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jamespetts
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I am in a bit of a pickle. I am playing an SP game (PTW) as the Ottomans: large world, continents, three opposing civs, Warlord.
To begin with, I shared my continent with the Persians, but, after a relatively long campaign, managed to wipe them out. The other civilisations are the Vikings and the Russians.
Now, the Vikings occupy a really small island and are no threat (but they are useful in that they sell me furs). They recently lost a limited war to the Russians, along with two of their cities on a small island between their territory and mine.
The Russians, on the other hand, are trouble. They always had a continent to themselves, and they've also expanded to a small-ish island (five or so cities). I have (or had, see below) three cities on their continent, two from building them there before they finished building, and one from conquest long ago whey they delcared war on me for not giving them horses, and I gave them horses - in the form of knights in large numbers.
There is a huge uninhabited continent (full of empty goody huts) which I have been exploring and which nobody else seems to have found. I have founded three cities there, and I have a galleon on its way with another colonising party. The Russians have found the smaller island to its West and founded one city there, but they haven't got any further.
The Russians have a tech lead over me - they have three technologies that I don't have, and I only have one that they don't (navigation). They have maintained this consitently for some time. Which leads to the current problem. My plan was to colonise this new continent and by so doing, out-pace the Russians in terms of economic output, and then overtake them in tech so that I could get a space race or military victory.
I have set the government to democracy and I have been building libraries and universities everywhere, but they were still two techs ahead of me, so I decided to try to steal one of their technologies. I had tried before ("carefully"), and had failed to steal anything, although my agent was not captured.
This time, however, not only did I not steal anything, but my agent was captured, and they declared war. Already, they have taken one of the cities that I built on their continent (not the one that I captured), and destroyed another city on an island that they occupy mainly. I have managed to take one of the cities that they took from the Vikings (near my harbour-transported and fortress guarded supply of saltpeter), but now my citizens are so upset by the war that almost all of my cities are in disorder. Not only that, but Russia refuses to talk peace at any price.
I am sure that I have a good chance of doing well in a campaign if I could build enough galleons, frigates, the Ottoman version of cavalry, riflemen and canons, but I can't build anything anytime soon as things are, and soon the mobs will be taring down my cities.
I fear that, if I switch to monarchy, I shall be in anarchy so long that I shall have been half-conquored by the time that I manage to produce a decent army. Does anyone have any tips as to what best to do? I shall await a reply with great interest :-)
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jamespetts
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Thank you for the advice. My main problem is that I'm not going to be able to produce anything at all for a goodly number of turns whatever happens, and I don't have much of an army...
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pedrojedi
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of old men bearing big Ankhs
Nov 2002 time: 02:26
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Well, when you use a spy or ambassador for such schemes, only when you're in communism you can have some relyability on them. A scarce one, may I say. 
I always set a good army even before such attempts. But sometimes these and other screw-ups happen, and there it is: a bad war in a bad time.
Even though there's the anarchy, if you think you'll face a long war, it is still a good move to change government. A quick peace seems more advantageous, though, if you want to just reorganize your empire and unit production.
And there's another good option: Catt's moving the entertainment slide to as high as possible, with 0% science production. You'll have your war, and war weariness shouldn't bother. I think this one is the best option, since you'll have your war, will not have problems (at least not much) with riots, will manage to pace up unit production and will take fewer turns to resolve all the problem, either taking one good russian city and then negotiating or making a good job putting the russian empire back to stone age, and relieving yourself indefinitively of the russian problem.
Either way, you'll get back to science race, and specially with the latter one, you'll get the tech lead in almost no time, compensating the "no culture time" that you institutted earlier.
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CerberusIV
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At Warlord you should be getting ahead of the AI in science in the late medieval even without trashing their empire in a war.
Question 1 - are the Russians stealing techs from you?
Question 2 - you have built marketplaces and banks before libraries and universities, right?
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