October 15th, 2016, 17:40
Posts: 5,294
Threads: 59
Joined: Dec 2004
Got map trades with not the leader (Mistoltin + Molach).
Got to rep while drafting most of the time, did an "early" round of drafts before heading into civic-swap anarchy.
Painful 2-turn anarchy switch to get Rep + Mercantilism going, seems others were already moving into merc so no point staying out, could spread out the vulnerability over 10 turns, but with many cities that's alot of science to leave on the table. 2 turn vulnerability is large, but kind of have to make the hope play here. With that up should be in a better place to get myself to steel -> corp -> assembly line. Steel for cannons & drydocks, assembly line for hard infantry. I've seen no Cannons in the units that Zanth/Gavagai.
I have ESP vision into Zanth. I have 2 great merchants, next GA needs 3 GP. Building a scientist (7) turns and a mix (13). One GM can be used to bulb into Corporation on the way to assembly line.
Plan is to launch the GA and be able, at the end of it to swap into Slavery + Nationalism + Theocracy (+ Rep & Mercantilism) and basically try and whip/draft my way into this game. Orange armies are moving out of position to finish their wars, but they're slow (Rifles + Muskets) and they have knights as their two-movers to 2metra's longbows & pikes seem to be setting them up for a slower conquest.
Also moving some ships to snipe out some of the light blue cities so that REM can stop playing + I can't really let others have those as they are too perfect staging grounds for boating.
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