0) 1110
Swap Spicy and Oy'Deer to settler, they both have the right shields to make the settler in 1. Oy Deer has an extra pop anyway, Spicy is on the upward growth. The settlers will be sent to the Tundra island.
Nansmurket goes on starvation diet to get the Factory 5 turns faster.
Atoll cities set to grow (I don't need the specialists)
There's no reason to leave pollution with all these fortified workers. Six from the fortresses finish the job.
Science down to 0% and I still have excess science.
I go through all the science farms. There are a few at size 6 that should be at size 5. Since there are still improvements to make, I switch these to workers.
The Temple in Highway is too late and will not help get our road back. I leave Richbourough to it's own devices and switch Highway to a knight (best use of our accumulated shields).
Worker usage is disappointing, with many stacks of 2.5 trying to make 3 turn improvements.
Bursa is not that corrupt and with a library can add some food to the sparse north. Set it to use all the coasts, giving Stein another grassland. Wake workers and mine the two grasses that are irrigated to speed the uni.
Wake more workers and irrigate enough tiles around Spicy to grow in 1. I'll switch them back when we start building the uni again.
Renegotiate the spices deal from 17 to 23gpt. Since the other luxury deal is already at 22gpt, it's not worth renegotiating.
The Ottomans have learned Music Theory and Spain still has the Military Tradition monopoly. We need a prebuild for Bachs now. I want it in the south and would consider giving it to India right after it's built. The best place I can find in the south it New Smurkheim. The unfortunate thing about that is we'd lose Magelleans at the same time but I don't think that matters. So I switch the Uni due in 1 to US as a prebuild. By my calculations, Bachs could be built in 13 turns. I switch food tiles for sheild tiles with Adelphia and get it down to 11 turns. This lets Oy Deer us Heims coastal square instead of a specialist.
When all is said and done, I need 1 scientist to complete SciMeth.

We probably sunk a bunch of extra beakers into it and would have finished it last turn were it not for the 4 turn limit.
Since the boats have all moved, I don't do anything towards the celt tundra island this turn.
Move a few tiles around and put Albus on -1fpt to get Hoovers in 10. The tech is due in 9. Move more tiles around and join a worker to Albus and now we're at 0fpt.
IBT
Pollution Adelphia
Grad Infantry>Wealth. Deer Settler>Factory. Victoria Factory>bank. Spicy settler>university. Missi arti>infantry. Zentral inf>inf. Smurkzapulco factory>bank (we might give this up soon and I'd rather build something that will survive the handoff first. TestTube worker>wealth (fix at size 5 with 3 sci.)
1) 1120
Infantry/artillery move towards Carthage. Carthage needs 1 unit to prevent flipping so I do that. Same with Zala, Hold'em, Bursa and Deer. I don't care if Mo and OeHah flip to India. The Tad pole towns needing garrison are Seattle, Washington and Thunderfall but I don't think I have enough units for that. I'm sending a galleon from Tad to smash Agedincum.
Move workers into stacks of 6 or 12 and position in the plains by Sages/Zentral for easy location.
Remine spicy.
New settlers move to smurkzville where a galleon is upgraded to a transport for 80g. (We have $14K, the transport will get the settler to Agedincum faster.)
Late Night Spam chain is broken to send 4 infantry towards Agedincum.
Workers on Tad chop forest for Broadway worker. Finish various partial projects by moving new workers to complete then moving released workers to complete, etc. Ship Chain 4 more workers from Smurkz to Tad and worker chain to finish both Jungle chops this turn. Extra workers move to Highway to start roading/irrigating the plains there.
Relabel all farm towns to include their desired size (Z12 means it should end up at size 12). Towns that are already at their desired size are set to 0fpt and relabeled X# where the # is their desired size. The few that are above their desired size (Lamb, Texas Horses etc.) are building workers that will finish before they starve. The ones that are below their desired size are set to grow.
After making all taxmen into scientists I still don't have enough for AT in 4 at 70%. I do as much MM as possible and rush two uni's that should contribute a combined 22bpt. I hope that's enough. CAII says I have >40b surplus. If not, I'll have to raise science for a turn.
I leave the Lamb NE-NE of Sing Sing open to let Celtic leader fodder ensue.
IBT
Carthage bank>barrack. Smurkpoint Uni>Factory (I note that the screen now says 4 turns for AT). Ismurkz art>inf. River art>art. Tromsmurkz uni>factory. (Now AT in 3 so it was a good move to rush the two unis.) Vlad SE>Dock. Broadway worker>worker. Another chop will finish it and bring it to desired size 4.
2) 1130
I have a little lee way with science at 70% now that the unis are finished but not much. I undo some of the extreme sciencing I did to Vlad and some other towns.
I realize that I didn't account for the benefits of Hoover when I said it would take Grad 21 turns to make US. With Hoovers due in 8 turns, Grad will need about 19 turns. So I order a berserk that will take 2 turns and will start US prebuild after that.
Workers add some irrigation to Nan that keeps factory in 9 but stops the starving. Adelphia gets the lamb mined.
Tad chops two forests to get their towns down to the desired size. Rails irrigation continue for Highway and Cosa Nostra. Change my mind about Highway and switch it back to temple. It can at least defend it's lambs.
Atroid gets some irrigation on the turn it's due to overrun the factory, so it can use more coastal squares. (see, you never get bored of doing worker things.)
Spain must be researching Steam Power because she won't even give us Military Tradition for it. On a brighter note, she hasn't be able to trade for Music Theory either. She has only 10gpt so nothing worth selling yet.
IBT
Spain demand Steam Power and I think we're going to be at war but she's smart than she looks and backs down.
Carthage barracks>inf. Hold'em duct>market. Atroid factory>harbor. Missi inf>inf. Zentral Art>inf. Lamb worker>wealth.
3) 1140
Get the ship chains realigned with our new 9tile movement. Adding galleon to Madrid chain allows us to get to Buffalo in one move if needed.
Deal with pollution, put my workers back in the toybox. Some troop shuffling.
I'm still skirting the edge with scientists. Have to hire some in the growing farms to make it 2 turns.
Sell WM to all civs I can, worth about 7g to each but some don't have enough to pay. Celts still wont talk. Too bad for them I dropped of 4 infantry next to Agedincum.
Decide to chop the Carthage silk route. Move all units into place, pillage and rebuid one silk road. Spain has 11gpt. I know silks are worth at least 22gpt so I buy 37g for 11gpt and she now will give me all of her 22gpt for silks. I buy 3g for 1gpt and deal goes to 23. Eventually I figureout I can get the exact value of the silks by pricing her furs (101gpt) and then adding the silks. It drops her gpt price for furs to 73gpt meaning she'll pay 28gpt for our silks. I buy 14g for 4gpt and realize she doesn't value our gpt as much as we value hers (bad rep) but I still get 27gpt back for the silks if I throw in 15g. All mines and rails replaced.
IBT
India archer moves to mountain by Albus.
Grad Berserk>US. Arismurk SE>art. Ismurkz inf>inf. River art>art. Olive Factory>Dock. Sages SE (crap, meant to prebuild for SETI)>Battleship (prebuild-it can be sped up but will sacrifice a lot of bpt).
4) 1150
First Artillery hits making the archer 2/4. That should do it.
Small worker actions here and there. More chopping helps build a library in Broadway to make sure we keep our current tiles.
Our first infantry attacks Agedincum and DIES, promoting the spear to 2/4. The next infantry kills the wounded spear and an archer shows up. He is no match for the third infantry and I raze the town. I plan to put 3 towns in the corners but the transport only holds 2. They disembark on the islands two resources.
Infantry/artillery stacks are slowly replacing the units from the The Vest Vall. I disband a medi in Stein to help the uni, but I'm not a big fan of disbanding so I don't do more yet. We still have need of a lot of placeholders/guiding units.
The workers are mostly fortified in stacks near Sages. Once I get a better feel for how much pollution we're going to experience, I may add them to the Atoll cities. (need harbor or expansion)
Based on Niklas' comment I check to see if River can build Universal Sufferage in the 19 turns desired. It can right now, but calculating the added benefit from hoovers means it would actually take 17 instead of 19, so I order one more artillery and plan to start US after that. Grad switches to infantry.
One boat load takes the Sage-Madrid-Buffalo ferry and start railing lookout mountain. Attempt to ship chain a second boat load via Entremont but accidentally hit enter on the third leg ending the turn.
IBT
India archer retreats to Indianapolis. Lots of scouting movements by Mongols and Spain.
HotB SE>Inf. Atroid harbor>dock. Missi and Zentral inf>inf. Am-Zee bank>dock.
5) 1160
Turn off all scientist but we're still due in 4 at 70% but not close at 60%. I'm due for an over run. I MM Sages to shields and it's still an overrun. I can't find any other way to gain, so I leave it.
Spain has learned Steam Power and now has 25gpt. They didn't have anything last turn or I would have traded.
IBT
Carthage, Ismurkz inf>inf. Arismurkz art>art. River art>US. Cabana SE>Harbor. Smurkzville market>factory, set to growth.
6) 1170
Continue replacement of obsolete units but don't disband.
Workers are finishing the critical tiles on Tadpole and railing the border tiles for quicker access.
Ship chains reset preparing for military movements.
For fun, fortresses start lining the celtic area. I leave the ends unfortified so that we can leader fish if they ever declare on us again.
IBT
Celt Drops off an Archer in the south of Tad.
San Ansmurkio SE>inf. Grad, Missi, Zentral Inf>Inf. Vlad Dock>Destroyer. Kalmurkz market>harbor.
7) 1180
Archer is bombed to red then Elites are ship chained over to Tad. The first sword kills the archer but no leader.
Artillery takes the galley down to red.
IBT
Adelphia SE>Transport. Arismurkz art>art. HotB Inf>Inf. Ismurkz same. Food SE>Barracks. Cabana harbor>dock. Zala factory>bank. Stein Uni>Factory.
8) 1190
Mostly worker turns. Moved some infantry and disbanded some Medi.
Bombed
TWO archers on Indianapolis border down to 2/4.
Spain has 18gpt and the furs/55gpt is coming due next turn. I don't want to sell Industrialization because of US. I don't want to sell electric because of TOE.
IBT
India now has 4 archers!
Electronics>Motorized Transport for the tanks. Use Big Picture to switch Albus to Hoovers and Sages to Palace (SETI). Drop Sci to 50% (5-turns) to see if I can get 4 with scientists.
Carthage Inf>SE. I think we're getting enough Infantry for now. I'll just build them where nothing else is available. Food barracks>inf. Victoria Bank>Dock.
9) 1200
I can get 4 turns with just a few scientists. Sort cities by name and worked my way up from the bottom.
I'm going to finish hoover in 1 and that might finish the prebuild for Bachs in 1. I can't risk it so I'm going to buy Music from Ottomans now.
I chose to buy it with Steam Power. He's getting a good deal but the moment he owns Steam, it will devalue, unlike the 1043g he wanted.
I get 18gpt and 61g back from Spain for Music (market value).
Switch prebuild to Bachs. I need TOE in 14 turns. I'll wait until Hoovers is done and then pick a good candidate.
Disband some more units.
I don't renew the furs deal since we're happy at the moment.
IBT
Nans factory>dock. Albu Hoover!>Inf. Acapulco bank>transport. Kristiansund lib>duct. Latenight worker>wealth. E.Virginia worker>wealth.
Spain starts Bachs in Mohac's.
10) 1210
Fire all the scientists but the three in Seattle (lowest X city at the moment)
River starts US but its in 12 instead of the desired 13. I swap a 3s tile with a 2s tile in Olive and it gets down to 13 as well as increasing the Dock build from 3 to 2.
I want TOE now in 15. House of Beard does exactly that so I pick it.
Join the two eqWorkers to Spicy and now even Seatle's scientists can turn to tax men.
Handoff
- Bach's is due next turn. Spain just Started building so they won't lose much.
- The wonder builds are actually what they are supposed to be and not prebuilds. I've calculated US to hit 2 turns into the MA to get the GA advantage on the back half of the first tech, and the start of the 6th tech as zyxy suggested. TOE to hit 4 turns into the MA. So when the first tech of the MA is learned, the next two you choose will be freebies.
- Sages is working on a Palace Prebuild for SETI. (both 1000s so it needs to be switched via the big picture when we learn computers.) If the Ottoman's don't get Computers as their free tech, we may need to slow down Sages. That's easy to do since all the coastal tiles give two food and lots of commerce. The extra workers can also irrigate as needed to slow it down.
- I think the workers are just for pollution and playing now. There are a couple of western towns that are building markets. We could join workers to them when the markets/harbors are finished. I've been getting 1 pollution every other turn and sometimes 2 in one turn. If they're both on mountain's we'd need 36 workers. We shouldn't have a problem with that considering the slaves we have.
- Tadpole is finished irrigating the necessary tiles and clearing the necessary jungles. I was just adding rails to the other tiles as a precaution.
- The towns starting with an X all have their food/specialists set. You can change back and forth between taxmen and scientists from the F1 screen by clicking on the left side of their faces. (The pick point is offcenter in a weird spot but you get the hang of it. Click a taxman once to turn into a scientist. Double click a scientist to turn him into a taxman. You can sort of tell the difference by their picture.)
- The cities starting with Z# are planned to be size "#". For Istanbul that means building the worker to drop down in size, then setting it to 0fpt maximizing the specialists (2x 4fpt, 3x Specialists). For the others, they need to grow. If you don't need the beakers, set them all to max food. You can also join workers but there may not be many left on Tadpole. The islands have some workers on them but need a harbor for access to railing material (iron/coal). The harbor does not in itself increase the potential size: Thunderfall can be size 5 with two irrigated grasslands. A single food bonus doesn't help so I didn't bother with the deer, but the chop can help the harbor for rails; Alcatraz can use the fish and irrigated plains for a total of 8fpt which is the same as 2 irrigated grasslands (size 5, 3 specialists). I didn't get to Detroit or the newer towns on Tunda.
- Tundra could use one more town in the corner, without harbors, they are all destined to be one scientist towns (size 1). The harbor won't help that so You don't need to bother with harbors there.
- There are three ship chains available leaving from Victoria (E), Point (W to Buffalo) and Ville (W to Spam). The Spam Route was calculated and can be done with two boats once we build another transport. The other two I didn't look at to see if they can be done in two. The Point chain can either go to Madrid with 2 boats or Buffalo with three right now.
Things to Think About
- When to start giving cities to India? Which ones. I think Bachs helps them a lot more than it helps us. Nansmurket has it's factory so I think that could be given as well. The Atoll cities are useless to us but not very developed. What minimum improvements should they get before turning them over? Where possible, they should get the Ivory and Dyes for happiness. We could even consider moving Carthage to a prison elsewhere and letting India have Carthage or a new town on the tip of the pennisula. Problem is we would need to give up hold'em or wait until they have a boat.
- Should we sell Electricity to Spain for gpt. I think Nationalism would be a good buy also since the Ottoman's have probably already gotten Communism and we're going to want to head toward Espionage. Just make sure that we get TOE and US! We could also use the furs or gems since I lost WLTKD almost everywhere. Doesn't seem to effect us that much though.
- How big should our treasury be? Can we rush some factories in the western cities in preparation for India's takeover? Since the Ivory area is one of the first to handover, but the last to get improved, cash rushing there would help. They need a court,market,factory at a minimum. Some of those are built already.
- When to start giving cities to India? Which ones. I think Bachs helps them a lot more than it helps us. Nansmurket has it's factory so I think that could be given as well. The Atoll cities are useless to us but not very developed. What minimum improvements should they get before turning them over? Where possible, they should get the Ivory and Dyes for happiness. We could even consider moving Carthage to a prison elsewhere and letting India have Carthage or a new town on the tip of the pennisula. Problem is we would need to give up hold'em or wait until they have a boat.
- The Great Transferance is coming in about 15 turns. We really want India to have a small core soonish. The magic number is OCN (8?). That way they could build their FP and reduce corruption. They need the cities now to start that before Apollo. If they get the Atolls (3), Ivory, Cabana (to get to Cape's Harbor), Cape, Heim (for Bachs) and Nansmurket (or one of the other Ivory region towns depending on how the borders playout) would give them enough towns. For it to matter, that needs to happen soon. They have somewhere between 2 and 4 archers. It was tough to tell the way they moved in and out of the town.
Maybe we use some of the Celt wall units to make a channel to Heim and proxy that first? Make sure the cultural buildings are sold before gifting the city and that the tiles selected for the surround cities are the ones you want. From there, we could lead the archers to the atoll region, maybe even by leaving explorers as a trail of bread crumbs to be killed on the way to the cities. When they come out the other side they'll be ready to take the ivory area if they haven't built more archers in Indianapolis. I definitely recommend rushing the harbor in OeHah and getting it's pop above 3 so that they have something to pop rush a spear with. Otherwise the archers will get trapped in cities they capture until relief arrives.