A bit later than planned here's how thing look in a golden age:
I'm aiming to get 4 or 5 great people out of this first GA.
They will be coming from; Dirty Dishes on turn 98:
Headache on turn 99:
On Her Period on turn 101:
I'm also going to swing by Music for the great artist (T100), I may also starve down DD four sizes to get another great person this time around. That's a bit extreme but it'll mean I am able to fire two GA's back to back (and probably get the Taj for a third).
Ok so there's me boasting about generating lots of great people but what am I actually going to do with them:
The aim is to tech up to currassiers and go and attack someone, I am ahead in GNP currently but have a distinct land disadvantage. The plan is currently to attack Sian on turn 125 with BoldyXenu and Dazed (I will get to how that came about in a few). My techpath currently looks like this:
Poly->Mono->Aes->Lit->Music->HBR-> (bulb Paper and Edu)->Lib (if I get three GS's first off)->Nat->Monarchy->Feud->Guilds->Mil Trad.
Looking at my techrate this should be done by about turn 119, without three GSci's first off, liberalism will slot in slightly later. I will then adopt production civics, although I am going to put up workshops everywhere in the coming turns so am hoping to stay in caste system.
All of this of course assumes that nobody attacks me and I can stay in caste and pacifism. Sian might be pushing for an attack, he has very good MFG numbers and is close to guilds. However, if that does happen then I at least have two allies who want Sian dead.
How did those allies come about, apparently Krill said to dazed that his chances are currently really quite bad (his tech is awful). Dazed then proceeded to organise a close borders coalition on Sian (we all closed this turn) and war talks started from there.
Here's the site Sian settled on the island which drastically annoyed me. If my settler hadn't been there he was planning on settling west of the corn. Since I'm in caste I'm using artists to pop borders, which should help a bit against his annoying henge culture.
Of course that wasn't the only thing Sian did, which seemed to annoy everyone. 'Playing well' seems to be the main one.
Luckily, the war plans sprouted BEFORE this turns graphs were seen by the others (I forgot to deselect the next technology). I was sure to warn the others that was unsustainable, which in fairness it is with my three biggest cities starving.
Other little deals I need to remember are
1) Trading dazed a maceman for a settler. I'd like a couple more cities and it's good to maintain good relations with an ally
2)Sending dazed a missionary to help fight Sian's culture in the jungle, this could be important strategically in the coming war.
3)Building a tundra road connection between Dazed and me for troop movement.
Comments? Questions? Anything else you guys would like to see?
I'm aiming to get 4 or 5 great people out of this first GA.
They will be coming from; Dirty Dishes on turn 98:
Headache on turn 99:
On Her Period on turn 101:
I'm also going to swing by Music for the great artist (T100), I may also starve down DD four sizes to get another great person this time around. That's a bit extreme but it'll mean I am able to fire two GA's back to back (and probably get the Taj for a third).
Ok so there's me boasting about generating lots of great people but what am I actually going to do with them:
The aim is to tech up to currassiers and go and attack someone, I am ahead in GNP currently but have a distinct land disadvantage. The plan is currently to attack Sian on turn 125 with BoldyXenu and Dazed (I will get to how that came about in a few). My techpath currently looks like this:
Poly->Mono->Aes->Lit->Music->HBR-> (bulb Paper and Edu)->Lib (if I get three GS's first off)->Nat->Monarchy->Feud->Guilds->Mil Trad.
Looking at my techrate this should be done by about turn 119, without three GSci's first off, liberalism will slot in slightly later. I will then adopt production civics, although I am going to put up workshops everywhere in the coming turns so am hoping to stay in caste system.
All of this of course assumes that nobody attacks me and I can stay in caste and pacifism. Sian might be pushing for an attack, he has very good MFG numbers and is close to guilds. However, if that does happen then I at least have two allies who want Sian dead.
How did those allies come about, apparently Krill said to dazed that his chances are currently really quite bad (his tech is awful). Dazed then proceeded to organise a close borders coalition on Sian (we all closed this turn) and war talks started from there.
Here's the site Sian settled on the island which drastically annoyed me. If my settler hadn't been there he was planning on settling west of the corn. Since I'm in caste I'm using artists to pop borders, which should help a bit against his annoying henge culture.
Of course that wasn't the only thing Sian did, which seemed to annoy everyone. 'Playing well' seems to be the main one.
Luckily, the war plans sprouted BEFORE this turns graphs were seen by the others (I forgot to deselect the next technology). I was sure to warn the others that was unsustainable, which in fairness it is with my three biggest cities starving.
Other little deals I need to remember are
1) Trading dazed a maceman for a settler. I'd like a couple more cities and it's good to maintain good relations with an ally
2)Sending dazed a missionary to help fight Sian's culture in the jungle, this could be important strategically in the coming war.
3)Building a tundra road connection between Dazed and me for troop movement.
Comments? Questions? Anything else you guys would like to see?