And it continues to be a 2 man show, a 2 horse race, or whatever binary metaphors you'd like to come up with.
Shoot the Moon built the Apostolic Palace, while as mentioned earlier, WarriorKnight was the first to research Liberalism. He took Nationalism, rushed the Taj with a stored engineer, and is now enjoying a (Mausoleum-enhanced) golden age.
I am slowly but surely solidifying my grasp on 3rd however, and now sit a full 100+ points ahead of Serdoa.
I actually think the AP isn't that great of a build as a non-Spiritual civ. Especially this late, monasteries are going to obsolete before too long (along with their +2 hammers), and non-Spiritual temples give a pretty long payback horizon (53 hammers). Though I wonder if you still get 2 hammers on quick, or if it's only 1? And since it's AW, any diplo resolutions don't really come into play (unless he can get Judaism into a foreign city?), so 268 hammers seems like a lot (since he's not Industrious either). Of course, when there's only you and one other civ building all the wonders, might as well build em all.... :rolleyes:
Paprika just finished a market, and, since I also just discovered Guilds at EOT, will slip in a 2t knight before building a grocer as well, both for the 25% coin (13 gpt @ breakeven science) as well as the health (+3 health from spices, wine and sugar when I finish hooking it up)
Here are my "glorious" lands.
I'm thinking as far as tech path goes, a run to the "girly" techs of Aesthetics, Drama and Literature, so that I can get started on the epics as well as the Globe Theater. Somewhere in there I will slip in the super cheap tech of Meditation for a Christian Monastery at Paprika (at breakeven science that's worth 5bpt)
But then what? Here's my options (all of which probably have to be researched soon - but what first?)
* Gunpowder. For muskets. Oddly enough, nobody's researched that yet, though the big dogs are heading towards Rifling so I assume it won't be long
* Banking. For Mercantilism
* Philosophy -> Nationalism. To be able to draft, of course
* Military Tradition (after Nat). For Curaissers.
* The rifle path. For... wait for it... rifles
* Compass -> Optics -> Astronomy. To defend my island lands
I think that's about the order I'm going to need to do it too.
Shoot the Moon built the Apostolic Palace, while as mentioned earlier, WarriorKnight was the first to research Liberalism. He took Nationalism, rushed the Taj with a stored engineer, and is now enjoying a (Mausoleum-enhanced) golden age.
I am slowly but surely solidifying my grasp on 3rd however, and now sit a full 100+ points ahead of Serdoa.
I actually think the AP isn't that great of a build as a non-Spiritual civ. Especially this late, monasteries are going to obsolete before too long (along with their +2 hammers), and non-Spiritual temples give a pretty long payback horizon (53 hammers). Though I wonder if you still get 2 hammers on quick, or if it's only 1? And since it's AW, any diplo resolutions don't really come into play (unless he can get Judaism into a foreign city?), so 268 hammers seems like a lot (since he's not Industrious either). Of course, when there's only you and one other civ building all the wonders, might as well build em all.... :rolleyes:
Paprika just finished a market, and, since I also just discovered Guilds at EOT, will slip in a 2t knight before building a grocer as well, both for the 25% coin (13 gpt @ breakeven science) as well as the health (+3 health from spices, wine and sugar when I finish hooking it up)
Here are my "glorious" lands.
I'm thinking as far as tech path goes, a run to the "girly" techs of Aesthetics, Drama and Literature, so that I can get started on the epics as well as the Globe Theater. Somewhere in there I will slip in the super cheap tech of Meditation for a Christian Monastery at Paprika (at breakeven science that's worth 5bpt)
But then what? Here's my options (all of which probably have to be researched soon - but what first?)
* Gunpowder. For muskets. Oddly enough, nobody's researched that yet, though the big dogs are heading towards Rifling so I assume it won't be long
* Banking. For Mercantilism
* Philosophy -> Nationalism. To be able to draft, of course
* Military Tradition (after Nat). For Curaissers.
* The rifle path. For... wait for it... rifles
* Compass -> Optics -> Astronomy. To defend my island lands
I think that's about the order I'm going to need to do it too.