Gems city
T101 Finish settler to be able to settle marble site T104 after the chop 1S of Boston; working wheat, gems, deer, crabs, grass mine, grassland and 2 scientists.
T102 Continue spy or whip him
Continue spy, no whip and I think we want this spy. We will be able to do potentially productive things with this spy by the time he is produced. Send him to the eastern witches to scout for example, or send him to Boston to get 50% discount on a tech steal from the North--I think it might be possible with our discounts to get a smallish tech from the north on just our passive espionage alone
If I remember correctly (away from the game) Gems will be at 8 pop on T102 about
T100 settler// work wheat, crabs, gems, deer, grass? 2 scientists 78 28/34 food
T101 spy// work wheat, crabs, gems, deer, grass mine, grass 2 scientists 90 28/34 food
T102 spy 7/40? // whip spy wheat, deer, crabs, gems, 2 scientists 102 17/32 food
T103 chariot finishes with OF this turn // wheat, deer, crabs, gems, 2 scientists 114 23/32 food
T104 lighthouse? // wheat, deer, crabs, gems, 2 scientists, 126 29/32 food
T105 revolt Caste system +1 pop +1 more pop from food from hanging gardens takes effect
T106 lighthouse? // wheat, deer, 6 scientists spy produced 138 17/36 food
T107 lighthouse? // wheat, deer, 6 scientists spy produced 174 13/36 food
T108 lighthouse? // wheat, deer, 6 scientists spy produced 210 9/36 food
T109 lighthouse? // wheat, deer, 6 scientists spy produced 246 5/36 food
T110 lighthouse? // wheat, deer, crabs, gems, grass mine 3 scientists spy produced 282 1/36 food
T111 Great scientist produced (still possible by running 4 scientists on T110 to make up for having 6 less
)
without the whip I think we could get the great scientist T109 with some starvation perhaps. T110 without startvation probably, someone can do the details no more time here.
helps decide if whip of spy worth it.
Okay no whip
T100 spy// work wheat, crabs, gems, deer, grass? 2 scientists 78 28/34 food
T101 settler// work wheat, crabs, gems, deer, grass mine, grass, 2 scientists 90 17/36 food
T102 spy 8/40 // wheat, deer, crabs, gems, grass mine, grass, 2 scientists 102 17/36 food
T103 spy 16/40 // wheat, deer, crabs, gems, grass mine, grass, 2 scientists 114 22/36 food
T104 spy 24/40 // wheat, deer, crabs, gems, grass mine, grass, 2 scientists, 126 27/36 food
T105 revolt Caste system +1 more pop from hanging gardens takes effect
T106 spy 28/40 // wheat, deer, 7 scientists spy produced 138 32/38 food
T107 spy 32/40 // wheat, deer, 7 scientists spy produced 180 26/38 food
T108 spy 36/40 // wheat, deer, 7 scientists spy produced 222 20/38 food
T109 spy produced // wheat, deer, gems, 5 scientists 264 14/38 food
T110 great scientist produced 10/38 food (still possible by running 6 scientists on T109)
with starvation
T100 spy// work wheat, crabs, gems, deer, grass? 2 scientists 78 28/34 food
T101 settler// work wheat, crabs, gems, deer, grass mine, grass, 2 scientists 90 17/36 food
T102 spy 8/40 // wheat, deer, crabs, gems, grass mine, grass, 2 scientists 102 17/36 food
T103 spy 16/40 // wheat, deer, crabs, gems, grass mine, grass, 2 scientists 114 22/36 food
T104 spy 24/40 // wheat, deer, crabs, gems, grass mine, grass, 2 scientists, 126 27/36 food
T105 revolt Caste system +1 more pop from hanging gardens takes effect
T106 spy 26/40 // 9 scientists spy produced 138 32/38 food
T107 spy 28/40 // 9 scientists spy produced 192 16/38 food
T108 spy 30/40 // 9 scientists spy produced 246 0/38 food
T109 spy 32/40 // lose 1 pop great scientist produced. (not possible with 6 less
)
Okay if I understand WalterWolf correctly he turned off 1 scientist in Gems, which means the starvation plan to produce the great scientist T109 doesn't work.
However T110 works without starvation and no whip
T111 works without starvation with the whip.