Ok, victory conditions. The main problem we have is we just don't have a viable victory condition that doesn't involve tons of wars. Our options:
Conquest - yeah no, not happening.
Cultural - would seem perfect, except it's terrible for us. We're using a ton of GP slots on non-artists, so that's one problem. The second is that having Legendaries that are accessible by sea is the 100% worst thing ever. That's just asking for it. So this just is not feasible for us IMO even though we are otherwise set up for it fairly nicely with multiple religions, shrine, wonders, etc.
Domination - See: Conquest except 15% more feasible.
Space - Our "best" option - aka the default for everyone. Problem is, space is really difficult too. Some reasons:
1) I think late-game teching will be slower than pre-RB Mod. See, there's 2 things going on here. First, tech trading is ON. To counter-act that though, modern techs are much more expensive. Also, there's a significantly higher "known research" boost in the modern era. (I know I'm repeating myself, I just repeat some of these changes occasionally in case you're just tuning in.) This makes me think later-era teching will still be a bit slower, and I would think this is logically an advantage for anyone who is aiming for a cultural win which we can't attempt.
2) Where are we going to get our production from? We have an islands-centric empire which is fairly sucky for production. Obviously we'll want to aim for State Property and go full-blown workshop economy, but is that going to be able to produce enough hammers? Someone on land can also go State Property and yet have the advantage of far more land tiles that they can workshop. Can we keep up?
3) We are again vulnerable to capital razes in space race for the same reason a cultural team is vulnerable. This is less of a concern since we'll have +1 movement and possibly another +1 if we get circumnav (probably will if there's no galley passage which I doubt there is), but it's still a big concern.
4) Because of reasons outlined in #1, I believe our tech lead will thin at a much more rapid pace than you'd expect normally. Often (LP in PB4 for example) you see someone hit the "point of no return" where they're so far ahead they are not really beatable. I don't think this is nearly as possible here, and it certainly isn't without happy sources. So yeah, our one primary advantage is much harder to exploit long-term IMO.
5) Where do we get our tech after Astronomy? By that I mean, will full-blown specialists + workshops + Representation be enough? Or will it crash and burn against those with cottages and considerably more land + luxuries than us (Krill, Nakorazul). Hard to say. Nospace's PBEM17 game was pretty instructive, but this map is a bit different in that it's not nearly as food-rich, so I'm skeptical that we can stretch it as far as they did.
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So yeah, a lot of bumps in the way of us actually winning, and none of this is to say anything about Krill's consistent domination of the demographic screen. So I've been trying to think lately on how to actually go about giving us the Best Chance To Win to go all NFL coach-speak on you. Here's my rough thoughts on a long-term gameplan. Highly subject to change.
1) Neutralize Brick/Mist. We don't need full conquest ASAP, we just need him completely neutered so we can continue pushing across the islands without worrying about a stack coming from the guy with nothing to lose. This has been my fear for awhile - when you are hopelessly behind and you have a neighbor with shiny things and a promising future and nothing better to do... Why not go all-out on military and see if you can conquest him? It's the reason I've noted the bad track record of Pyramids builders in Pitboss games (I was having that discussion in my 32 thread ironically as I was building it here so I clearly ignored my own advice
![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
). More players = more opportunities for someone to aim at that target on your back. Anyways, if we can take maybe 2 cities quickly and neutralize the rest, we can gradually kill him while still maintaining expansion. How to best do this? Continue strangling him as we are. We're about to finish Construction. We'll build 2 catapults from Baskervilles + Redhead (essentially our two primary military pumps) as soon as that comes in, wheel them up to Goosegrass, and that'll be it. We'll just hold down that big garrison there by forking with Galleys while killing other stuff. The southern two Berserkers can choke his capital fearlessly (You aren't killing Cover Zerks on a hill with the stuff he has in a million years). They might even be able to take his capital. So this is phase 1, and it's in progress.
2) REX across the islands heading north and then southwest. The goal is to claim the Marble, which is quite a ways away and is probably easier to reach for Nakor. The Marble would be for Taj primarily. If we miss on it, we hopefully would engineer Taj instead. The goal would be to get Taj golden age + great person + MoM for long golden age, revolt to Caste during GA and go to town on scientists in a few cities. Pretty standard play, but it's the right one for us. This would let us tech quite far. This would lead nicely into phase 3.
3) Execute semi-modern invasion of the continents. This would likely be the east continent as it's closer, but this could possibly be the west continent where Yuris is and all that. Hopefully we can get some CR3 Zerks out of the deal which we would upgrade to Infantry. Honestly, CR3 Amphibious Infantry is 40% cheating and 60% awesome, especially if your target only has longbows/muskets. HOPEFULLY this would get us a much greater amount of land to be a bigger factor in the late game and increase our chances of having success aiming at space.
4) During phase 3 especially, go hardcore on the State Property workshop economy. It's probably perfect for us in this game. Use this to gear up for modern-era warfare.
5) If/When we feel comfortable with the land we have, make the mad dash for Space and hope we've done enough.
This is all
very rough and fuzzy, but it's what I've been mulling over lately, and this seems like as good a time as any to get it into writing which helps me think through it better. It'll assuredly be modified a million times, but I need a base plan. We'll see how it goes.