First, I'm reminding myself to not ever try to play and report two of these games at once! These games really consume a great deal of mental resources every day.
So the big surprise is Boldly gifted a Great Scientist! I'm assuming they're expecting cash back from it and aren't just really generous. I gave them 450 gold last turn (expecting it to be a loan), and 410 this turn (what was left after upgrading 1 more caravel). I'm not sure what's a fair price for it. The bulb tech is Scientific Method, which, though crucial eventually, is a long long way from there now. So it's worth much less than than 2100+ beakers it would bulb. But it's obviously more useful for the 12 turn golden age. Probably 1000 gold is pretty reasonable, or more than reasonable since they are the ones initiating the "deal".
I love the "land yacht" in the canal! It's a nice feature though, even without art assets. It's completely accidental but it's really nice that lake is there to make this work.
This is after all my boat moves. I could have sunk Retep's galleon there (there's a trireme under it) but I'm feeling like I'm not ready to initiate that until consolidating my navy a lot more, if ever.
So, with 2 cities taken last turn, Retep now basically owns that island chain. Boldly got a general, so it must be pretty exciting and tense over there. I think the only island city he has left is the appropriately named "I Burn".
The critical question is, do I want to intervene in this, or just play my game of Sea Fortress over here. I have no idea! Obviously at least 2 people would be thrilled if I went on a sea war, and 1 person would be not as thrilled.
If at war with Retep, one problem is that he has open borders with Kuro for access to our north over land. I'm hoping to get Steel soon enough to cash-upgrade some catapults to cannons, which are again the one thing I can get that can stop stacks of redcoats dead in their tracks.
I started the golden age! I also am going to use it to pump some great people this time. I revolted to Caste + Pacifism + Mercantilism. The calculations and variables are complicated and making my head hurt, a lot. And... unfortunately for Boldly, being in an economic golden age with no whips really seems to favour staying out of world affairs for now.
So the first question is how many Great People do I want? I can actually get one next turn, which is the 700 point one. There is a little less than a 20% chance of a crappy prophet. So maybe I could get 4 more for 5 over 12 turns? It's very doable. Since I have a saved prophet anyway, earmarking 2 out of 5 for a third golden age after this one seems obvious. And with Caste I can control the type.
Here are my techs:
I have everything to the left of this except Theology and Divine Right.
What are the relevant bulb orders?
Great Scientist: These go to Scientific Method right now, which obviously can't be cleared to something else. So despite their very high beaker yield (over 2100 now) they aren't that useful in the moment. I don't think I'm nearly ready to support a run for Biology or Communism, without military techs to keep up with the world.
Great Prophet: Theology, then Divine Right, then Liberalism. Clearing Theology and Divine Right for a partial Liberalism bulb seems crazy, but I guess if I had a zillion prophets I'd do it.
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It is a prereq for Communism. Also it could deny the Minaret from Retep's monk econ, but I need other techs way too badly for that.
Great Merchant: Probably best used for gold. The bulb would be Economics, but it wouldn't give as many beakers as the gold would be. I guess these are the default GP I want?
Great Artist: Theology, then Divine Right (ugh), then Nationalism. Again, the religious crap I don't need, and not that many beakers.
So I guess the plan is: see what spawns next turn (I hope not a prophet...). Then build one more GP, probably a scientist for a set of 3, and the rest are spammed merchants.
How much gold can I get for a merchant mission? Would I have any trouble finding a destination? Surely Boldly would let me but he may not have island cities... Bandit maybe? Would get get upset if I sent a couple to his islands on caravels?
Doing the basic math on it, Merchants will still be a good deal for a while. 1 pop yields 9 gpp. That's a pretty good return up to (or past) at least the 1100 point Merchant. Though, it might not actually be worth giving up grass cottages when the counter is that high, just on a back of the envelope estimate that a point of food is worth 2-3 commerce.
Another problem is that I'd want the city with more food to spare to build the later GP because it costs more, but working a constant number of specialists, those are the cities that will get it first. So some trick has to be managed with starvation and tile sharing or something. The whole thing makes my head hurt, a lot. (Sorry if this paragraph made no sense, because it's too much work right now to articulate it properly.
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