More excellent reporting as always, scooter. My thoughts on the issues you raised:
* I think the ideal time to throw a two-person Golden Age is whenever we can get the Great People together. The problem is that we're not very close at all to having them on hand. Radio will produce a Great Person eventually, but no other city has much of anything in the way of GPP saved up, and we've burned through enough Great People now that they're getting to be quite expensive. Unfortunately I don't see any easy way to produce another Golden Age. I'll have to think about this further.
* On number of cities: I agree that we're making real progress. Right now we really only have about 14-15 cities fully online and contributing. Everything after Photography on the city list is still in the buildup phase. But we're getting there and slowly getting stronger as the newer cities get their factories done. We also have the three captured cities coming out of resistance. (Of course, REM is also getting cities out of resistance and only getting that much stronger. Civ can be such an uphill battle sometimes.)
We definitely want the other city on the southern island, otherwise we wouldn't have placed Barbed Wire where we did. I also think that the corn location is worth building, where we can easily grow it to about size 8 and then work the corn, two grassland workshops, a couple of water tiles, and a pair of specialists. It will also give us another canal city in a useful location. That's worth founding even with the expensive settlers here in Industrial era.
The inland location, however, is not worth founding in my opinion, or at least not right now. There's no food to be had, and since it's not on the coast, we won't get useful trade routes. The three tiles we would work are the center tile (2 food) grassland watermill (3 food), grassland hill horses (1 food), and a plains hill mine (0 food) - exactly food neutral, which is nice. We would get 2 + 2 + 4 + 5 = 13 production/turn, multiplied to 17/turn with forge and State Property. Is that worthwhile? Eh, probably if we stretch out the time frame long enough, but I think we have more important stuff to build right now. Maybe if we get enough production down the road to churn out a settler more cheaply.
I'll look and see where we can squeeze out a settler for the corn location. Pasteurization might be the best spot, as it doesn't have anything too compelling to build after the current university is done.
* Speaking of universities, we're on pace to have the six we need for Oxford finished soon. We have universities finishing in Radio, Spinning Jenny, Pasteurization, Battery, and Contact Process. The capital will be able to 1-turn its own university after finishing the current settler, and then its on to Oxford after that. With stone, it should be relatively cheap.
* I also had another thought about the other national wonders on our radar screen. West Point is slated for Haber Process, and I think that's the proper location. We're about to finish connecting stone next turn, and as soon as Haber is done 1-turning its library/observatory/university, it will knock out West Point in 2-3 turns. We had previously suggested building Iron Works in West Point as well, but now I'm starting to think that it's better placed elsewhere. The problem is that building Iron Works in Haber Process ends up giving us more production that we really need for units. Once the railroads are done, Haber will have about 62 base production/turn, which equals out to 130 production/turn after multipliers. That's enough to 1-turn almost every unit in the game; even tanks only cost 140 production. With overflow, we should be able to 1-turn every unit we want in Haber. And in a true Final War scenario, we'll be in Police State civic anyway, which adds another +25% modifier onto that (taking Haber to 145 production/turn). Adding Iron Works on top of that is just overkill. We get the scenario we had earlier when building up to fight Dreylin: hitting the overflow cap and most of the production getting wasted. There's also anti-synergy between West Point and Iron Works in the sense that the turns spent building the Iron Works are turns where we could have been building units instead. Haber should do nothing but churn out high XP units endlessly from now until the end of time. Pausing to build a wonder which will only result in excessive overflow production is a bit of a waste.
Instead, I'm going to suggest that we put Iron Works in the capital instead. Steam Engine is no slouch on production either; I think it gets slightly over 55 base production after we finish the railroads, and that's close to 120 production/turn after multipliers. If we go this route, we're essentially deciding to stick with Bureaucracy as much as possible going forward, so that we can stack up the +50% bonus to production and commerce. It makes sense to do so since Steam Engine has higher commerce than just about any other city, and we can boost that further with Bureaucracy and Oxford University. Don't forget either that we have more watermills at the capital than at any other city in our territory, where we'll get the Electricity bonus in a little bit. With Bureaucracy and Iron Works, the capital can reach about 200 production/turn - which we can then funnel into Build Wealth to cover half the budget of our entire empire. This way, we're getting the full benefit of Iron Works instead of losing some of it to excessive unit overflow. And if we need to build a key lategame wonder, we've got a really strong city to do it in, plus we won't have to decide whether to produce West Point super-units or build the wonder. We can do both at once!
Thoughts on this? I was planning on having the capital finish its settler, then go university -> Oxford -> Iron Works. That will probably take about 10 turns in all, but our economy will be in grand shape after that, leaving most of our cities free to churn out units or further Build Research as desired.
* About the war between Dreylin and REM: I think that at least one of the two sides thinks they can make more progress or they would have signed peace already. I would sleep better at night if those two stacks north and east of Zipper would smack into each other and suffer lots of losses... Well, let's see what Dreylin does this turn. He's about to merge his stacks together, and he'll be able to rebase airships into our territory starting this turn. I think there's a good chance we'll still see a fight for Silkmoths. (By the way, better for us if REM holds the city, albeit severely weakened. Dreylin has too much culture in this region.)
* For all the fact that we're still stuck in permanent third place on the Demos screen, things are looking up in some areas. We are only 22 tiles off the Land lead, and less than 100 Food away from the leader there. These numbers really are looking better. We just need to solve the GNP issue (which is currently ongoing and looking up) and then we'll be right there. Have faith, readers! We are not the favorites but we're not that far off either.
If we can somehow smack pindicator with tanks and destroyers and add some of that land to our territory...
* I think the ideal time to throw a two-person Golden Age is whenever we can get the Great People together. The problem is that we're not very close at all to having them on hand. Radio will produce a Great Person eventually, but no other city has much of anything in the way of GPP saved up, and we've burned through enough Great People now that they're getting to be quite expensive. Unfortunately I don't see any easy way to produce another Golden Age. I'll have to think about this further.
* On number of cities: I agree that we're making real progress. Right now we really only have about 14-15 cities fully online and contributing. Everything after Photography on the city list is still in the buildup phase. But we're getting there and slowly getting stronger as the newer cities get their factories done. We also have the three captured cities coming out of resistance. (Of course, REM is also getting cities out of resistance and only getting that much stronger. Civ can be such an uphill battle sometimes.)
We definitely want the other city on the southern island, otherwise we wouldn't have placed Barbed Wire where we did. I also think that the corn location is worth building, where we can easily grow it to about size 8 and then work the corn, two grassland workshops, a couple of water tiles, and a pair of specialists. It will also give us another canal city in a useful location. That's worth founding even with the expensive settlers here in Industrial era.
The inland location, however, is not worth founding in my opinion, or at least not right now. There's no food to be had, and since it's not on the coast, we won't get useful trade routes. The three tiles we would work are the center tile (2 food) grassland watermill (3 food), grassland hill horses (1 food), and a plains hill mine (0 food) - exactly food neutral, which is nice. We would get 2 + 2 + 4 + 5 = 13 production/turn, multiplied to 17/turn with forge and State Property. Is that worthwhile? Eh, probably if we stretch out the time frame long enough, but I think we have more important stuff to build right now. Maybe if we get enough production down the road to churn out a settler more cheaply.
I'll look and see where we can squeeze out a settler for the corn location. Pasteurization might be the best spot, as it doesn't have anything too compelling to build after the current university is done.
* Speaking of universities, we're on pace to have the six we need for Oxford finished soon. We have universities finishing in Radio, Spinning Jenny, Pasteurization, Battery, and Contact Process. The capital will be able to 1-turn its own university after finishing the current settler, and then its on to Oxford after that. With stone, it should be relatively cheap.
* I also had another thought about the other national wonders on our radar screen. West Point is slated for Haber Process, and I think that's the proper location. We're about to finish connecting stone next turn, and as soon as Haber is done 1-turning its library/observatory/university, it will knock out West Point in 2-3 turns. We had previously suggested building Iron Works in West Point as well, but now I'm starting to think that it's better placed elsewhere. The problem is that building Iron Works in Haber Process ends up giving us more production that we really need for units. Once the railroads are done, Haber will have about 62 base production/turn, which equals out to 130 production/turn after multipliers. That's enough to 1-turn almost every unit in the game; even tanks only cost 140 production. With overflow, we should be able to 1-turn every unit we want in Haber. And in a true Final War scenario, we'll be in Police State civic anyway, which adds another +25% modifier onto that (taking Haber to 145 production/turn). Adding Iron Works on top of that is just overkill. We get the scenario we had earlier when building up to fight Dreylin: hitting the overflow cap and most of the production getting wasted. There's also anti-synergy between West Point and Iron Works in the sense that the turns spent building the Iron Works are turns where we could have been building units instead. Haber should do nothing but churn out high XP units endlessly from now until the end of time. Pausing to build a wonder which will only result in excessive overflow production is a bit of a waste.
Instead, I'm going to suggest that we put Iron Works in the capital instead. Steam Engine is no slouch on production either; I think it gets slightly over 55 base production after we finish the railroads, and that's close to 120 production/turn after multipliers. If we go this route, we're essentially deciding to stick with Bureaucracy as much as possible going forward, so that we can stack up the +50% bonus to production and commerce. It makes sense to do so since Steam Engine has higher commerce than just about any other city, and we can boost that further with Bureaucracy and Oxford University. Don't forget either that we have more watermills at the capital than at any other city in our territory, where we'll get the Electricity bonus in a little bit. With Bureaucracy and Iron Works, the capital can reach about 200 production/turn - which we can then funnel into Build Wealth to cover half the budget of our entire empire. This way, we're getting the full benefit of Iron Works instead of losing some of it to excessive unit overflow. And if we need to build a key lategame wonder, we've got a really strong city to do it in, plus we won't have to decide whether to produce West Point super-units or build the wonder. We can do both at once!
Thoughts on this? I was planning on having the capital finish its settler, then go university -> Oxford -> Iron Works. That will probably take about 10 turns in all, but our economy will be in grand shape after that, leaving most of our cities free to churn out units or further Build Research as desired.
* About the war between Dreylin and REM: I think that at least one of the two sides thinks they can make more progress or they would have signed peace already. I would sleep better at night if those two stacks north and east of Zipper would smack into each other and suffer lots of losses... Well, let's see what Dreylin does this turn. He's about to merge his stacks together, and he'll be able to rebase airships into our territory starting this turn. I think there's a good chance we'll still see a fight for Silkmoths. (By the way, better for us if REM holds the city, albeit severely weakened. Dreylin has too much culture in this region.)
* For all the fact that we're still stuck in permanent third place on the Demos screen, things are looking up in some areas. We are only 22 tiles off the Land lead, and less than 100 Food away from the leader there. These numbers really are looking better. We just need to solve the GNP issue (which is currently ongoing and looking up) and then we'll be right there. Have faith, readers! We are not the favorites but we're not that far off either.
If we can somehow smack pindicator with tanks and destroyers and add some of that land to our territory...