Whosit built the Statue of Zeus this turn, so he must have grabbed Aesthetics, which is a little surprising, unless he's going for the Great Library and Literature, too. Fortunately, we shouldn't be fighting him any time soon unless he invades us, and then WW won't be our biggest problem, anyway.
Yamato completed its galley and started on a worker (3 turns; gotta love mines + EXP...every grassland mine is effectively 4h). Bismarck and PoW will finish their courthouses next turn, and both are currently stagnated at max happy (size 6). Next up will be some more unit builds in both; probably an axe and a spear.
Nevada grew to size 7 this turn and became unhappy. Didn't notice it was about to happen, so I neglected to stagnate it beforehand. And unfortunately it doesn't have enough left on its courthouse to get a 2-pop whip (4 turns left), so whipping isn't worthwhile unless we want to throw something else ahead of it and whip that. Thoughts? Put something ahead of the courthouse and 2-pop whip, or wait until afterwards?
Next city builds next turn. E's settler will be out in in 6 turns.
CH is leading the pack of the civs we have graphs on in everything except culture and CY -- both of those go to Elum. We're doing ok with Prod, but tail end of the pack on CY, though our GNP is respectable at 100% science.
Whosit built the Statue of Zeus this turn, so he must have grabbed Aesthetics, which is a little surprising, unless he's going for the Great Library and Literature, too. Fortunately, we shouldn't be fighting him any time soon unless he invades us, and then WW won't be our biggest problem, anyway.
Actually, in RtR the Statue of Zeus is different. Instead of doubling war weariness, it gives +3 XP to any unit built in its city.
(February 5th, 2015, 04:32)GermanJojo Wrote: Actually, in RtR the Statue of Zeus is different. Instead of doubling war weariness, it gives +3 XP to any unit built in its city.
By the way, could we get a look at those graphs?
Ah, damnit...I can't keep track of all the changes to every little thing.
Sure, I'll log in and get this some time this morning.
Per our discussion on Google Hangouts, I modified our micro between Big E, Bismarck and PoW in order to maximize growth. With our great person showing up in 3 turns to kick of a Golden Age, we'll be able to change to HR and OR and have more happiness. Bismarck with grow in 3 turns, PoW in 4.
Our newest city, Arizona, was built this turn and was a break even with its trade routes.
The Arizona was a Pennsylvania-class battleship, built during WWI though she never saw combat. Post-WWI she was sent to Turkey to represent American interests in the Greco-Turkish War in 1919. After that she was transferred to the Pacific, where she did nothing of note until the attack on Pearl Harbor. During the attack she was hit by four bombs. The sternmost bomb ricocheted off the face of Turret IV and penetrated the deck to detonate in the captain's pantry, causing a small fire. The next forwardmost hit was near the port edge of the ship, abreast the mainmast, probably detonating in the area of the anti-torpedo bulkhead. The next bomb struck near the port rear 5-inch AA gun. The fourth bomb, however, is believed to have struck near Turret II, and penetrated the magazine there. Approximately 7 seconds after the hit the Arizona was shook by a cataclysmic explosion, causing her to sink rapidly and killing 1,177 of the 1,512 crewman aboard her.
I also 2-pop whipped the courthouse in Tirpitz, which will save us almost 5gpt in maintenance, and with the pigs Tirpitz can grow back quickly (2 turns to grow back the first pop point).
With courthouses complete in Bismarck and PoW (which bumped us up 7gpt), I set them to building units again -- axe in Bismarck, chariot in PoW.
And, as GJ requested, here are demos and graphs.
GNP:
Prod:
Crop yield:
I think the only reason we're better off than Dreylin is because we have more cities.
Power:
I would be very afraid if I was next to CH right now.
Demos:
We go up to #1 in GNP at 100% right now (189). And we're 4th at 0%. Not bad, really.
The whipped courthouse in Tirpitz boosted us by 4gpt right away, which was nice. You can also see in the graphs that we're the first civ to build them as our espionage line is start to head up from everyone else's nice straight line. I had Tirpitz build a 1-turn archer as it needs 1 turn to grow, then it's going to build a worker.
We're tied with Elum for the city lead right now at 14. CH has 13. Whosit has 12. Dreylin has 10. Still haven't met Agent or Adrien.
We're +14gpt at 30% science, and -5gpt at 40%.
A worker is on its way to the T-island to mine that hill for KGV. Should get there in 3 turns.
Off the cusp, I'd get a wb ready from somewhere for the whales. We can revolt into caste during the ga and run an artist in the whale city (KGV?) to pop the borders.
So T113 was uneventful with nothing really happening except for unit moves.
So during the first part of our turn, I accidentally declared war on Elum. I was moving a chariot onto a tile that he had a warrior on. When it popped up the prompt to ask if I wanted to declare war or not, I accidentally clicked YES instead of NO. We won the battle, but that wasn't what we wanted. So I did a reload since no one else was in the game.
Did not make the same mistake the second time.
Anyway, on T114, we got our first Great Person -- a Great Spy! We only had about a 4% chance of a GSpy.
I immediately burned him for a GA.
And then I switched civics:
That made all our cities happy. I also:
- Worked an artist in KGV (3 turns to border pop)
- Stagnated Nevada by working a scientist (max happy)
- Set Navada to build a work boat (2 turns) then wealth.
- Stopped working the spy specialist in Yamato and put him on a mine (Yamato can grow 2 more pop now).
- Set Yamato to build wealth.
- Stagnated Bismarck as it is now at its happy cap of 7 (only 1 unit there).
With Yamato building weath, E building wealth when it finishes the settler (2 turns) and Nevada building wealth when it finishes the WB, we'll be able to get Civil Service in 6 turns without any trouble, and with ample time to switch to Bureau before our GA expires.
Bismarck & PoW are still building units for now. Bismarck just finished an axe which I sent over to the canal city location.
However, I want your input on builds for Lexington and Yorktown. Both have cultural border issues. Right now, I have Lex set to build a lighthouse and Yorktown to build a courthouse. However, do you think building a cultural building would be better? e.g. both can build libraries, or Yorktown has confucianism and can build a temple or monestary as well. They both have monuments, but it's going to be a battle to keep cultural control in those areas.
As I had briefly mentioned over chat, the best cultural building is a library. Yorktown's important tiles aren't going to be in trouble and Lexington can whip a library after the lighthouse to save that fish. Provided we swap back into slavery, don't see any reason why we shouldn't.
Also, is there a spot somewhere where we can generate another GP or 2 during the Golden Age +100% spot?
Fair enough. I'd just like to knock back Whosit's culture over by Yorktown/Akagi so that we can take those clams.
As far as forcing out a GP...Yamato can do it in 7 turns working 4 scientists:
Favors a GS, but that just means we'll probably get a GM. So we ought to get it the last turn of our GA. I can also flip that around and work different specialists if you think we should try for something else...but a GS seems like the best option out of what's available.
Nevada can also work 4 specialists, but won't quite have enough GPP to generate one before the GA ends. Same with Big E.
Nothing else big this turn. Next turn E produces its settler. Worker has been deployed on the grassland hill on the T-island and will start mining next turn. That's about it!