Draft PPP T100 - T105
Units:
The T103 settler from gems city heads towards the marble site to settle T105.
The exploring workboats continue their yourney. The one N 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 1S1E of Marble site improves Culture bridge's clams on T102, and the one produced in Gems improves the crabs on T100. The WB produced in Stone city later will be used to improve the future marble site crabs.
The great spy heads into the western witches culture. We need an infiltration decision.
The wounded archer heals for 4 turns in Isengard's culture.
Tech trading:
T100 Trade Aesthetics to the Western witches for Alphabet, Politheism and Meditation.
T101 Trade Aesthetics to the Eastern witches for Priesthood and Monotheism.
I argee with the others, that we need to stop here.
T102 Trade aesthetics to the Western witches for CoL.
There is a possibility here, we can trade for alphabet, polytheism, and meditation on T100, then tech priesthood ourselves on T100 so that we can trade for CoL on T101 if we don't think there will be a good trade for monotheism and priesthood. Priesthood will be quite cheap and we could do it with the 20-30% of the slider.
Cities/worker actions
Washington
T100 3 pop whip Aqueduct. We are at 39/100 hammers, so we get max overflow into the Hanging gardens. Working sheep, corn and cow.
T101 start HG; growth, add grassland mine.
T105 Growth, add riverside PH mine
I agree with Tachy that chopping the forest 3N of washington makes sense. I think Goodyear can finish the farm with eiffel near GPFarm and then move to the forest on T101, then finish chop T104 with the chop 1S of Boston. Although the mines around GPFarm might suffer a little bit.
Hoover
T100 chop the forest into the aqueduct to overflow into the HG
T101 move to the forest 1N1E
T102 chop
T104 finish chop for Washington
T105 move to marble hill planned but not executed
New worker from Stone city
T102 move to corn
T103 move 1S, road
T104 move to marble hill
T105 Build quarry
or
T102 move 1S2W, to the Wash/SC shared tile for a cottage
I think we want at least one cottage for Washington, so the T102 move 1S2W to shared grass tile for a cottage sounds better to me.
Stone city
T100 build worker, working gold, rice,stone, crabs, oasis and 2 scientists
T101 2 pop whip worker at 29/60 hammers; loose 2 scientist specialists
T102 Overflow goes into a Spy
T103 Spy produced and heads for Boston or Trojan horse city
T104 Build Spy; Growth, add 1 scientist
Gems city
T100 Build warrior, working wheat, gems, deer, crabs, grass mine and 2 scientists.
T101 Warrior done
T102 Continue settler
T103 Settler done, heads towards marble site; Start a spy.
I think Gems city could be set up for a few whips into the Parthenon after we get marble on line ( around T109). It still needs a lighthouse, an aqueduct could be whipped, and maybe barracks? Corthouse (hopefully if we get CoL from trade), and has an abundance of food. The tech tree path up to Mass media is paved with G scientists, so this, along with the philosophical trait would help a lot. Also, we would get a ton of culture to fight Trojan horse city. Our GP farm is fabulous. This would make it even better.
Gems City is going to depend a lot on what we decide to do with infiltration and a possible GA.
Regardless of what we decide to do with infiltration and golden age, we want a spy or settler instead of warrior. So no warrior for sure now. We don't need a barracks or aqueduct here. This is going to be the city to get our next great scientist, so that is its priority rather than an build it might do.
Fritz
T100 Build grass mine. We're whipping Washington this turn, so it won't grow into any cottages in the near future. I'd build some hammer producing tiles instead of previously discussed Washington cottaging.
T104 move to PH 1S of Gems city
T105 mine planned but not executed
This depends on what we do in Gems, Gems will not need a mine for sometime to come if we aggressively produce a great scientist here.
GP farm
T100 Build moai statues, working pigs, fish, clams, FP farm, grassland farm and 2 scientists
T102 growth, add coast
T104 growth, add PH mine
Scrap the moai statues build now, just build research (possible now that we will have alphabet). There is significant doubt we will ever build Moai statues. Regardless add coasts not mines.
Eiffel
T100 move 1S1W, farm
T101 road grassland farm
T102 move to PH 2S of city, mine
This changes since we want Goodyear to chop for washington, I suggest Eiffel moves to the river grass hill near Ivory instead of the road now.
Goodyear
T100 finish farm
T101 road grassland farm
T102 move to PH 1N2E of city
T103 start mine. I believe this two mines are essential for the G library and National epic run. Still, it might be a few turns too early, so Goodyear might set up the roads for a later ivory site settler.
Finish farm, but then move to forest 3N of washington on T101 and chop for Hanging Gardens.
Isengard
T100 build chariot, working fish, horse, sheep
T101 growth, 2 pop whip barracks, work fish and sheep
T102 OF into an Axeman; work sheep and horse to finish same turn
T103 Chariot; growth, add fish
T104 might want to switch to cows instead of horses if Karl and Yama finish the cows this turn
T105 growth, add copper mine add horses?
Karl
T100 finish road
T101 start mine
T103
T 104 move 1N1E, 1t road
T105 move to the core cities and cottage/mine spam
Karl should improve the cows after finishing the mine with Yama's help.
Yamamoto
T100 finish road
T101 move to copper hill, mine
T103move to cow, pasture
with Karl's help should finish cows T104
Silver city
T100 Build library, switch fish to pigs
T102 growth, work fish and pigs
T103 growth, add PH mine
T105 growth
No one took a look to see if lighthouse first is better, oh well. Library to set up a 2 pop whip perhaps now...as your plan suggets
Stevenson
T100 finish pig pasture
T101 move to silver
T102 mine
Culture bridge city
T100 build granary, switch grass mine to improved crabs
T102 growth, whip granary
T103 start library
I would prefer a lighthouse here instead of a library.
T105 growth, work crabs and clams
Stopping reasons
Wizard spotted.
Something weird happens.
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, wonder completition, forrest/jungle growth, note barbarian appearing using the Alt-S option. Saving each turn.
Thoughts
UIf we decide to burn the Gspy for a GA, I think GP farm could grow to size 9 (maybe even 10) in the next 3 turns, and if we trade for CoL successfully and run 7 - 8 scientists, we can get a G sci at T106.
I think it is better to use Gems for Great Scientist, Gems can get the GS by T106 and would let GPFarm grow into further glory later. We want it to grow so it can build the NE and Great Library quickly.