I finally have the PPP for the T96 to T100 period in which we will hopefully finish aesthetics, and get some tech trade options. Most of it comes from bcool's suggestions. I'll stop at that point for the team to make some decisions and make a PPP for the rest of the turnset.
We will gift the iron resource to the AI to be able to produce a few cheap MP warriors in the next few turns.
We will get a great person on T100 (I believe), so we can discuss it's use after the gameplay stops.
Tech:
Research Aesthetics at 0% research slider T96 and T97, 100% at T98, and max available at T99 to get the tech at T100. Some scientist specialists switching options are available, mainly in Washington.
Units:
Setler from Washington heads towards the planned site, 1N1W of the lake near Gems city to settle T98 and be gifted to Monty. If Monty settles a city the turn before, I stop and the team reconsiders the options.
The workboat NW of Isengard follows the isthmus, and gets back towards the GP farm when it reaches the "bridge". The northern WB explores the Nothern's witches coast heading West. The WB SE of Stone city heads towards Culture bridge's clams, and the one produced in Gems on T98 it's crab. (It will be one turn too late for the border pop, but I think it's better to keep it this way than to loose one or two worker turns to delay the chop - actually, this didn't happen in my las test). The WB produced in Stone city later will be used to improve the future marble site clams.
The great spy heads towards the western witches to hopefully infiltrate if the city gift turns out successfull.
The wounded archer moves to the Isengard's culture borders to save a few bucks (from T98 on) and heals (it reduced maintanance by 1 commerce in the test game).
Amundsen moves to silver ciy T97, after the border pop. He is no longer needed for the GP farm city, as it will produce it's own warrior.
Diplomacy
Refuse all stop trading or war declaration demands.
Assess tech trading options when Aesthetics gets done.
Cities:
Washington
T96 finish library, work sheep, corn, cows, grass mine
T97 start aqueduct. Growth, add PH riverside mine
T99 switch riverside PH mine to a scientist or a lake to aviod aqueduct going over 39 hammers. Scientist or lake depends on the bakers situation. Adding a scientist makes a 7 bakers difference at 0% research slider. If we can get aesthetics at T100 by working the lake, I'll prioritize growth.
T100 3 pop whip the aqueduct OF goes to the HG
T101 start HG
I don't think the scientist in Washington will be necessary, but I guess it is okay if absolutely necessary (there is no other way)
Hoover
T96 move 1N1E, build a 1T road
T97 move to forest 1N2E
T98 start the chop and finish T100, same turn Washington whips aqueduct. Overflow goes into the HG
T101 move to forest 1N1E
T102 chop
T104 chop the hammers into the HG before settling the marble city (same turn).
T105 move to marble
T106 start quarry
Stone city
T96 Building WB, working gold, rice, oasis, stone, crabs and 2 scientists
T99 Start worker
T101 2 pop whip worker at 29/60 hammers
T102 Start a spy with the OF if we get alphabet
Gems city
T96 1T Settler for the chop, working gems, deer, wheat, PH mine, Crab and 2 scientists
T97 finish WB, switch PH mine to grass mine
T98 warrior done, turn off 1 scientist, work grass forest hill
we don't use the non-existent PMine here so no problem with this plan, you are working the grass hill mine, and grass hill forest and all good tiles and 1 scientist
T99 1T settler for the chop, put scientist back
T100 warrior switch grass mine to lake
T101 warrior switch lake to grass mine
T102 Settler
T103 Settler moves towards marble city site to settle T105
Fritz
T96 chop forest for the settler
T97 Move 1S, chop
T99 chop forest for the settler ?
T100 builds mine, or heads towards Washington to build some cottages. I like the cottages option better.
Yes I think he wants to go cottage washington after this as well. Might as well put in a farm 1E of wheat and stop, then 1 turn of fort/plantation on the incense, then on to cottages.
GP farm .... by bcool
T96 warrior, working pig, fish, clam, GH mine
T97 warrior build (will finish in the real game this turn -- in the test game it finishes on T96 so you must waste the excess hammers in the test game with some random build) work coast not the grass mine
T98 Moai statues, work fish, clam, FP, turn on 2 scientists
T100 Moai & add grassland farm not a mine
T101 Moai 0r maybe Shwedagon Paya if we have trade for the right techs
T102 Moai or Shwedagon Paya & add coast not mine
Eiffel
T96 farm FP
T100 move to PH 2S of GP farm. I think we should build the mines around the city so we can switch to building the great library and national epic as soon we have Literature.
T101 build mine
I would rather have Eiffel help Goodyear finish the grassland farm first, so
T100 moves 1S1W and farms
Goodyear
T96 move 2E, farm 1T
T97 move tp FP, farm
T99 move 1S1W, farm
T101 move to PH 1N2E of city
T102 build mine
If eiffel helps this changes. we may want a road on the grass land farm before moving to the mine, this road will be useful for the settler that probably goes this way.
Isengard ... by bcool
T96 Barracks
T97 Barracks
T98 Barracks (and work sheep not horses)
T99 chariot (sheep, horses, fish)
T100 same
T101 2 pop barracks (working fish and sheep)
T102 axeman (working sheep and horses to finish axe this turn) (copper hooked up this turn)
Karl
T96 roads the sheep
T97 moves 1S1W, 1T road
T98 moves to copper hill
T99 road
T100 road
T101 mines copper (with Yama)
T102 mines copper (with Yama)
Yama
T96 sheep pasture
T97 sheep pasture
T98 sheep pasture (finished)
T99 move 1E and road
T100 road
T101 move to copper hill and mine
T102 mine copper (finishes with Karl)
Silver city
T96 Buid Library working PH mine
T97 Switch PH mine to improved fish
You want to switch from fish to pigs on T100
T102 Growth, work fish and pigs
Stevenson
T96 Move E, 1T into a farm
T97 start pig pasture
T101 Move to silver
T102 Start mine
Culture bridge
T96 Build Granary working grass mine
T100 Switch mine to improved crabs
T102 Growth, work crabs and clam
you want to whip the granary on T102 I believe
T105 Growth, add grass mine
Stopping reasons
Monty settles his 4th city T96, or T97.
The AI comes back to usbefore we build the planned warriors, ans says it doesn't need the iron anymore, and the deal is off.
Wizard spotted.
Something weird happens.
Barb Galleys in sight.
Anything I feel needs to be discussed by the team.
Every turn
Taking interesting stuff screenshots such as new tiles deffoged, resources found, demographics screen, barbarians and AI units appearance etc. Note new AI's cities founding hopefully not by Monty in the 1st two turns), wonder completition, forrest/jungle growth, note barbarian appearing using the Alt-S option. Saving each turn, and checking the culture tab in sattelite view.