Is this reverse psychology Retep?
This evening I played through from Fintourist's t86 with a few tweaks and going CoL next. This is an infrequent save stack. I also sorted out the surrounding lands, so we'd better not diverge from the sandbox before then
.
It seems like we're very tight on beakers to complete Currency eot89. In a couple of coastal cities we have some non-river cottages. I think we should be working lakes over those cottages... Lakes give 3 commerce forever, while over the first 10 turns the cottage gives 20 commerce less and only catches up after 50 turns. I think this is a diminishing-returns situation where our workers can do more important stuff and the cities can expand onto the cottages after the water.
We can get Masonry in one turn with wealth builds but I'm not sure it was worth it, CoL first may be better. Sacrificial Altars are GREAT! I didn't realise they cut the whip counter for previous whippings! This means we can afford to stack unhappy as we overflow into Altars since it'll disappear so quick.
SAs are also a good way to recover from whipping heavily to attack Azza (and whipping units that are inexpensive enough not to be bothered by the slavery nerf) so I'm not convinced which path is the better one yet. As you say we have to see what Azza (and Mardoc) are up to. If we do attack I prefer Construction before HBR as it takes so long for 1-movers to get to the front that the vanguard would be dead long before they arrive...
Other notes:
Markets are going to be valuable to us as we have Ivory and Whale, and can get Silk easily. They are just so expensive with the slavery nerf though
. SAs are a bit gimped in RBmod, I never want to do more than a 2-pop whip, which is problematic with the more expensive stuff, so we might not end up getting the full value out of whipping.
I didn't try Calendar first yet, but that might be another useful experiment.
I slacked off on expansion really badly in this run
.
Not sure if we need the lighthouse in Butterscotch until we increase the happy cap, so I built a galley instead so a scout can go meet new people
.
This evening I played through from Fintourist's t86 with a few tweaks and going CoL next. This is an infrequent save stack. I also sorted out the surrounding lands, so we'd better not diverge from the sandbox before then

It seems like we're very tight on beakers to complete Currency eot89. In a couple of coastal cities we have some non-river cottages. I think we should be working lakes over those cottages... Lakes give 3 commerce forever, while over the first 10 turns the cottage gives 20 commerce less and only catches up after 50 turns. I think this is a diminishing-returns situation where our workers can do more important stuff and the cities can expand onto the cottages after the water.
We can get Masonry in one turn with wealth builds but I'm not sure it was worth it, CoL first may be better. Sacrificial Altars are GREAT! I didn't realise they cut the whip counter for previous whippings! This means we can afford to stack unhappy as we overflow into Altars since it'll disappear so quick.
SAs are also a good way to recover from whipping heavily to attack Azza (and whipping units that are inexpensive enough not to be bothered by the slavery nerf) so I'm not convinced which path is the better one yet. As you say we have to see what Azza (and Mardoc) are up to. If we do attack I prefer Construction before HBR as it takes so long for 1-movers to get to the front that the vanguard would be dead long before they arrive...
Other notes:
Markets are going to be valuable to us as we have Ivory and Whale, and can get Silk easily. They are just so expensive with the slavery nerf though

I didn't try Calendar first yet, but that might be another useful experiment.
I slacked off on expansion really badly in this run

Not sure if we need the lighthouse in Butterscotch until we increase the happy cap, so I built a galley instead so a scout can go meet new people

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