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We finished Railroad this turn and switched into eco civics.
With Free Speech culture and the last GA turn we are even first in commerce. Should go away next turn, of course.
Mom, can we get Mining?
Isabella: We have Mining at home.
Mining at home:
Some unfortunate sacrifices were necessary to enable self-made Mining.
Also, Plemo may be about to burn down our Moai city.
Likely not, though.
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Turn 228 (1590 AD)
While I was away, Civac has handled the empire nicely. Highlights include finishing Wall Street in Kaladim, so the shrine is giving us 92x3 gpt now. With Oxford coming up next the capital is a pretty good commerce city. We're still behind in tech though, having just finished Combusion, and then barely managed to bring SciMeth down to 3 turns at 0% to preserve the monasteries as long as possible. The gold will come in hand nicely when turn on the wick again in two turns. Mjmd burned Jelling on the southern tip of our Superdeath holdings, freeing up some culture and a welled oil if we claim it next turn. Speaking of oil, Gavagai offered us a spare at reasonable cost, so we can start building an oil navy a few turns early. We're still not officially at war with anyone, but it's only a matter of time.
We are second in GNP at 0% science, but some of that is the free culture from FreeSpeech, while hammers look encouraging:
Mind that most of Mjmd's hammers doesn't show up in demographics though.
April 12th, 2023, 14:08
(This post was last modified: April 12th, 2023, 15:01 by Tarkeel.)
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Turn 229 (1595 AD)
Mjmd has been busy burning the cities that P&P took from Superdeath:
We resettled Sleeper's Tomb on the ruins of Jelling, while Mjmd is planting two cities on Ribe's island. We're pushing out another city to see if we can plant on P&P's side of the strait, but we expect to be beaten to it.
Tech-wise we have 5 turns of 100%, which should get us Biology and Physics. Then we can get 2K beakers at break-even and take Electricity in another 3, most likely.
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Turn 231 (1605 AD)
Our scouts finally arrive on the battlefield to give you a report:
At first glance it looked like Mjmd had won the sea-battle here, with his 62 destroyers out on the open sea, but P&P still have 44 destroyers hiding in Tarentum. They also have better air support, so this is far from decided, but P&P aren't the runaway leaders they used to be. It's quite telling that both players felt safe enough to resettle in the contested territory as well.
This also highlights how pathetic our fleet is, despite the fact I was quite happy to reach double digit destroyers this turn.
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Can we see power graphs, for the joy of any dips?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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Will include in the full report later, but there's barely a small dip for Mjmd two turns ago. They are both producing so much new units it's not visible.
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Turn 232 (1610 AD)
Gavagai has decided to put the finishing move on Superdeath:
While P&P have moved their capital to a two-tile island:
We guess that it has something to do with spaceship preparations, and maybe wasn't supposed to complete just yet. Lastly, power as promised:
With Mjmd beating on P&P there's no longer a clear runaway. We're using the opportunity to push some greedy infrastructure, adding libraries in cities that are missing it so we can run scientists there later.
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Turn 232 (1610 AD) Part II
I was bored and decided to do a tech update, since it's been a while since the last time. Here's the trade advisor:
This should resolve to the following:
Some interesting observations:
* Ginguelito has monopoly on DivineRight (unsurprising) and MilSci (very interesting)
* Gavagai is the only relevant player with MilTrad, and in general isn't that far ahead of us
* Mjmd has monopoly on Communism (unsurprising) and joint advantage on Electricity (with P&P) and Biology (with us)
* P&P's "only" pure lead is in Flight and Radio, and they are missing Biology
April 21st, 2023, 12:50
(This post was last modified: March 11th, 2024, 09:02 by Tarkeel.)
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Turn 233 (1615 AD)
Superdeath did something interesting. Just as Gavagai was about to eliminate him, he struck out with Nav2 galleons and captured Mjmd's crappy island of Saint Martin
I must have missed that he had a settled Great General (or three), because those galleons were fresh built and he doesn't have any other xp sources. We got lucky there, as it would have made more sense for him to retake Roskilde/Iceclad Ocean, but I think he wanted a one-tile island for survivability. Mjmd on the other hand is also being something of a jerk to us lately. He's built the Hermitage in a city on the border with P&P, which just stole one of our coals, and P&P took the other. Luckily we have a backup down in the southeast. He's also settled the obnoxious city of Bulawayo (*) on the previously peaceful border between us, threatening to take away some of Ak'Anon's precious tiles.
Unrest started a Buddhist Stupa/Cathedral last turn, but Ak'Anon will likely be fine. Also note the tank, which is likely sent to kill a P&P infantry just SE of Kaladim. There's been some scout wars in our territory lately.
Tech-wise we got Physics this turn, and Electricity is another two turns. After that it's likely three turns for Refrigeration, which let's us hopefully found Sid's with the great merchant we birthed this turn.
*) Only obnoxious in game, in reality it was quite a charming town.
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Turn 234 (1620 AD)
For the first time since forever, Kaladim is actually out of useful infrastructure to build:
The builder in me wants to add Jail and SecurityBureau to increase the EP spending, but that's really not worthwhile. Kedge has been churning missionaries for a few turns now, mainly to get city vision on P&P's cities, but the extra shrine income (now up to 97) isn't to be scoffed at either.
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