Not a huge amount of stuff going on this turn. We got a Great Merchant rather than a Gspy, so Big Bird won't build a Market straight away and the Merchant points from the ToA could screw us anyway. In happier news The Count was settled. I'll aim to have the gems online in six or seven turns.
Slight correction - distance costs in Big Bird are 4.5 gpt (without Zig), so FP nearby would be somewhat beneficial, but I hope we can grab some cities somewhere else where it'll be more use.
We have a coin flip for the Parthenon. After which this city will grow on windmills. In other economic news we'll double our number of Libraries in the next two turns .
In military news Mack stopped building units. He has 902 gold and makes 317gpt. It'll be interesting to see how quick he burns through his cash when he turns tech back on. OT4E has CS and with Machinery in sight thanks to his golden age tech spree will be able to build Maces and X-bows pretty soon. I offered peace again as I'd like him to reinforce his coastal cities a bit...
We have a Parthenon. It means our next golden age is about 13 turns away (once the Library and NE are built here) I switched a mine for the windmill after taking this shot - I think we'll max out at size 13.
The spy is going far further than I imagined he'd get. Comparing the culture with an old screenie from t119 I think I missed the city tile here - its probably 1N (although it could be 1E if this is one of his early cities). Should he plough on ahead (go east) to try and find the capital or just uncover all the cities he can?
Mack got the Taj Mahal and will Liberalise Astro in a couple of turns. He spent 258 gold to go at 100% science last turn, whereas we're spending 350 gold. We could pile on some wealth builds to try to match him, but I thought infra was more urgent.
Demos show he's about double our GNP (we've got two known-tech-bonii on Philo). Annoyingly TBS and a couple of other powers are giving him OBs to enable this crazy rate, but mostly the Great Lighthouse and his bee-line for Nationalism were great moves. We overtook him on the scoreboard thanks to the land points from the artist bomb, but when he gets Astro and starts Zerking someone I don't think we'll catch up again. We'll start uncovering his lands with a caravel next turn - I really want to know how food-rich his capital is.
Incoming bad guys . We'll have this G2 longbow and a green longbow and a mace or two in place in the next two turns, but this could cause some trouble hooking up the gems. I was tempted to declare war and offer peace, but I'm not sure that's the best idea tactically as the Zerks can take Woody 2 and sneak around, so I moved the LB back to be SW of The Count. The annoying thing about Zerks is they could also be on a galley in the fog...
Mack has started to build power again, but with Liberalism coming next turn I think he'll turn to boat-building. Our MFG is identical even with his golden age - lets just ignore the GNP, okay?
Lots going on - Mack got Liberalism and will take Astro which advances the game to the renaissance. Anyone know how much known tech bonus that gives? REM beat us to Nationalism, meaning we get another KTB on the tech . TBS landed the spiral Minaret, so he's going for all the monk wonders. Mack's Zerks didn't advance.
We find Mack's HE city! It's his twelfth city, anyone know what that means? Also I realised that he's not got 5-move Galleons - the Trading Post just means he builds boats 25% faster . Although any from his capital will be able to take 2 promos...
The really good news is that we should have visibility from Damacon and Aine next turn.
Its a turn of discovery and no mistake. Unfortunately this city is very vulnerable to Mack .
Coming up soon we'll be running lots of specialists and Pacifism - I was thinking Scientists to try and bulb Education, Printing Press and Astronomy. Elmo and Rowlf need Missionaries.
Fozzie can run 4+2 specialists, 6*3*3.5=63 GPP per turn during the golden age.
Waldorf can run 5+2 specialists, so 7*3*3.5= 73.5 GPP per turn.
Rowlf can run 3+2 specialists, so 5*3*3.5= 52.5 GPP per turn - not worth it?
The maths is too hard to figure out here.
During the golden age we could go for Education or Constitution. The former costs 897 (paper) + 3363 = 4260 beakers to enable Oxford to make about 40 extra beakers, the latter is 4485 beakers to enable Representation which, in Merc, nets us at least 120 raw beakers before multipliers, possibly many more.
Mack is becoming more powerful than you can possibly imagine.
Lots going on - Mack got Liberalism and will take Astro which advances the game to the renaissance. Anyone know how much known tech bonus that gives?
Medieval: +4% per met player with tech, max +60% (no further bonus after 15 players)
Rennaissance: +6% per met player with tech, max +60% (no further bonus after 10 players)
Quote:We find Mack's HE city! It's his twelfth city, anyone know what that means? Also I realised that he's not got 5-move Galleons - the Trading Post just means he builds boats 25% faster
Looks like we mixed up 2.0.7.3 and 2.0.7.4.
Quote:Its a turn of discovery and no mistake. Unfortunately this city is very vulnerable to Mack .
Let's try to find the Hindu shrine in case we need to raze it.
Quote:The maths is too hard to figure out here.
I'll take a shot at it this weekend. How many GPP do we need for the next scientist? Will National Epic be up by then?