Posts: 6,893
Threads: 42
Joined: Oct 2009
I took a short look at things. I changed Painkiller's mercantilism specialist to Artist (we need all the culture we can get there). Changed one of the Merchants in HN to Spy. Not really sure, if we should try to get 4-man GA. I think this game will be ended before we can fire it so might be better actually switch to all Scientists and bulb towards Physics. In case it is Merchant Trade mission might be the best use. Even 1 Airship gives us very nice visibility advantage. Our next GP is already 1400 points one.
I also switched all freshly started Stables to Knights/trebs and catapults to trebs. I think most of our military builds should be finished when running theocracy so we don't nescessarily need stables and since Cannons are our target we should build Trebs that are pretty cost effective to upgrade to Cannons. I also suggest that when current peaceful builds end we dial up militaristic ones. btw. we might also need to build some Frigates after Chemistry.
Our break even tech rate is ~800 at the moment (golden age) and after finishing Communism we'll have gold for 1 more 100% teching round.
We could consider adopting Nationhood after finishing Rifling that could be ~T187 (depends when we launch our 3-man show) and focus for drafting 5-6T in the beginning of the GA while prebuilding Knights and Trebs. Banks should only be built, if they can be done under 5T. I think we should also stop all our expensive side projects e.g. Sistine. I actually did change WIFOM to treb. Mai-Tai could focus on missionaries and Ramune naturally finishes up the GT. We could build Kremlin though at the suggested DeerSlayer. At some point we probably want to run slavery and finish up our military builds utilising whip and overflowing to other military builds so Kremlin would be nice.