State of the Empire: T150
Letâs start by looking at where we were 50 turns ago. The full review is here:
http://realmsbeyond.net/forums/showpost....tcount=388
However, a quick look at the demographics will save you some reading because this will give a reasonable impression (for the most part) of what progress, if any, weâve made versus the rest of the field.
T100:
T150:
The breakdown:
GNP â unfortunately this metric is worse than useless in a game like this because it rewards culture and 100% slider whilst penalizing things like gpt gifts and running 100% cash. That said, we were researching on T100 and weâre researching now, so weâve closed the gap on the GNP leader somewhat.
MFG â having exploded production during our Golden Age, weâre back in pack but, again, better positioned than 50 turns ago thanks to settling our production sites. Lacking rivers and fresh water, these spots werenât so attractive in the early game. Our overall increased pop also helps here, of course.
Crop Yield â weâre definitely worse off here than we were. The leader has streaked away and weâre still riding just below the average (though a couple of spots higher). Must do better here if weâre to stand a chance of winning.
Soldiers â Huzzah for Mali! We really turned this around during our GA, and we gained our reward by taking the Incan city of Kalinâs Burgers (now renamed Gimme Shelter). Inca hold the number 2 spot thanks to some large-scale unit gifting from Rome and other cuddle civs. Our HE city of Steel Wheels churns our some impressive hammers, and has not maxed out yet.
Land Area â we gained a lot of points of useless land from our culture bomb, but it also secured once city to the east of Gimme Shelter. The early figure was intentionally low because we consciously ran an overlap strategy and little culture. Now that we have Sistene & Mercantilism, we are effectively Creative as well as Financial and Industrious. Sweet. We will found another city next turns, adding 9 tiles to our empire.
Pop â meh. Although we trail the leader by a country mile, we have at least closed in on the average. Weâve been held back by the whipping and drafting we did during the key phase of the Incan campaign. Will be interesting to see whether we begin to close this gap. Also, being in Representation & Merc allows us to punch above our weigh in pop.
City Review
After our round of drafting, we were cramped for happy once more, but some gifts from our allies and the capture of Incaâs gold has given us some headroom. Health is becoming more of a concern. Without seafood, weâre going to have to consider Grocers and Aqueducts in our largest cities.
Our capital. âOnlyâ produces just over 1/3 of empireâs beakers which means weâre not as reliant on Bureaucracy for our science as some others might be. Hammer bonus not to be forgotten though. Still swapping tiles with Uberfish (plains river cottage), and can call on mines from Babylon Bridge if needed (e.g. wonder production).
GP (our 3rd from our own production) due next turn. If itâs an Artist weâll have to decide between GA and culture bomb in our floodplain city being founded on the same turn. Scientist will be saved for a GA, and an Engineer will be saved for a GA or Wonder-rush. Weâre heading to Communism after Steel, so Kremlin is quite appealing though the tech speed of this game mitigates against wonders which expire (though Fibre Optics is some way off).
Will get its monastery whipped, and we will complete that market one day (production started on T100)
Poor old Blake got double-drafted and twice whipped when things briefly got dicey in the Incan war
Our early-game military chugger is thoroughly outshone by Steel Wheels, but weâll be adding farms here and come Biology Blake will begin to motor.
Founded to stop England culture-crushing Uberfish in the early going, Iâm pleasantly surprised by Sticky Fingersâ contribution. Lost a cottage to a marauding barb HA, but REP specialists mean we lost little overall. England is upping the cultural pressure, so a theatre is the right build here if weâre to hold what we have.
A really super city that even has a reasonable amount of hammers thanks to the AP. Will still need whipping now and then to get things built though. If we go cultural, a clear choice as our third city (and it can also steal strong tiles from Blake).
Developing very nicely now and, with 2 workers improving the city, it should always have strong tiles to work, so we wonât be assigning more specialists here for some time.
An excellent military pump now, Steel Wheels has scope for yet more hammers from workshops as well as from the final lumber-mill. Its location also secured third ring stone and spices.
This city got very cramped for happiness following a double-draft and a whip, but with our additional (empire-wide) happiness and recent religious spread itâs ready to grow like a weed once more. Would have been settled much sooner than we did but for the fact that its pigs were in the jungle (and its corn dry).
Our recent acquisition, and one of only three to have been obtained from another civ (the other two being Sumerian cities captured by India). Has superb commerce potential and is already slowly easing back Incan culture. Once the theatre is whipped, weâll be able to assign an artist which will allow us to focus on optimal infrastructure rather than the cultural battle.
Founded on Spices, our newest city cost us a settler to keep Carthage sweet, but that seems a cheap price for a site that will be fantastic come Biology (thereâs corn NW of the sign), but will need lots of worker turns for farms & workshops.