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Old n Slow
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Vienna, VA
Jun 2002 time: 00:28
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Darwin’s
I rarely play a game where Manhattan comes into play. I often build the GL, although lately, I’m building it less & aiming for faster Electricity more. With the Ai having the GL, it means that they are only six techs behind instead of twelve (I tend not to give techs out as often as the quick landers).
Occasionally I’ll miss out on a key SSC Wonder (such as CoL or Cope’s) due to a war, late start of a prime SSC location & attempting to cram in too many other wonders there (HG & Shake’s) -- so that is close to qualifying. I’m more upset at missing out than at the AI’s acquisition.
But for me it might be Darwin’s. I’m sort of neutral on this wonder -- the 1.1-1.99 extra techs cost 400 shields/8 camels and isn’t worth it if I have a decent boat chain/production/customer trade set-up in place. On the other hand, the Ai seems to nab this during those games where I’m too late getting going, have a couple of wars on the side & am not dealing as well with the raging hordes as I’d like. The techs chosen always seem to include Industrialization (that I was postponing to extend my KRC effects) & something else (maybe Commy as well, ending my MPE also too soon) then switching over to one or two other wonder races (WS & maybe UN), putting pressure on those wonders (which I also don’t place a high priority on, making those at risk as well).
Things are always darkest before they go completely black. 
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