Posts: 7,767
Threads: 94
Joined: Oct 2009
Built 7 universities and 2 great scientists this turn.  Next turn we'll bulb PP and probably take liberalism. Bpt went from 870 to 1000 due to the unis.
Posts: 2,997
Threads: 7
Joined: Apr 2012
How does the big picture look like?
Posts: 7,767
Threads: 94
Joined: Oct 2009
Good.
We are first to astro (via liberalism) and can build knights and draft muskets. We will have chemistry too in a couple turns. Then we are only 2 techs from rifling (rp + rifling) and can research military tradition too, for drafted rifles and cavalry. LAM is fairly close to all of these as well, but they are behind us, and we think they are making only about 700bpt - we are making 50% more than that. So we're expecting to be able to get in some really annoying harassment / galleon city forks / frigate blockades / land invasions of at least some sort.
In addition, we have an engineer on ice and 3 more great people coming in the next 8 turns or so. No concrete plans yet, but we could for example tech communism pretty easily and we could even both start a golden age. In addition to having the tech advantage in several ways, we have the greatest land area right now and I think we'll be able to expand that, on the new world, rather than losing ground. We'll have to see what LAM, our main competitor at this point, does over the next few turns, and I think we'll be able to respond to whatever they do effectively.
Btw we've built a wave of spies so we also have some pretty good vision of their cities now, and should be able to take advantage of any military openings on the mainland with a large stack of knights. Nothing yet though.
Posts: 7,767
Threads: 94
Joined: Oct 2009
Reading back over my last post, I forgot to mention that we also still have an artist (because I kept popping them instead of scientists, woe is us), and that LAM had been teching astro for a few turns (we could tell from their low GNP and from their not getting a new tech for a while). They've got it now.
Also, after playing the next turn and spying around a bit more, it looks like there is a LAM city we may be able to destroy after all.
Posts: 3,978
Threads: 31
Joined: Feb 2010
Seven can you please play my turn again?
Posts: 7,767
Threads: 94
Joined: Oct 2009
I played it.
RMOG got chemistry this last turn so we were suddenly very close to finishing it a turn early. Mackoti had suggestively set up some research builds in my cities. I changed the exact micro around some but kept the general idea. Chemistry is in and we've already built two frigates.
I decided to spend our engineer bulbing about 1100 beakers into replaceable parts, to accelerate the rest of our current batch of military techs by a turn.
Posts: 7,767
Threads: 94
Joined: Oct 2009
Killed another city:
Garrison is as listed (pike cat 2axe chariot spear), plus the four knights they had in range. They didn't dry-whip a defender, probably due to lack of attention, caused by hurriedness or resignation. We lost 4-6 knights - I used a few of mackoti's knights in the middle so he could finish a great general, so those aren't visible in this event log, and I don't remember if any of his died. Quite possibly not.
Every fight after the first (pike) and second (50-50 vs a C2 knight) was favorable, so in case anyone's keeping track, the results were moderately unlucky. Obviously we don't care though.
I finished with a 0xp horse archer that we don't care about, and covered our attacking stack with some more units, including a couple C2 knights, just in case.
As you can see from the screenshots, we got about 200 capture gold. After ending turn and completing 2 more grocers, I think we'll be able to run 100% science in Rome for the rest of the game, with no or minimal wealth builds. We should be able to fund war-deficits by capture gold.
We also completed two observatories, so we are now producing about 1200bpt.
Posts: 9,706
Threads: 69
Joined: Dec 2010
Seeing as the game is decided, I'm going to read the other team's threads now.
Good game.
Posts: 7,767
Threads: 94
Joined: Oct 2009
Spies make it too easy to defend etc
August 15th, 2013, 19:47
(This post was last modified: August 15th, 2013, 19:48 by NobleHelium.)
Posts: 13,237
Threads: 25
Joined: Oct 2010
Hey now, spies also make it easier to attack. I honestly think spies are good for AW games to reduce the claustrophobia feeling from not seeing much of the map.
|