In the north, on the other hand, I have to decide.
Option A would be the old settlement plan.
Contest the sugar with Miro, but there is a risk that I am too slow.
Miro has cut the road at the former location of Arretium.
I don't see any settlers at the moment, but a double move would not be in accordance with the rules. Since we were in turn order until this turn, I shouldn't move if coldrain has finished the turn.
And as the first to move, Miro can only complete the settler this round.
Option B would be the economic variant.
I lose the sugar for now, but I can work on the spices.
Also blocks a Chinese city.
Option C would be the defensive variant. I lose sugar and spices as well as coastal access, but the city can only be attacked over the river.
A Chinese city would also be blocked here.
I think I would probably go with option C ?
Anyway, let's take a look at my neighbours.
coldrain is out.
Militarily still up to date, coldrain costs 500
per research round! This puts the costs higher than mine.
There could still be upgrades involved, but I don't really think so.
Unfortunately no pictures of the income, but I think it's less than 500
.According to the pictures, the railroad probably needs 6 rounds, so the maximum research output is currently ~ 1,000
, effective research output rather less than 500
.I really hope that coldrain makes peace now. Otherwise I will probably invest 500
to get coldrain to MG.coldrain should be relatively easy pickings with transports and marines/tanks. I almost think I'd be at industrialization before coldrain is at assembly line.
Cannons still help against tanks, but against tanks and MG ?
In 3rd place at the moment is Gira.
The smallest of our empires, but now better than coldrain in terms of research.
I haven't collected any big data.
A research round probably costs 400
- which is also a lot in my eyes.Research output is actually enough for economics in 1 - probably with a pre-tech bonus.
Older pictures (T193) show steam engine in 3 turns, but steel after that in 2 turns.
That would be almost 11k
over 6 turns.Peak output could be close to 2,000
?!Okay, that includes pre-tech and shadow research, but something doesn't feel right.
Especially since all techs only have a pre-tech arrow and I actually ignore them in the comparison (except for me).
Gira is currently the weakest of the bunch in military terms. Still no rifling and no railroad and a small army.
I should actually cancel the fish/fish trade with Gira and load my current army onto ships and visit the islands.
Unload 12 infantry and 6 cannons next to the island cities, then simultaneously place small stacks on the coastal cities.
I take the whip turn to hold the west and should be on the home stretch.
It'll probably only take longer than 10 turns and then Miro can come knocking again.
I have to fear coldrain's backstab now too.
In 2nd place at the moment is Miro.
He came out of the two-front war relatively well, but it was stupid of us to attack directly with railroads.
And I didn't equip enough.
In fact, depending on my decision regarding the 2nd settler, I should come out of the war better than Miro in terms of land. But I had to accept some small defeats.
Constitution in 2 pure research turns (with significant research in the economy turns) and now capital company in 1 with surplus, makes ~ 1800
maximum research output ?Costs have probably risen to ~300
now, but income was ~800 last time I checked, I think I can assume 1,200 effective research output by now ?


through CreCon.
, with the coal power plant I would have 150% bonus, without at least 100%.
?).
at Miro (Miro has one more mining resource, I would have 11
anymore, I would get the 3rd GA from Carthage in ~ 30 turns.
.