I made the executive decision to switch our target from Maths > Currency to Monarchy via Meditation > Priesthood. Currency will take us 10 (Math) + 10 (saving) + 20 (Currency) = 40 turns. Monarchy will take 3 (Meditation) + 3 (Priesthood) + 7 (saving) + 15 (Monarchy) = 30 turns. Benefit of currency is 1 TR per city, plus ability to build wealth. Benefit of Monarchy is +1 happy in every city [from garrison] and potential for more happy in key cities with some cheap archer builds which is equivalent to 1 cottage per happy (or pillage copper and knock out a few warriors quick while the workers stand by to reconnect if necessary). Also we have the possibility that Oracle is still open in 6 turns. It still is now.
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[SPOILERS] Cornflakes and Q Eat 'Em for Breakfast!
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Volcano will work specialists from the turn Library gets built. What I meant is that she will have enough food to continue working specialists there full time if we wanted to pop out a second scientist afterwards.
Umm the problem with monarchy is that each unit costs roughly 1gpt - which is too much to utilise nation wide.
Also, the time is going to be less (unless you simmed it?) and maths chops are quite the asset.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
We already have one unit per city garrison as MP, so we're already spending the 1gpt there. But the real benefit will come in the capital, where we'll have library + academy in the same 30T time frame. Each pop (cottage) will be worth 175% when we're teching, and more that 1gpt when we're saving.
Upon further consideration, you've convinced me to switch back to Maths > Currency (and I've already done so). I did not take math chops into consideration or the 1gps into consideration when I switched. Plus, Code of Laws (religion + courthouses) is after currency, and if we go more in a direct line we have more chance of landing the religion. But another thing to consider is that the currency TR are always there, whereas the extra happy kinda doesn't do any good whenever I whip down. AND wealth is a pretty useful build ... stuborness is counterproductive, so I've admitted my mistake. Fortunately Azza didn't end the turn before I could correct it
(but again, Alphabet might be a viable option too ... What's your opinion of Alphabet? I've only ever played tech trading vs AI, so I'm not sure how much it should be a priority here or whether we should just let it come when it comes.)
Hum.
No I hadn't considered that. (We haven't had a raw TT game for like 6 Pitboss', or 30PBEMs, so I guess I don't think of tech trading till post paper) Still, I think it will be a big waste if we end up teching it with no buddys, and the gold as an equalizer helps a lot in ai diplo. Yeah I think that'd probably be worth it even so - especially is someone else gets it. Also CoL will be better then normal as the espionage on what people are teching will be useful for setting up trades.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Well, we have our first blunder of the game :/ I was dumping hammers into an impi at Grand Slam while we grew and I forgot to remove the impi from the beginning of the build queue before hitting the whip button ... so we have an impi coming now instead of a settler. Plus the whip was only 1 pop, and since we had grown into unhappiness last turn the 3-pop whip was supposed to whip us down so we could grow back. Now we still sit with 1 unhappy at Grand Slam.
The consequence is that the settler will have to come from Doughnut now, but it'll be delayed by 3 turns.
Bah.
Still this is over 60 turns without a mistake,so very impressive all the sam Its not even that bad as we could use the explorers out there. Do we have OB with anyone by the by?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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