So I finally reclaimed some lost neurons and figured out why my Civ wouldn't work...I tried to turn the .exe file into a desktop shortcut!
After the file was returned, I was able to play the turn without issue. Thanks Adrien for offering to play; I'll try to get a report up shortly.
(October 27th, 2015, 19:40)GermanJoey Wrote: So, MoM, Mids, and TGL captured? nice.
What's the goal for Military Science?
Yes, I have been coveting those wonders for centuries. I'll have to figure out the best way to optimize them now. One thing I plan to do right away is to go into Representation after we complete Military Science, which should give our research a decent bump.
Speaking of that, the reason I chose this tech over Steel was that HAK and Commodore were able to get their missing tech for Frigates very quickly. So I thought it would be best to go for MilSci to try and stay one step ahead on the naval front, which will make it easier to protect the continent. I will also be able to start training Grenadiers, which will be helpful against Commodore since he does not have MT (or Cavalry) yet so there's a better chance that his Rifle support will be less versatile to the point I could actually enjoy the 50% attack bonus.
However, Commodore is about to complete Corporation, meaning he'll be heading for Assembly Line next. So our window is short when it comes to a ground strategy. I am still hoping that the prospect of Grenadiers and Ships of the Line will keep Commodore at bay for the short term while we try to play catch up on the domestic front.
The last thing about MSci is that I have 2 GG's that I haven't used yet. MSCi gives us a chance to get two cities pumping out units 50% faster, which will allow us to dedicate some cities to much-needed domestic builds now that our geographic cage match with Ruff is nearing conclusion.