I have 2 paths I can take - I have what is probably a fairly short window where I have cats and others do not - I can ramp up Elephants and cats and go take a city or two.
Or I can utilize rep and blow through the classical age and tech to knights.
The 2nd seems like the sane thing to do, besides being more like what I want to do
I want markets, forges, stables, libraries, courthouses.
I think my plan is to go currency->polytheism->monotheism->metal casting->CoL.
Or, I could go currency->Col, spend some time in caste system and run some merchants.
Either superdeath had that silver city up and running long before I thought he did, or he was able to chop, because it expanded borders this turn. Which is ok.
His power is going up and Krill is whipping like mad - I've lost krill's graphs, so I presume he's whipping soldiers.
I'm debating attacking Mr Cairo and leaving stable borders with superdeath.
MrCairo has a galley heading around the bend there. Hopefully, he's just exploring and it's not the start of a war. though, exploring with a galley is kind of rude at this point.
Currency is in, switching to markets in commerce cities. Looks like everyone is teching, but Krill, who is gathering wealth. It's nice to see that at 0%, I make 56 gpt, where he is making 30 or so, with courthouses.
I seem to have done something right this game. I can 3 and 4 turn classical techs - Metal Casting, Alphabet. Maybe that has something to do with Krill having Theology, which is a medieval tech, giving us a stronger known tech bonus? Calendar is 5, though, and I don't think anyone has that yet.
Also, Mr Cairo turned back.
I have 1 turned poly and will get Mono next turn.
I think I can get the AP, which will be big.
Steps are:
OR
Forge in waitwait
Bulb theo
Build AP in 6 turns with 5 chops.
Sorry for the lack of interesting updates - there's not a lot of interesting stuff going on, mainly
infra building.
I have pretty much finished landgrab - there are 2 filler cities to put down, 1 next turn and 1 a few turns after that.
I'm focused on markets, forges, libraries and courts for the next little while. To that end, I just switched into OR. That is quite expensive
Tech path
Metal Casting->CoL->alphabet->Calendar. I'll get those in about 15 turns.
I'm still building military, to keep the power up.
countdowns:
9 turns to another GP and a theology bulb
15-17 turns to AP.
My assumption is that once the AP is in, I'll be about done with infra and can switch (at least soon after) to full on mil production.
The goal for this set of turns is to get all my cities down, grow core cities up to the happy cap, get forges in and courthouses started.
Hasn't changed much. The green settles next turn, with the 2nd whale coming on line soon after that.
Blue will settle in a few turns - I have the settler building in OnlyAGame
Research cities CarTalk WaitWait DeliciousDish FreshAir
2 new filler cities
Everything will get a terrace, temple and courthouse. Since almost all my cities are coastal, they will get lighthouses.
Production cities will get forges. Research cities will get libraries. Markets are (currently) only going into CarTalk, Waitwait, DeliciousDish. Maybe OnPoint, since I have 3 market luxes.
Civ Overview:
I basically have the west end of the continent. I will be pretty vulnerable once galleons come active, but till then, I'm ok and I expect I'll either be eliminated or winning by then.
Expenses are really high. OR is a lot of the civic costs. Unsurprisingly, of course.
Demos - MrCairo still in a GA.
Done with ancient age, ripping through classical techs. I think I'm pretty happy with where I am, tech wise - I thinkI'm ahead of most people.
Things I've built.
cities:
Overall view of the cities
[img]pb47t110cartalke.JPG[/img]
CarTalk is currently focusing on growth and research. It's got several more cottagable tiles to grow onto. needs temple, forge, market. Might get a courthouse someday, probably not.
My everything city. Like CarTalk, will get nearly ever piece of infra, except maybe a courthouse. I expect to build the AP here. DeliciousDish is become a more pure commerce city. Need calendar to really get it up and going with the silk. It will make some units - mainly cheaper ones. OnPoint is on a growth path. it makes enough commerce that I want libraries/markets in it. One thing is that I can get 19 happy in a city with just the resources I have:
With a forge and market, 4 of my 6 luxes get doubled for 10, with a base of 4, buddhism/temple + representation gets 19 in my biggest cities (CarTalk, Waitwait, Allthings, OnPoint, DeliciousDish)
Building a lighthouse and growing. Will work coast until MetalCasting, then I'll figure out the fastest way to get the forge in. FreshAir is building a library. I have a chariot to whip in here at some point, too. Also, need to get buddhism here. It will grow some and then work
TinyDesk is getting a lighthouse, a temple, a forge, a court and then I'll decide - I think it will make units, so a rax. RadioLab is slowly growing, build culture to put pressure. It will build cheap units. AskMeAnother is still setting up - the archer whip cost me some time. It will get terrace, lighthouse, forge, rax and then units, with a courthouse along the way. maybe a market along the way, I dunno. MorningEdition is building a bunch of culture, to get some of it's tiles. It even has a monument in the queue Eventually, it will build units.
you know, I kind of think that a combination of Imp and one of inca/india/babylon is broken in this mod, particularly imp/inca. The 45 hammer granaries are a problem, because they are easy to whip with 1 chop before math. And then adding in the small cost savings imp has... it's just too easy to roll over people, particularly on an RB map where everyone gets 2 hammer starts, at least.
Imp/Inca is essentially a power expansion. If you want this power in earlier mods, you need to pick another expansion trait, and then you are just stuck in expansion. But in this one, you can get a good secondary economic trait - fin or org would be good with this, as well - philo might be good, too. Heck, you could combine it with aggressive and not have to worry about courthouses with a 35% reduction in cost right off.