Xcalibrator
Ultraviolet Catastrophe
This all sounds pretty good, although I'm surprised you're willing to delay the Moscow settler. Note that since Seaside starts with a forge, the silver will give us an extra happy, so furs+silver would let it get up to 11 pop instead of 10 without any more buildings or units (although another unit would make me happy--see below .)
I'm not sure which is Worker 2, but if you're suggesting bringing back one of the two workers out west, please don't. I'm pretty sure that we need both plus the explorer to properly fogbust. We currently have 10(!) workers; the recently captured one should be able to make it to our territory in a couple turns. Sure, with all the new work needed around St Pete, bring up the worker who's down SE building roads in the forests. I put him there to speed movement around Gandhi's land and also keep him handy to jump on the galley to get to the silver island, and to fogbust that one forest tile in the corner that Gandhi can't see. But since settling will be delayed and he's needed elsewhere, that's fine. That gives you 8 workers to play with in our eastern homeland! Surely you can leave 2 out west.
Going for the market in Moscow sounds good--the extra hammers from pop9 will buy us back some time on settler production, and 8 gpt is big. You're still planning to put the warrior on the galley and fogbust the silver island, yes? Use the galley to make sure it's safe before landing, though. I'm a little concerned that we won't be able to fogbust the coast north of the island when the warrior is on the island. If that's the case, could you stick a worker down there when not urgently needed elsewhere? We don't want to lose our horses or fur city sites.
Regarding unit costs (and hammers), we're going to need units to garrison our new cities, so don't let those mace hammers wither too long in St Pete. We might also need to kill that Lbow 2E of Broberg at some point and/or another unit posted in Seaside (not a bad idea, considering it's going to be a very important city and we don't want to lose it to a surprise barb invasion ) would buy us another happiness point.
Darn good idea. It also brings up the question, when do we want to start real researching? After Seaside and/or Moscow have libraries? Our caravel(s) will find new civs, but we'll need Astro to get trade routes, and to have something to trade for techs. I don't have a good feel for when would be a good time, but let's not delay too long.
Did you really mean send the Moscow caravel "west"? Why not east? And don't we want to take a shot at knocking out the barb galley that was nearly our ruin? It's like swatting flies, but it's a start, and we could see how big the barb threat is with a better look at their island(s). Have Broberg build one and send it west to explore, perhaps after killing Gandhi's wounded caravel (that might sit on our seafood). I think we also need to box in Delhi by sea so he can't escape by galley and claim OUR land to his S and SW. I wouldn't be so pessimistic about the circumnav bonus, although it's not a big deal. Exploring is good--we could always use more happiness resources.
I don't know about the engineer. Saving for Mining Inc is a long long way off; settling for hammers (and beakers) now would let us get our infrastructure in place sooner and we all know the benefits of that. And as you pointed out, we have a lot to build. As for never getting another Eng, I don't think it's that bad. All of our cities currently have pure Eng DNA. If we keep one pure (St Pete?) I bet we can pop another by the time we need him. And remember, it's the number of turns with a given specialist that determines the popping probability; if we run just 1 eng for 90 turns and then 1 turn with 10 sci's, we have a 90/91 = 98.9% prob for an Eng, not just 90%. I guess I favor settling in Moscow now. With the forge and Bureau bonus it gives us an extra 5 or 6 hammers, plus beakers (with lots of beaker multiplier buildings soon to come).
I agree with running sci's to start in Seaside; we really need to pop Education ASAP.
Nice.
[Edit: A couple random things to keep in mind. Seaside has Islam so we'll eventually need a missionary to spread Confusion there for the OrgReg bonus. A Great Sci will pop Education, but if we have Astro or Chem plus Printing Press then we'll pop SciMethod. I'm assuming we'll pop a Sci before getting Astro but if not then we'll have to be careful about trading for PP.]
I'm not sure which is Worker 2, but if you're suggesting bringing back one of the two workers out west, please don't. I'm pretty sure that we need both plus the explorer to properly fogbust. We currently have 10(!) workers; the recently captured one should be able to make it to our territory in a couple turns. Sure, with all the new work needed around St Pete, bring up the worker who's down SE building roads in the forests. I put him there to speed movement around Gandhi's land and also keep him handy to jump on the galley to get to the silver island, and to fogbust that one forest tile in the corner that Gandhi can't see. But since settling will be delayed and he's needed elsewhere, that's fine. That gives you 8 workers to play with in our eastern homeland! Surely you can leave 2 out west.
Going for the market in Moscow sounds good--the extra hammers from pop9 will buy us back some time on settler production, and 8 gpt is big. You're still planning to put the warrior on the galley and fogbust the silver island, yes? Use the galley to make sure it's safe before landing, though. I'm a little concerned that we won't be able to fogbust the coast north of the island when the warrior is on the island. If that's the case, could you stick a worker down there when not urgently needed elsewhere? We don't want to lose our horses or fur city sites.
Regarding unit costs (and hammers), we're going to need units to garrison our new cities, so don't let those mace hammers wither too long in St Pete. We might also need to kill that Lbow 2E of Broberg at some point and/or another unit posted in Seaside (not a bad idea, considering it's going to be a very important city and we don't want to lose it to a surprise barb invasion ) would buy us another happiness point.
Afterward, I'm seriously giving some thought to putting some turns into the Shwedagon Paya for failure cash. We're industrious and have gold, so we'd get a ton of hammers invested for not a lot of turn cost.
Darn good idea. It also brings up the question, when do we want to start real researching? After Seaside and/or Moscow have libraries? Our caravel(s) will find new civs, but we'll need Astro to get trade routes, and to have something to trade for techs. I don't have a good feel for when would be a good time, but let's not delay too long.
Did you really mean send the Moscow caravel "west"? Why not east? And don't we want to take a shot at knocking out the barb galley that was nearly our ruin? It's like swatting flies, but it's a start, and we could see how big the barb threat is with a better look at their island(s). Have Broberg build one and send it west to explore, perhaps after killing Gandhi's wounded caravel (that might sit on our seafood). I think we also need to box in Delhi by sea so he can't escape by galley and claim OUR land to his S and SW. I wouldn't be so pessimistic about the circumnav bonus, although it's not a big deal. Exploring is good--we could always use more happiness resources.
I don't know about the engineer. Saving for Mining Inc is a long long way off; settling for hammers (and beakers) now would let us get our infrastructure in place sooner and we all know the benefits of that. And as you pointed out, we have a lot to build. As for never getting another Eng, I don't think it's that bad. All of our cities currently have pure Eng DNA. If we keep one pure (St Pete?) I bet we can pop another by the time we need him. And remember, it's the number of turns with a given specialist that determines the popping probability; if we run just 1 eng for 90 turns and then 1 turn with 10 sci's, we have a 90/91 = 98.9% prob for an Eng, not just 90%. I guess I favor settling in Moscow now. With the forge and Bureau bonus it gives us an extra 5 or 6 hammers, plus beakers (with lots of beaker multiplier buildings soon to come).
I agree with running sci's to start in Seaside; we really need to pop Education ASAP.
On the diplomacy front, I just thought I'd point out that Gandhi is Mao's worst enemy. We should keep and eye on that and keep that in mind.
Nice.
[Edit: A couple random things to keep in mind. Seaside has Islam so we'll eventually need a missionary to spread Confusion there for the OrgReg bonus. A Great Sci will pop Education, but if we have Astro or Chem plus Printing Press then we'll pop SciMethod. I'm assuming we'll pop a Sci before getting Astro but if not then we'll have to be careful about trading for PP.]