The ship has launched, and we're on our way!
You may notice I've made a few more upgrades, with potential for more in place. I now have three Mech Infs, and just beside the spaceship near the top of the screen, you can see one of my privateers, returned home to avoid swarms of caravels, and since nationalized and upgraded to the destroyer URS Teach. ("SS" just stands for "Sailing Ship" - these Privateers are free agents. URS stands for Utopian Republic Ship, naturally.) I've lost two other Privateers, but the SS Drake is still wreaking havoc off the eastern Khmer coast. It would easily have qualified me not only for HE but for West Point if I had any National Wonder slots remaining - it was far and away my most experienced unit in the game.
Here it is, returning home through Zulu waters, just before the end of the game:
I tried different promotions with each of the four, but found this an ideal path for privateers: Drill to sustain the minimum possible damage from attacks of inferior force, Medic as soon as possible to minimize healing time between battles, and combat thereafter the better to ensure speedy victory. I don't like going straight to Combat because I expect them to face inferior targets. My experience has been that if your privateers are up against frigates (or even Galleons produced in the numbers the AI likes to churn) they're past their useful lifetime anyway.
In the meantime, I went right on teching - and Headwaters went right on growing ... up until turn 259, when it finally reached its upper limit (shown here rebuilding its Observatory - yet another victim of Khmer sabotage).
In addition to the GG from Fascism, I had landed a second Great General from non-war combat with my rivals, thanks in no small part to the inimitable SS Drake! I think my foursome of Privateers were my favorite part of this entire game. And of course my three military instructors were joined to two great engineers, two great prophets, and no less than fourteen great scientists! (Note that I'm also running 36 scientist specialists of the not-as-great variety!)
I did make one last civics swap on the last turn of my last golden age: Knowing I wouldn't be able to research another tech in time in any case, I went to Police State/Nationhood/Theocracy. This meant that I could draft 7xp MechInfs (which start with March, CG1 and Drill 1 anyway) and build 15xp Modern Armor (with Blitz to help get rid of big obsolete stacks) rapidly. I didn't actually do any drafting; I just wanted the option in case it was needed. I did however build 4 Modern Amor by the end of the game.
The last message I got (or at least the last one I recorded) from the AIs was a demand from Shaka that I join his suicidal war against the Khmer. I was 4 turns away from victory.
And so it ended - completely "peacefully." My privateers wreaked havoc for ages and Sury's spies perpetrated a long war of late-game attrition against me, but technically I remained at peace, with a 100% research slider, throughout the entire game!
You can see in this image that Sury had finally captured Shaka's capital some turns back (and one of his island cities just last turn) but hadn't quite finished off the last of the Zulus. You can see the Drake maneuvering around the south to avoid Khmer frigates while the rest of my army and navy remains at home. (The Caravels have been upgraded to Destroyers by this point.) You can see Laser research still six turns from completion - I don't think I could have finished it in time even if my final civic switch had been to rep/bureau/Caste/FM/FR and I'd built research instead of Modern Armor - but I guess I could be wrong there. You can see that I have visibility on many of Sury's cities; I'd been pouring my espionage spending onto him exclusively for a long time, hoping to slow down his sabotage a little, and of course he kept spending all the EPs he accumulated against me.
You can see I was up way, way too late once again, and that I was back to running Merchants. You can see that I upgraded my cannon to an artillery piece and the highlighted unit - Prospector Joe, my starting Warrior - to a Mechanized Infantry. (The Dog was a Mech Inf too by then, helping to watch over my workers.) You can see all four of my Modern Armor batallions - and my spot in fourth place on the scoreboard when I've just won the game! And of course you can see my Turn 266 1780 Space Race victory.
(Scoring notes to follow)
You may notice I've made a few more upgrades, with potential for more in place. I now have three Mech Infs, and just beside the spaceship near the top of the screen, you can see one of my privateers, returned home to avoid swarms of caravels, and since nationalized and upgraded to the destroyer URS Teach. ("SS" just stands for "Sailing Ship" - these Privateers are free agents. URS stands for Utopian Republic Ship, naturally.) I've lost two other Privateers, but the SS Drake is still wreaking havoc off the eastern Khmer coast. It would easily have qualified me not only for HE but for West Point if I had any National Wonder slots remaining - it was far and away my most experienced unit in the game.
Here it is, returning home through Zulu waters, just before the end of the game:
I tried different promotions with each of the four, but found this an ideal path for privateers: Drill to sustain the minimum possible damage from attacks of inferior force, Medic as soon as possible to minimize healing time between battles, and combat thereafter the better to ensure speedy victory. I don't like going straight to Combat because I expect them to face inferior targets. My experience has been that if your privateers are up against frigates (or even Galleons produced in the numbers the AI likes to churn) they're past their useful lifetime anyway.
In the meantime, I went right on teching - and Headwaters went right on growing ... up until turn 259, when it finally reached its upper limit (shown here rebuilding its Observatory - yet another victim of Khmer sabotage).
In addition to the GG from Fascism, I had landed a second Great General from non-war combat with my rivals, thanks in no small part to the inimitable SS Drake! I think my foursome of Privateers were my favorite part of this entire game. And of course my three military instructors were joined to two great engineers, two great prophets, and no less than fourteen great scientists! (Note that I'm also running 36 scientist specialists of the not-as-great variety!)
I did make one last civics swap on the last turn of my last golden age: Knowing I wouldn't be able to research another tech in time in any case, I went to Police State/Nationhood/Theocracy. This meant that I could draft 7xp MechInfs (which start with March, CG1 and Drill 1 anyway) and build 15xp Modern Armor (with Blitz to help get rid of big obsolete stacks) rapidly. I didn't actually do any drafting; I just wanted the option in case it was needed. I did however build 4 Modern Amor by the end of the game.
The last message I got (or at least the last one I recorded) from the AIs was a demand from Shaka that I join his suicidal war against the Khmer. I was 4 turns away from victory.
And so it ended - completely "peacefully." My privateers wreaked havoc for ages and Sury's spies perpetrated a long war of late-game attrition against me, but technically I remained at peace, with a 100% research slider, throughout the entire game!
You can see in this image that Sury had finally captured Shaka's capital some turns back (and one of his island cities just last turn) but hadn't quite finished off the last of the Zulus. You can see the Drake maneuvering around the south to avoid Khmer frigates while the rest of my army and navy remains at home. (The Caravels have been upgraded to Destroyers by this point.) You can see Laser research still six turns from completion - I don't think I could have finished it in time even if my final civic switch had been to rep/bureau/Caste/FM/FR and I'd built research instead of Modern Armor - but I guess I could be wrong there. You can see that I have visibility on many of Sury's cities; I'd been pouring my espionage spending onto him exclusively for a long time, hoping to slow down his sabotage a little, and of course he kept spending all the EPs he accumulated against me.
You can see I was up way, way too late once again, and that I was back to running Merchants. You can see that I upgraded my cannon to an artillery piece and the highlighted unit - Prospector Joe, my starting Warrior - to a Mechanized Infantry. (The Dog was a Mech Inf too by then, helping to watch over my workers.) You can see all four of my Modern Armor batallions - and my spot in fourth place on the scoreboard when I've just won the game! And of course you can see my Turn 266 1780 Space Race victory.
(Scoring notes to follow)