July 26th, 2016, 15:36
(This post was last modified: July 26th, 2016, 15:37 by Dreylin.)
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(July 26th, 2016, 15:25)Old Harry Wrote: Great picture - the jockey is obviously Bush II, but who's the horse?
My guess was Rumsfeld because it didn't look enough like Blair, but apparently it's just " Allies". Interesting that the marker was edited out of that version.
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Turn 185
I debated running Pacifism again for a few turns to get the next GPs really quick, but decided that getting Oxford and the rest of the infra we're building quicker (and losing less cash) would be better. Must remember to switch to Free Religion when Oxford is done. I decided against bulbing Astronomy as I want to go for that elusive fifth golden age. Here are our three GP cities:
Right now we have an engineer and a spy.
- Elmo will pop t189 for a Merchant
- Big Bird will pop t190 for a 60% Scientist 30% Prophet
- Fozzie will pop t203 for an 80% Scientist
- Big Bird will pop t205 for a something else/Prophet.
We could start the 4-man golden age on t191 (immediately after this one ends) or wait a couple of turns to refill food boxes, but that would use up the spy and Engineer, I'd rather keep those two for the 5-man GA and especially the spy for keeping an eye on Mackoti, so I hope to pop Merchant -> Prophet -> Scientist -> [Spy/Engy/Artist] and launch on t205. After that BB just needs another three GP pops (or we could try to win a first-to bonus) for the last golden age.
With Gunpowder we're building some Muskets to go in important coastal cities. TSC needs more hammers to really take advantage of the Heroic Epic and the Great Generals, so windmills are becoming mines in anticipation of Replaceable parts and Railroads. I think Biology might be higher priority than normal on this map too.
Mack has begun building Grenadiers, TBS is building Rifles. Is Mack going to go after him or vice versa?
Top crop is Mackoti, Top MFG is TBS (due to Serfdom - we should probably switch after t205 as 20/27 of our cities have enough specialist slots and the others are building them, but Big Bird might dictate otherwise). Mack has 38 cities, TBS has 27 cities, we have 27, Com has 25, REM has 20 and OT4E has 11. We've got three more settlers in production for really crappy filler cities.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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Turn 187
This is somewhat concerning. Harassment, scouting mission or advance guard?
This Galleon might give an early warning - it could head east to harass OT4E, SW to help develop 2metra's land or NW to invade us. More news next turn.
Also next turn Oxford completes meaning we can switch tech back on and revolt to Free Religion. At that point Mackoti could decide to attack, so we could switch to Nationhood and make about 1850 raw beakers per turn or stick with Bureau and make over 2000 (and pay ~70 gpt more)... We'll be out of golden age until t205 (although could probably start one in an emergency).
Mechanics question - at what point do Caravels queue-upgrade? Astro+Chemistry or do you need to research Destroyers?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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I'm 99% sure that they only queue-upgrade at Destroyers, as in PB22 the Portugeuse were building massive amounts of Carracks until they got Artillery + Oil.
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Thanks Joey.
Turn 188
I put off the decision about bureaucracy or nationhood for a turn to try and figure out what Mack is up to.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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Turn 189
In the end I could find no sign of aggression from Mackoti (other than spending a ton of EPs on us - we're at 1274/1233 now so I doubt we'll get city visibility again), so I just switched us to Free Religion. The temptation to revolt to Serfdom for ~70 extra base hammers was almost unbearable, except that it would totally wreck the great people plan and allow cultural pressure on our borders ![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif) .
I was pondering tech path again. Chemistry to put some Frigates in the water seems obvious, and after that Replaceable Parts gives +1 hammer on mines and windmills. But actually, the Physics Scientist and Communism Spy are both up for grabs. I don't think Communism does much for our Mercantile state but nabbing the Scientist would make the 5-man golden age much easier to achieve and Airships are pretty handy. Unfortunately Scientific Method obsoletes Parthenon and ToA, so I don't really want it until Fozzie pops its great person in fifteen turns... Of course in a hostile world Rifling and Military Tradition shouldn't be ignored either.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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I wonder if TBS/Comm will fight each other...
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Well they've both got a lot of units facing off over this disputed former-Pindicator territory.
But I *think* TBS has been moving some of his units east towards REM, where as you can see there are a lot of good cities to attack from the sea. The two of them are pretty level on naval tech, but TBS has had Rifles for a while and REM only just got Replaceable Parts.
And REM's power levels are still rock bottom.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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That TBS power spike
Chemistry looks good.
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I'm trying to think of witty quip about all those units facing off in my POS land
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