

          900 - Worker 2 builds fur colony.

          800 - rd on ivory/forest. Starts clearing forest.

          470 - south to next ivory.

          450 - Road

          330 - finishes road, crosses river

          310 - to hills ne of town.

          290 - Mine hill.

          50BC - roads hill.

          70AD - road finished ,wkr crosses river se.

          90AD - Worker to forest north of town

          Comment


          • Ancient Era : Diplomacy Log

            875 BC - Meet Korea. Establish embassy in Seoul.

            850 - Korea : t-map for t-map + 12g, ROP for 45g - Gracious

            775 - buy the Korean's worldmap for 40g

            710 - Met India and traded them Mysticism for a ROP and all their 92g. They go gracious too.
            Korea pays 40g for Mystcism.

            650 - Koreans have Code of Laws.

            630 - Korean settler land on my continent.

            510 - Koreans now have horseback riding too. Why doesn't India research something?

            470 - Koreans start Oracle in Seoul. English build Oracle.

            430 - ROP expires with Korea just as I leave their territory. Trade territory maps with both for some token diplomatic activity.

            390 - I wonder whether to sell Korea my worldmap for 40g before they explore it. It would probably hasten their expansion though.

            310 - Ghandi offers to renew the ROP with no cash balancer. "But Mr Ghandi, I only have 1 city and five units, how can your ROP be so cheap?" I never got a reply, but I signed anyway. Koreans want 45g for a ROP.

            290 - Koreans build Pyongsong on the chokepoint.

            210 - I doubt India wants to hang about and let Korea take all up here. I certainly don't want that. If one attacks, I need the other as an ally and I need them up here.

            190 - Give India and Korea 10g each.

            150 - Koreans build city by my furs.

            Livy's "Most Advanced Nations" : 1 - English, 2- Celts, 3 - Koreans, 4 - Romans, 5 - Babs, 6 - Indians

            130 - For some reason India gives me 2g and w-map for my t-map. Delhi has a harbour. I could sell 'em some piano keys for 32g ... but I'll wait a bit to see if they can hook up their dyes..

            110 - Meet Romans. Scores : Korea : 224, Rome : 203, India : 194, Babylon : 118 (graphic 8)

            Sell w-map to Korea for 30g.
            Indians pay silks, 20g and their world map for my world map.
            Rome sell me their t-map for 30g.
            Embassy in Rome!
            Gift Rome 1gpt.


            90 BC - Meet the Celts, and the English have been introduced by the Romans.
            Scores : England : 246, Korea : 227, Celts : 217, Rome : 205, India : 196, Bab : 110 (graphic 9)
            Embassy in London : Oracle, spice, 2 furs, iron, 2 spears and pyramids in 32 turns
            Embassy in Entremont : Spice, iron, horses, 2 spears amd pyramids in 10 turns
            Trade Literature to English for 155g.
            Trade Literature, t-map and 50g to Rome for World Map
            Trade Literature to Celts for 30g and t-map

            Koreans have discovered currency.

            70 BC - Sell world map to English for 90g + w-map.

            30BC - gifted ivory to india

            70AD - India have settled Karachi, w of Taejon on my continent.
            Sell Construction to Korea for currency, 60g, and ROP. Korea Gracious

            90AD - Sell Currency to English for 322g
            Gift Currency + 11g to Celts. Celts Gracious.
            Sell Currency to Rome for 52g + ROP.
            Gift Rome and England 10g each. Rome Gracious
            Buy ROP with English for 45g. English Gracious.

            Koreans discover Polytheism
            Indians renew ROP - no fee.
            Polytheism - from Great Library
            Celts build Pyramids
            Rome build Great Wall

            Comment


            • Nice report Cort Haus.

              Comment


              • I tried a one city game on a map of my own. I had 5 spacesip components to Romes 8 when 2050 arrived so I lost big time on score.


                I loved being able to buy luxuries for a lump sum of 25 gold instead of 25 gpt.

                It was also the only time I have seen the AI use nukes before I did. I was in in that war and, to my surprise, did not get nuked although nukes were getting thrown around all over the place and I had no nukes.

                Comment


                • Fascinating, Cort Haus! Your report is very readable and highly intriguing. Especially good for me are the reports of your thoughts and actions on tech trading - I have never OCCed or even tried an AU game, but I often wonder whether you can figure out who is researching what, and who best to sell to.

                  If you can keep these details in there (one of the last parts of the game I have not seen treated in as much detail), I will thank you for it. if you could bring yourself to continue to give us this sort of quality then please do! Even just the written parts - those are by far the most interesting.
                  Consul.

                  Back to the ROOTS of addiction. My first missed poll!

                  Comment


                  • I've finally finished the OCC game. I think my previous posts are about 9 pages ago...

                    At the end of the previous installment, world war had just broken out, with India and Rome on one side (MPP) and me (Greece), England, Celts and Korea on the other. This started when I attacked the Indian city that had just border-expanded to encroach on my supply of furs, so I went and razed it, and also took the opportunity to raze another Indian town in the north so that I could build a colony on the oil. I'd always been gracious with Rome, so didn't want to annoy them too much, and just killed a few units that came my way. Made peace with them ASAP (no alliances) and they went back to being gracious again. Had to wait the full 20 turns for alliances vs India to expire and I got back to peace (although most of the other civs stayed at war with at least 1 other civ).

                    At the start of the final session I had a small tech lead in the late industrial era. Before the war with India ended, I got flight (1820) and entered the modern era with the free gift of rocketry, but lost the effects of the colossus (which is why flight was the last thing I researched). I started researching computers to get SETI and the research lab to recoup my research (and had a leader hanging around for a long time waiting to have a wonder to build. Can't build an army with only one city ).

                    Peace, for me, came in 1830. By this time, India, Korea and England were all comminisms (England stayed in communism for about 20 turns after they made peace with everyone, thereby wasting the fact that they were easily the biggest civ around). The Celts were down to 2 cities, due to previous wars with England, and currently taking a beating from Rome. Rome was in a Republic. Korea were second largest, then Rome, India, Celts.

                    1844 Rome and India both get flight and electronics at the same time - obviously finished research on different techs at the same time and traded. I contact England and Korea every turn until I can get a good price for both techs.

                    1850, the Celts join me in the OCC quest. Big difference in our strengths though. They have 6 riflemen. I have 8 infantry, 10 tanks, a few fighters and bombers, 6 battleships, 6 destroyers and 8 artillery. My homeland is well enough defended for now. Most of the fleet is parked where the sea channel is 2 tiles wide, so to blockade my port and ruin trades the AI either needs to fill 4 tiles and survive my attacks or sink 4 battleships and 2 destroyers, and block the channel where it is 1 tile wide. Call me overconfident, but I don't think the AI is capable of this kind of planning, especially when i can put out a battleship every turn (154 shields - rush worker, change to BB, finish in 1 turn).

                    1854 we finish researching computers, and start on fission. Use Pyrrhus to build SETI, then finish a lab the turn after. Celts become extinct. 1856 Our science is back up to a nice 463 beakers per turn. We are now 12 turns from fission, and 13 from a cultural win. I sell flight around the place to keep the cash coming in so I can still stay at 100% research and make a profit. I have over 10,000 gold now, since there is nothing to spend it on, aside from giving gifts. Most civs are still gracious anyway. India will never like me for razing 3 of their cities. And since they are mostly busy fighting each other (except for England) they aren't really threatening me in any way.

                    To skip the boring bits where nothing happens, cultural victory arrives in 1884.

                    Final size: 20. Final production: 154 / turn. Final research: 463 / turn.
                    Wonders: Colossus, Great Lighthouse, Hanging Gardens, Great Library, Sistine Chapel, Magellans Expedition, Copernicus' Observatory, Shakespeare's Theatre, Newton's University, J.S. Bach's Cathedral, Universal Suffrage, Theory of Evolution, Hoover Dam, SETI.

                    (Monarch level). Even with the win bonus, didn't make it to first place in score, but that's not a big surprise. Despite to selling off late industrial tech quite cheaply, still have a 4 tech lead, and all the communisms aren't doing a great job of research for themselves. A spaceship win would have been entirely on the cards.

                    Comment


                    • I decided to sit this one out because I had recently played an OCC game and because most of my recent games were extreme peace-monger-type games -- I was itching to devote my little available playing time to some good old rock 'em-sock 'em-dominate-the-world games instead of the typical trade-micromangement style of my previous OCC games.

                      But I just read through the spoilers thread and gotta say it was a great read

                      Catt

                      Comment


                      • Impressed with the histographic win by the way - although, is there any reason why most of the AI civs were left alive? Early on I'd have wiped out the civs that were score leaders at the time, and just keep the lowest score civ around, since I'd then need far fewer units to keep it under control. (Well, that would be the plan in principle - I'm sure my plan in practice would involve deperately buying defensive units to keep the Koreans out of my city).

                        Comment


                        • Originally posted by MrWhereItsAt
                          Fascinating, Cort Haus! Your report is very readable and highly intriguing.
                          Many thanks

                          I've finished the game now and will post the report in due course. Documenting it has taken 10 times as long as playing it (and I'm a slow player) but it's good to have one game of civ thoroughly recorded to immortalise it. Meanwhile, I can finally read this thread to see how everyone else got on.

                          Comment


                          • Originally posted by nbarclay

                            By the way, Dominae, I see nothing at all wrong or undesirable about winning by building a city-state that's cultural magnificence is the envy of the world. Yes, it's easier than a space race victory and thus less a display of skill (not to mention the role luck plays in OCC games). But it's very much a worthwhile achievement nonetheless.

                            Nathan
                            Yes, culture-win in OCC is an achievement, no question, but fight a close space-race in OCC, then compare what you've done to a culture-win and you'll see what Dominae's getting at. (Or read the rest of my account when I post it soon )

                            I think there are 2 OCC-games, SS and culture. For the latter you might need to wheel & deal a bit to get the high culture wonders, but if you can just hang on in there, even half an era behind, you can get the 20K - as these accounts testify. You're even set up for the early / mid wonders with the large city. It's fun, fast, you've built a cultural fireball - and it's a well-deserved win.

                            Competing with rockin' civs in the modern era is another ballgame. By now their piddly cities that slowed down their wonder cities early on have all grown up and are carving solid tech. Unless you own the 'tech-expander-set' : Colossus, Copernicus, Newton, SETI - it'll be very tough for a single city to cut enough beakers (~400) to stay on the pace if there's no world war and communism to slow the others down.

                            In fact, it's quite hard to get a SS before 20k culture in OCC, which is why it probably needs to be switched off by all but the most radical if aiming at the SS. Self-wonder-denial to reduce culture and knocking down those beautiful old six-note culture buildings suggests that the barbarians have got a lot further than the gates.

                            If you play on past the culture win and build the first spaceship you can't launch it, or even look at it

                            A diplowin is probably somewhere in between. Keep your nose clean, hope that things pan out ok elsewhere (enough civs alive to vote for you) and have about 4k to buy Fission!

                            Comment


                            • Originally posted by vulture
                              Impressed with the histographic win by the way - although, is there any reason why most of the AI civs were left alive?
                              My guess is to keep them under control, wheras if they were re-spawning they'd have to be chased around everywhere. Not a fan of re-spawning in conquest-type games, myself...

                              Comment


                              • Middle Ages : Narrative

                                (note: all trade deals and most news on other civs are recorded in the diplomacy log - posted seperately. Build and tech logs will also be posted.)


                                MIDDLE AGES

                                Ramp up the Economy
                                The Market Place (190AD) saw income jumps from +18 to +32 gpt, with 1 extra happy, and the Cathedral (270AD) allowed the zero-ing of the lux slider and +37gpt. The Courthouse (310) saved 1 corruption and paid for itself - it'll probably save more later.

                                Ramp up the Goverment
                                After an accidental galley and a worker to help with mines, Wealth was deployed (extra 2gpt) until after Monarchy arrived in 380AD from the GL. Meanwhile, Republic arrived in 350AD and we had a revolution.

                                Republic : Sliders@10.0.0, Income +74gpt, 2457 Gold. Could have feudalism in 9 turns, but will stick wi' da gold.

                                Ramp up the Happiness
                                Iron was hooked up in 430AD, but the barracks had to wait for the Hanging Gardens (14 turns), which eventually got started after being forgotten about for a few turns. At this point there was 3040 Gold in Kitty.

                                A Cold War
                                In 480AD the Celts and English both demand contact with Koreans and both declare war when rejected. They can't touch me yet. (I don't know why I was worried about them declaring war for Literacy earlier.) Two turns later the Koreans declare war on Indians. Must by Mars in ascendency.

                                Ramp up the Military
                                After the Hanging Gardens (570AD) I started a Barracks, and disbanded all 3 galleys to grab it in 1 turn.
                                With the shiny new barracks, I built 2 vet Spearman, disbanded a regular spear and upgraded 3 warriors to Swordsmen - giving an 600AD military of : 3 spear, 3 sword, 2 bowmen + 2 bab workers and two other workers.

                                In 610AD, whilst building wealth, the treasury hit 4000g.
                                The Celts want 160g for peace, the English want 220g.

                                Swordsmen holding Shields
                                In 630AD, a turn before Feudalism, a swordsman played a 1-turn prebuild before the switch to Tzu's (23 turns) as prebuild or denial. Spears and Swords were upgraded to Pikemen and Med Inf.

                                Should I stay or should I go?
                                670 - English building Sistine - they have Theology. I'm concerned they might get to Astronomy & Copernicus without me. Hopefully the Koreans are doing Theology. Or, do I research Theology and try Sistine myself. Which would be the best way of getting 'Pernies?

                                Should I pay or should I no?
                                690 Decide to research Theology @ 11 turns and -5gpt. The other issue is the two wars - over 20 turns have elapsed, and they still want me to pay and the price hasn't come down. I thought they gave up eventually despite the power difference. If I pay up they can just threaten & declare war again. If I build more units to close the power gap it'll just slow me down. I'll wait a bit longer.

                                710 - England declare war on the Romans - cheapens peace with English.

                                Crunch Time
                                740 - Koreans build Sun Tzu, presumably with a leader, and I've lost my wonder, unless I make peace with the English and buy the rest of theology. Made peace with English and Celts then buy Theology for 540g from English. Babylon changes to Sistine (13 turns). England's Sistine is nowhere (size 2). Start researching Printing Press@13 turns.

                                In 800 the Celts allied with the English against Rome. At the same time, Korea makes good ground against India.

                                820 - All workable city squares now improved.
                                Production : 27 (-1 waste)
                                Food : 24
                                Commerce : 77
                                Gold : 22 (30%)
                                Science : 54 (70%) (-1 corruption)
                                3 Pike, 3 Med Inf, 2 Bowmen.

                                Copernicus or Bust
                                Sistine and Printing Press arrived together in 870. (Culture@49pt). Astronomy was a must, so I traded PP, Contact with Koreans and Indians and 1gpt for Education from the English. Byebye GL.

                                I disbanded a reg bowman into the University, and rushed for 380g. Research was set flat out for Astronomy@100% (15 turns, -24gpt), which dropped to 11 turns with the university next go. Built a Pikeman, then Wealth until 4 turns before Astronomy when I sold the
                                Colosseum and restarted it as pre-build for Copernicus. By the time I switched in 980 the Indians had been driven from their home continent.
                                I got Engineering thru trade, and started Invention@13 turns.

                                We can grab Bach...
                                In 1110 we'd completed Copernicus and started a Bank, and could now get 108 science without losing money. Next go we started Music Theory, and after the bank used Leo's as prebuild for Bach (24 turns)

                                In 1200 we switched to Bach, and started Gunpowder (8 turns)
                                (Shakespeare route too long and prefer Space Ship over culture victory) followed in 1265 by Chemistry (10 turns).

                                All terrain external to city-zone was by now roaded except two hills that'll be taken by the slow-expanding Pirates to the west, and the mined Iron in town. I roaded that to get the commerce then pillaged the other for spare.

                                In 1280 the Romans destroyed by the rampaging English who next turn declared war on Celts.

                                In 1300, with Bach in 2 turns it was time to sell Music Theory, which was traded with 300g to Korea for Democracy. Treasury down to ~2200g.
                                Post-Bach Culture : 64 per turn

                                ... but we need Newton too
                                It'll cost 350g to investigate London and Nampo to see their Le progress and what I need to do to secure Newton. eg - get Shake's as prebuild, or OK to use Leo as prebuild.

                                Nampo : 43 turns, net prod: 10 per turn
                                London : in Anarchy (doh! forgot) but it looks similar to Nampo if it was producing.
                                Verdict - OK to use Leo and press on with Physics. (8 turns, -22pt)

                                1355 - Start Theory of Gravity. (10 turns, -12 pt)

                                1405 - Get ToG, start Free Artistry (9turns, +2gpt), switch to Newtons - builds this turn. Upgrade Pikemen to Musketmen.

                                1410 - Newtons built. Start Smith as pre-build for Shakes. Free Art down to 6 turns, Babylon now packing 172 science (2.8.0). 196 at 90% and 216 at 100%. Selling Tog to Korea allows (1.9.0) for Free Art in 5 turns.

                                1435 - Switch to Shakespeare (11 turns), start Metallurgy (5 turns)
                                1485 - Trade/Give away Free Art as 1 turn before Shakes. Get Magnetism - into the Industrial Age.
                                Attached Files

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