Turn 170: Good to be back at the helm once again! We've seen some huge gains in culture since the last time that I was in charge, and are now sitting at an even 200 tourism/turn. With Open Borders and some trade routes to other civs, in practice we're getting more like 230ish tourism per turn per civ; every 900 tourism with another civ is worth one foreign tourist. In other words, we've averaging better than 1 foreign tourist per turn now. The bad news: we're currently at 22/149 tourists needed to win because Brazil has been rocking his own culture in this game. Going to need to keep cranking up the tourism engine further if we want to win before Turn 300. (If Brazil wasn't in this game, we would only need to hit 85 foreign tourists to win. Pedro makes it almost twice as tough all on his own.)
The current policies look good to me until we unlock another one related to tourism. That should be Sattelite Broadcasts at Space Race civic, which should appear before the end of my turn. Research-wise, we have about 10 more turns left until we reach Computers for the big tourism boost there. I'll have the capital crank out a couple more builders for the eastern cities, then see about maybe doing another wonder there... not that we have the tiles for another one!
In tourism news, new Great Artist Rembrandt is transferred to Frosted Flakes where we have an empty art museum. We have another art museum in the process of completing at Feeling Crabyy (and yet another one building at Tuna - you guys must hate the archaeologists!), so I will likely build an archaeological museum or two next up. And on that note, Candy Mountain built an archaeological museum but never built an archaeologist and is in the process of building Bolshoi Theatre right now for the next 23 turns. Since we're never going to get an archaeologist out of there otherwise, I cash-rush one for a cool 1300 gold. I see a cluster of ruins along the Brazil/England border, I'll head up there and see if I can get the museum filled before the end of the turnset.
Diplomatically, we have a lot of resources up for trading:
Victoria: cocoa for 17g + 12gpt
Pedro: mercury for 15g + 7gpt
Gandhi: cocoa for 15g + 6gpt
That's about 800 gold in total if the peace holds with everyone. No one else had anything worthwhile to buy, but I'll keep checking. Let's try and refill the coffers from my extravagent spending.
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
(I played Civ3, I know how to check diplomacy EVERY turn in case new deals pop up.)
Turn 171: A rumor claims that Brazil finished researching Mass Production. Finally a useful rumor: it tells us that Pedro is a very long way away from researching Computers tech. Not if he still lacks Industrialization, much less Electricity!
We recruit Emily Dickinson as a Great Writer; she begins creating Great Works in the glorious town of Truffle Dreams. We also recruit James Watt, a very nice Great Engineer who is worth +2 production in all factories. I assume that also applies to the 6 tile sharing bonus as well, very nice. Caffinated is the city to burn him in, as he will instantly producing a workshop and factory for free alongside the other main benefit. I teleport him over there and will activate next turn.
I renew the Friendships with Pedro and Victoria, then sell more resources for even more income and a salt resource (from Saladin). We're almost up to 100 gold/turn. Who needs Commercial districts???
We also had an artifact right next to Candy Mountain, which was preventing us from improving this jungle hill tile. For shame! Unexplored artifacts in our own territory! I dig up a Japanese relic and stuff it into the nextdoor museum. Now we can brutally cut down that jungle hill and mine it, hehe.
Rembrandt is also still adding Great Works of Art. What a busy turn!
Turn 172: Given all the art museums we had in production previously, I've started three archaeological museums on my turn: Truffle Dream, Rice Bowl, and Caffinated. Take note that we'll likely need to do another art museum next, although we have several in production, plus wonders that will hold more slots of art. So I think the archaeological museums are the way to go in these cities... of course, I wouldn't have picked them otherwise, heh. Emily Dickinson, James Watt, Rembrandt all creating more Great People things. We are up to 228 tourism/turn in just the two turns since I started.
Turn 173: Brazil constructs Potala Palace, we construct Forbidden Palace. Our policy-giving wonder is better than your policy-giving wonder! I take Rationalism policy: +100% science from Campus district buildings. Hopefully this will speed us to Computers tech slightly faster. It's worth about 10 beakers/turn, an indication of how few libraries and universities we've built this game. That's still a 10% overall boost in science though, so it definitely helps. I start an Encampment in Wheaties in preparation for the Terracotta Army wonder, which will take all of 6 turns to build, and actually has a useful benefit. If no one else will build it, guess I'll have to go for the wonder myself.
Turn 174: Brazil picks up Square Rigging, we finish researching Electricity tech. Time to build us some power plants. Truffle Dreams finishes its archaeological museum with the help of a forest chop and starts an archaeologist. El Greco and Rembrandt are fighting over who can stuff their Great Works into the art museum that just finished this turn at Feeling Crabby (El Greco ends up winning). We are only 5 turns away from Computers tech now, less than that from Space Race civic.
I also go arond and renew Open Borders, which has just lapsed with a couple of the AIs. Seriously, look at all the cultural stuff Pedro has on the trade screen! This guy is a tourism monster. In the four turns I've been playing, we've gone from 22/149 tourists to... 27/155 tourists. Freaking Brazil! I know the Civ6 AI still needs lot of work, but small things like this give me some hope.
Turn 175: Cold War civic finished, Space Race is next at a mere 2 turns. Geeze, we do have a lot of culture over here! El Greco and Rembrandt finish their works, and we now have no Great Artists sitting around unused for the first time in ages. Next Great Artist is about 10 turns away at this point. Lots of cities building power plants right now. I am trying to dig up some of the ruins near England with our one archaeologist, but there is a One Unit Per Tile unit carpet, plus actual barbarians running around up there. Need to be careful.
Turn 177: Space Race civic done, on to Online Community at the very end of the civics tree next. Then it's mostly backfilling stuff we skipped from there. I take out Rationalism for Satelilte Broadcasts, which does absolutely nothing at first. The tourism numbers won't update until the beginning of the next turn. Hmph. Should be worth about 24 tourism right now, and more once we have places to put our other Great Works of Music. Start Terracotta Army in Wheaties, yay!
Turn 178: OK, that's more like it. Tourism goes up to 267/turn which is about what I expected from the Satellite Broadcasts policy. Archaeologist finally reaches his target in England:
I take an English artifact; one more turn go. We have Japanese and English artifacts in that museum, anything else will theme it. By the way, the archaeological museums are worth more tourism than the art ones when fully themed: 27 against 18. I think it should probably be the other way around, but them's the rules. On that note: I blow another 1300 gold on an archaeologist purchase in Rice Bowl to speed things up faster. It's the infamous Charis colonial spending spree!
![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
I also send out an archer to escort the new guy in the southern wastes. There are three ruins in easy reach, we simply need to make sure there are no barbs there to snack on our archaeologist.
Turn 179: Between turns Vicky asks us not to dig up ruins in her territory. I ignore her request and exit the screen, since we may need to plunder more ruins from her lands later, and I don't want to break a promise. More importantly, Computers tech finishes. Remember how I kept going on and on and on about Computers tech in this thread earlier? About how we should ignore other tempting targets and head straight there? This is why:
Can you say 546 tourism/turn?! I knew you could! Computers is the big daddy boost to a cultural victory, and the fact that it's on the tech tree and not the culture tree means that you need to have at least some science to get finished in a reasonable time. I like the way that works overall, though it's probably a little too easy to beeline for Computers the way we did here. Needless to say, we've almost tripled our tourism output just on my turnset. It feels... good.
I set Radio as our next target so we can build seaside resorts and broadcast studios. Let's see how long it takes to get there.
Turn 180: We get the boost for Astronomy tech by building a university next to a mountain, amusingly on the same turn that we start researching Astronomy. Nice timing! Archaeologist in the north digs up a Yerevan artifact and completes the theming of an archaeological museum. That takes us up to 576 tourism/turn with the Computers and Heritage Tourism bonuses. And with a few more worker movements, my turn comes to a close.