Turn 108-111

The world's becoming a more dangerous place. I'm able to surpass Q's military build-up despite him being in police state and slavery, and I'm producing far superior units.

In reaction to my razing of Q's city, Commodore pillaged the gold near it and this one up by Lupin. This annoyingly sent my bigger cities into temporary unhappiness, but I was able to clear out his units at a favorable exchange rate:

1 HA for 3 longbows. Note also my latest and riskiest city being settled:

Q can attack this from out of his territory, but thanks to a sentry HA, I'll have at least one turns warning while he moves units into position. This city will serve little purpose beyond strategic control of former Goldflakes culture until I can destroy Q's Buddhist holy city.


As always, I've been using the golden age to rack up some GP points in these two cities. It also makes plenty economic sense to run those specialist: each one is worth 6* 1.6=9.6 raw beakers.

That's an awfully insufficient garrison with rifles coming around the corner. Interesting...

I'm pretty sure that Commodore spike is him turning tech onto Mil Trad after finishing Oxford. Notice how much it pales in comparison to my GA research on rifling.

This seems to be the flower of Q's northern army. Pretty formidable, if antiquated. Gaz Woz Ere isn't falling this side of cavs.

Same with his southern army, though Smelly Grain would be susceptible to a woody-2 rifle upgraded from a mace.

Rifling coming in. Time to queue up some auto-upgrades!

There'll be more where that came from

With theology in, it's time to indoctrinate the theocracy. These will be my civics until I research Communism.

Having grown to size 18, Lupin has maxed out until state property. This city is pretty damn awesome, ludicrous maintenance notwithstanding

Overview with theocracy ready to juice up my units. Need to maintain that power disparity if I want to maintain my runaway status.

The world's becoming a more dangerous place. I'm able to surpass Q's military build-up despite him being in police state and slavery, and I'm producing far superior units.

In reaction to my razing of Q's city, Commodore pillaged the gold near it and this one up by Lupin. This annoyingly sent my bigger cities into temporary unhappiness, but I was able to clear out his units at a favorable exchange rate:

1 HA for 3 longbows. Note also my latest and riskiest city being settled:

Q can attack this from out of his territory, but thanks to a sentry HA, I'll have at least one turns warning while he moves units into position. This city will serve little purpose beyond strategic control of former Goldflakes culture until I can destroy Q's Buddhist holy city.


As always, I've been using the golden age to rack up some GP points in these two cities. It also makes plenty economic sense to run those specialist: each one is worth 6* 1.6=9.6 raw beakers.

That's an awfully insufficient garrison with rifles coming around the corner. Interesting...

I'm pretty sure that Commodore spike is him turning tech onto Mil Trad after finishing Oxford. Notice how much it pales in comparison to my GA research on rifling.

This seems to be the flower of Q's northern army. Pretty formidable, if antiquated. Gaz Woz Ere isn't falling this side of cavs.

Same with his southern army, though Smelly Grain would be susceptible to a woody-2 rifle upgraded from a mace.

Rifling coming in. Time to queue up some auto-upgrades!

There'll be more where that came from

With theology in, it's time to indoctrinate the theocracy. These will be my civics until I research Communism.

Having grown to size 18, Lupin has maxed out until state property. This city is pretty damn awesome, ludicrous maintenance notwithstanding

Overview with theocracy ready to juice up my units. Need to maintain that power disparity if I want to maintain my runaway status.

