Industrial Era : Narrative
INDUSTRIAL ERA
Upgrade Muskets for Riflemen.
Usually do Steam Power of course, but will go for growth and start Medicine (10 turns)
1490 - Shakespeare complete, start Knight. Get Military Tradition in trade with English, Switches to Cav. Disband bowman - cav down from 4 to 3 turns.
(note : Should be including ROP in trade deals.)
Culture is at 78pt, expand in 11 turns. Have revolution for eventual worker speed.
1495 - Democracy.
So far so good
1500 AD - Joint lead on tech, science 100% and breaking even, still 2500 in kitty, 26 shields per turn, all civs gracious, 8 wonders, and in good position to crank a little miltary.
There's just one thing bothering me - the English are romping it and might even win by domination, unless the Koreans can do something. My 2 cavalry won't get far. Hopefully their continent is 3/5 not 2/3 of the world.
1525 - Piratesville, aka Taejon has finally expanded and nicked my remaining furs.
1540 - Steam started (9 turns) to enable cheaper trade for that tech with Korea
1550 - Borders expand - into the sea. (gain 1 land tile)
Get Steam. Start Sanitation.
Industrialism starts for real...
Coal!!! Start Ironworks (after worker).
1595 - Sanitation. Start Industrialisation (11 turns, +45gpt 0.10.0)
1610 - Ironworks built, do 4th worker then Hospital.
1625 - Got Industrialisation - start Electricity
...albeit somewhat messily...
1625 - pollution in grass n of town
1630 - Build Hospital, start Factory - but low on food now thanks to early pollution, and slow on tech. Need more pops.
1636 - Disaster! more pollution on a food tile - I'm going backwards. Big mistake - go for hospitals but work and develop production tiles. Doh! Re-arrange tiles for food.
1640 - More Pollution - 3 in 4 turns now. This is hell, and I haven't even finished the factory yet or grown above 12. Switch to Universal Sufferage.
1655 - Slipping behind now in tech
1660 - 4th Pollution. Is that lousy RNG taking the p*ss?
1685 - Electricity, start Scientific Method (9 turns)
...but things quieten down
1725 - Sci Meth, Start Atomic Theory. Will lose 6 turns, but decide to go Hoov route for denial and tech value. Switch to Theory of Evolution (6 turns)
Babylon size 15.
1752 - Theory of Evolution - Coupla rifles now.
1756 - start Hoover Dam
1764 - start Steel
1768 - got Espionage in trade.
1774 - start Stock Exchange then Infantry
1778 - Babylon now size 20.
1782 - Steel, start Combustion (9 turns)
1784 - Colosseum completed
1790 - Got to 100000 Gold. Never did spend all the Great Library kitty. Yet.
1792 - Intelligence Agency : Got spies into both civs first go. Korea only have 11 cavalry (and 9 horsemen), but they have 9 ironclads. English have 21 cav but only 33 inf - rest are early defenders. English navy is 2 man-o-way and a galley. So not much threat.
1800 - Combustion, start Mass Production. (8 turns)
Production : 148
Science : 368
About to lose the tech lead from the ToE - Korea is about half a tech behind, (excluding their communism) even though they're paying me 250 gpt.
1816 - Mass Production. Start Motorised Transport. Tech lead lost - rivals now level - soon I'll be paying and the grand kitty could be needed.
1820 - The Commercial Dock, cost=2 and only 3 tiles to work on, boosted Science by 12 from 368 to 380. That'll be the peak before Flight.
1832 - Mot Trans. Start Flight (10 turns) - Trade for Radio.
Make some radar towers and Tanks.
1836 - Traded for Flight and entered the modern era... Goodnight Colossus, Good morning Computers!
INDUSTRIAL ERA
Upgrade Muskets for Riflemen.
Usually do Steam Power of course, but will go for growth and start Medicine (10 turns)
1490 - Shakespeare complete, start Knight. Get Military Tradition in trade with English, Switches to Cav. Disband bowman - cav down from 4 to 3 turns.
(note : Should be including ROP in trade deals.)
Culture is at 78pt, expand in 11 turns. Have revolution for eventual worker speed.
1495 - Democracy.
So far so good
1500 AD - Joint lead on tech, science 100% and breaking even, still 2500 in kitty, 26 shields per turn, all civs gracious, 8 wonders, and in good position to crank a little miltary.
There's just one thing bothering me - the English are romping it and might even win by domination, unless the Koreans can do something. My 2 cavalry won't get far. Hopefully their continent is 3/5 not 2/3 of the world.
1525 - Piratesville, aka Taejon has finally expanded and nicked my remaining furs.
1540 - Steam started (9 turns) to enable cheaper trade for that tech with Korea
1550 - Borders expand - into the sea. (gain 1 land tile)
Get Steam. Start Sanitation.
Industrialism starts for real...
Coal!!! Start Ironworks (after worker).
1595 - Sanitation. Start Industrialisation (11 turns, +45gpt 0.10.0)
1610 - Ironworks built, do 4th worker then Hospital.
1625 - Got Industrialisation - start Electricity
...albeit somewhat messily...
1625 - pollution in grass n of town
1630 - Build Hospital, start Factory - but low on food now thanks to early pollution, and slow on tech. Need more pops.
1636 - Disaster! more pollution on a food tile - I'm going backwards. Big mistake - go for hospitals but work and develop production tiles. Doh! Re-arrange tiles for food.
1640 - More Pollution - 3 in 4 turns now. This is hell, and I haven't even finished the factory yet or grown above 12. Switch to Universal Sufferage.
1655 - Slipping behind now in tech
1660 - 4th Pollution. Is that lousy RNG taking the p*ss?
1685 - Electricity, start Scientific Method (9 turns)
...but things quieten down
1725 - Sci Meth, Start Atomic Theory. Will lose 6 turns, but decide to go Hoov route for denial and tech value. Switch to Theory of Evolution (6 turns)
Babylon size 15.
1752 - Theory of Evolution - Coupla rifles now.
1756 - start Hoover Dam
1764 - start Steel
1768 - got Espionage in trade.
1774 - start Stock Exchange then Infantry
1778 - Babylon now size 20.
1782 - Steel, start Combustion (9 turns)
1784 - Colosseum completed
1790 - Got to 100000 Gold. Never did spend all the Great Library kitty. Yet.
1792 - Intelligence Agency : Got spies into both civs first go. Korea only have 11 cavalry (and 9 horsemen), but they have 9 ironclads. English have 21 cav but only 33 inf - rest are early defenders. English navy is 2 man-o-way and a galley. So not much threat.
1800 - Combustion, start Mass Production. (8 turns)
Production : 148
Science : 368
About to lose the tech lead from the ToE - Korea is about half a tech behind, (excluding their communism) even though they're paying me 250 gpt.
1816 - Mass Production. Start Motorised Transport. Tech lead lost - rivals now level - soon I'll be paying and the grand kitty could be needed.
1820 - The Commercial Dock, cost=2 and only 3 tiles to work on, boosted Science by 12 from 368 to 380. That'll be the peak before Flight.
1832 - Mot Trans. Start Flight (10 turns) - Trade for Radio.
Make some radar towers and Tanks.
1836 - Traded for Flight and entered the modern era... Goodnight Colossus, Good morning Computers!
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