Yeah, that's a really smart move by dtay.
We complete Steel this turn, which leaves us with some interesting tech choices:
1. Steam Power - Assembly Line (25 000 beakers ~ 15 turns) gets us coal, draftable Infantry, Factories and Power Plants
2. Steam Power - Railroad (23 500 beakers ~ 14 turns) gets us railways and Machine Guns
3. Sci Meth - Physics - Artillery (33 500 beakers ~ 20 turns) gets us Airships, Artillery and Anti-tank. (Transports and Destroyers are only available with Steam Power - Railroad - Combustion)
4. Military Science (5 600 beakers ~4 turns) lets us build Ships of the Line and make units into commandos (although we'd need another Great General - are we close?)
5. Liberalism (3 300 beakers ~3 turns) lets us run Free Religion while we're teching, giving (on average) 130 beakers per turn
6. Democracy (7 889 beakers ~5 turns) Universal Suffrage isn't much cop if we're trying to catch up on tech, Emancipation could give our cottages a quick boost, but doesn't do all that much.
4-6 don't seem too useful (Liberalism is nice and cheap but I think the pay-off is 25 turns even if we do religiously use Free Religion) so I guess it's a choice of the first three and depends what we think will happen in fifteen turns.
a. Mack gets to industrialism and starts pumping out Tanks and Battleships
b. Mack gets to Artillery and starts pumping out Artillery and Destroyers
c. Mack remains peaceful, realising we're too spiky to eat and concentrating on Scooter or Plako
d. Mack scoots along to Radio and Flight and we hear the drone of Bombers
In all these situations I think option three suits us best -
a: Anti-tank are good against armour
b: Artillery work against Artillery (ie damage a stack enough that they can be hit)
c: Sci Meth/Physics is the gateway to further economic techs
d: We hope to get to Rocketry and draftable SAM Infantry in time
What situations did I forget? Of course to have some hope at sea we'd need Combustion or Electricity & Fission, by which time Mack probably finishes the tech tree.
However I don't see any of this lot helping us roll over Ichabod, so perhaps we just pause, save cash to upgrade Cannons and Cavs and slog through him the slow way, hoping William will pile on and Mackoti and dtay will leave us alone?
We complete Steel this turn, which leaves us with some interesting tech choices:
1. Steam Power - Assembly Line (25 000 beakers ~ 15 turns) gets us coal, draftable Infantry, Factories and Power Plants
2. Steam Power - Railroad (23 500 beakers ~ 14 turns) gets us railways and Machine Guns
3. Sci Meth - Physics - Artillery (33 500 beakers ~ 20 turns) gets us Airships, Artillery and Anti-tank. (Transports and Destroyers are only available with Steam Power - Railroad - Combustion)
4. Military Science (5 600 beakers ~4 turns) lets us build Ships of the Line and make units into commandos (although we'd need another Great General - are we close?)
5. Liberalism (3 300 beakers ~3 turns) lets us run Free Religion while we're teching, giving (on average) 130 beakers per turn
6. Democracy (7 889 beakers ~5 turns) Universal Suffrage isn't much cop if we're trying to catch up on tech, Emancipation could give our cottages a quick boost, but doesn't do all that much.
4-6 don't seem too useful (Liberalism is nice and cheap but I think the pay-off is 25 turns even if we do religiously use Free Religion) so I guess it's a choice of the first three and depends what we think will happen in fifteen turns.
a. Mack gets to industrialism and starts pumping out Tanks and Battleships
b. Mack gets to Artillery and starts pumping out Artillery and Destroyers
c. Mack remains peaceful, realising we're too spiky to eat and concentrating on Scooter or Plako

d. Mack scoots along to Radio and Flight and we hear the drone of Bombers

In all these situations I think option three suits us best -
a: Anti-tank are good against armour
b: Artillery work against Artillery (ie damage a stack enough that they can be hit)
c: Sci Meth/Physics is the gateway to further economic techs
d: We hope to get to Rocketry and draftable SAM Infantry in time
What situations did I forget? Of course to have some hope at sea we'd need Combustion or Electricity & Fission, by which time Mack probably finishes the tech tree.

However I don't see any of this lot helping us roll over Ichabod, so perhaps we just pause, save cash to upgrade Cannons and Cavs and slog through him the slow way, hoping William will pile on and Mackoti and dtay will leave us alone?

Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
In progress: Rimworld