There's three turns of anarchy planned, and not a great deal to be done with the war under control and little whipping to do, so I think this is reasonable as a 13-turn set.
Hastings will be the Heroic Epic city, and various parts of the plan have changed to suit that. I've rejigged my worker plan to improve it - with better tile improvements I can get HE T232 at size 7. Hmm, Hastings can be attacked and maybe taken T201 with two cats, a sword and three axes with 4% culture still, but AFTER the revolutions start, so that we don't increase their length (tested in game). The earlier capture does lead to earlier emergence from city-revolt because that timer decays during the empire revolts!
Why not take 2 (or 3) swords (the healthy sword, the 5/6 strength crI with promo available &the significantly wounded sword 7/8 xp crII which could easily finish off a unit weakened by a catapult and get his 3rd promo too) to Hastings with 1 axe and leave axes in York in case the CII swordsman shows up?
I've incorporated suggestions for more triremes, and over-growing CC. The plan I used in my play through for the theatres was OK, but the rate-limiting theatre in GH is a bit slow (T224). We have to build five theatres from (FH, SM, PC, MC, BF, FC and GH). FC is too slow, even with its chop. My play-though built a trireme in PC which I think is surplus to requirements, and theatres in FH, SM, MC, BF and GH. I have changed the plan build a theatre in PC instead of GH, which will speed up the last theatre and presumably speed up the finish time of the 450
Globe Theatre in London. There's still T201 whipped-triremes from GH and SM, La Couronne healing up and Paralus north of England, so I think we're decently covered without starting a new trireme in PC.
Various parts of the plan have been subordinated to the desire to get WvO friendly to get some useful techs out of him in the near future. To do this, I am implementing the plan discussed in
#1769.
So we immediately
- trade Drama to Cathy for HBR,
- gift Drama to WvO (check that we got a suitable size of plusmod), then
- gift iron and stone to WvO
- switch to Taoism
Tech Path
100% on Feudalism, then plan to do HBR+Feudalism for machinery. However, if WvO (unexpectedly) does not start Compass, then go back and finish Compass and use it for trading to WvO - this would probably require that I put a turn of tech on Machinery, with a size judged by the gold he wanted to seal the deal last turn. Then continue binary research on Optics.
I'm concerned that once we research feudalism Cathy will be willing to trade it to Willem. I tried to test this with a test game (giving Cathy her techs and Willem his and making sure they knew the same AI) and Cathy didn't trade it to Willem, but not sure how accurate that behavior is. The 20% AI tech limit Cathy has I"m not sure it is 20% of known civilizations including hers or not including hers. I assume it is known civilizations other then her, so when we do research feudalism then she might trade it to Willem. A possible solution is to research feudalism, but wait to finish it until we are friendly with Willem.
Civic changes
Anarchy is still one turn. Switch to Taoism T198 (spread in CC already, want to get diplo benefits with WvO earlier) then Paci+Caste T201 (keep slavery as long as possible in case of needing to whip trireme in GH)
Religion Changes
As above, Taoism T198. Anything to be done with other AIs before they start to hate us for our religion?
Tech Trading
We could get Ragnar's 70
for Monotheism. By the end of the set, we hope to organize a HBR+(Feudalism or Compass) deal for Machinery with WvO once WvO likes us a bit more.
Sure I would trade for his 70 gold, he has been hovering around that amount 60 one turn, 50 the next, and now 70 so it might be a good time to grab the gold. It might piss off Izzy but who cares?
Other Trade Opportunities and Diplomacy
- Maintain current trades
- Gift away iron and stone to WvO as above
- We traded away our marble to Ragnar for wheat for the , but we hope to change that during my set if something looks possible.
- Reject "Stop Trade" demands, particularly with Cathy, Ragnar and WvO who make up our 14 overseas trade routes.
- If we have an excess resource, unload it if we can get some cash
- If we have an expired deal for (easiest to check on the F4-"Active" screen by mousing over deals) and they have more income, cancel and try to get more. AIs will normally trade all their excess income for a resource up to about 10 (or more)
- Check if there are other deals that can be canceled/reevaluated.
- Reject research demands of low cost (<300 ) techs from others - we want their cash, not their liking.
- Reject other research demands (but will check with the team if at all possible before doing so)
- I'm thinking we accept a demand to go to war with Izzy (but probably AI won't ask since we are at war?) Will reject other war demands
Reject research demands of low cost? I think avoiding the added risk of a war with an AI is worth accepting a demand of a small tech. We don't need to make friends but we don't need to make enemies either during this time of peace and relatively weak military strength. Without slavery a war in the next 30 turns would be costly.
Espionage
Adjust allocation to maintain a view of WvO research, but put any excess towards Cathy.
Great People
One in the middle of the set and another at the end of the set. First one is about 85% scientist, 9% merchant, 6% artist, 0.1% engineer. Next one will be mostly scientist. Save them all, for bulbing Astro and war-time Golden Age as appropriate.
Workboats
We need three for the silver site and one for Hastings, and probably one for Vicky's eastern iron site. We have two en route and two in the build plan below. We also need one for GH, which is already nearly finished building in GH. Silverlode will want its WB on T201 when it plants, and the first WB goes there. Hastings will want its WB by T207, and the second WB is well-timed to go there.
City Builds
This should match the attached PDF
- CC... Grow to 12 happy next turn and run six scientists on T204 as we grow to 12, then eight scientists with starvation after the revolutions (plus two from GLib). Build Courthouse next
This is an improvement on my suggestion. I assume we can get close to growing to 12 pop before the revolt and slowly grow to 12. It also allows us to get more healthy resources online before we grow to 12.
- FH... Whip courthouse T200 before revolt, continue with workboat for Silver Lode working fish, Gmine, then Pmine and then coasts, unless switching to coast gets growth one turn earlier. (Basically, a workboat for elsewhere will get the growths there even faster...) then theatre
- SM... keeps fish, switch to a trireme to 2-pop whip next turn, then theatre
- PC... whip courthouse T200, then workboat for Silver Lode, use Pmine at size 4, then theatre, then finish trireme (do not run any artists)
I would imagine the trireme would be losing hammers by the time the theater finishes. I think we can forget about the trireme here. A caravel would probably be unlocked by the time the theater finishes, or even a wonder for failure gold, or just wealth itself.
- MC... put a turn on a warrior, continue courthouse, then warrior, then theatre
- BF... switch to worker to whip, then workboat for Canterbury, then theatre while growing, then more workers. Do not bother with artists to pop border (turn off the damn spy!)
- FC... growth here is slow, so don't bother to whip the courthouse, then build trireme (too slow for theatre)
Why a slow built trireme? Why not a warrior MP? Then a slow galley that might convert to a galleon that we could whip for the war?
- GH... whip trireme to look for Cathy, then finish WB (run one artist to accelerate border pop to sync with WB), finish archer, grow to size 9 (where we are -neutral running five merchants and gold mine) building trireme
I think galley or warrior instead of trireme. Or possibly a caravel depending on timing.
- SR... whip missionary next turn, then grow and finish the granary (preferably with the food box just below half full - I found a few ways to acquire the granary with the food box just under half full on T217. Work rice until size 3, add Gmine, and switch away from rice after one more turn to the Gworkshop to finish the granary. This makes
sense, because 2>3 before the granary is built.)
- London... has just been poisoned. We start a worker this turn, whip next turn and start a granary, and whip the granary the turn after that, revolt, and let the worker and granary build off the queue afterwards. T203 work two artists while finishing the worker. Then finish the courthouse and we can continue with theatre and (maybe)
barracks to prepare for GT.
- Nottingham... courthouse with artists after Caste to pop border ASAP, then max food, then maybe settler for ivory? - but it won't happen in my turn set
Are we chopping here for either the courthouse or settler? I assume no since Hastings will need them. But maybe a worker from SR island?
- York... chop lighthouse, artists for border pop ASAP, then courthouse while max food, then Forbidden Palace
- Hastings... Capture T201 AFTER REVOLUTIONS, run three turns of an artist to pop the border, plant workboat and run max food building granary (completed by two chops before the food box is half full), then barracks.
- Silver Lode... plant T201 AFTER REVOLUTIONS on the southern silver (allows for working the iron and PForest tiles later - or do we want to get the fish in the city square to work earlier?) build lighthouse, then granary
Ah I see you have the reminder to plant after the revolt, good.
There's only a vague plan for a settler for the ivory site...
Workers
- Strauss workshop N of SR
- Eiffel workshop N of SR for a turn, then to jungle, then one turn on horse pasture, then onto Beta and NG galley chain, then offload on jungle south of BF to chop and workshop
- Stevenson chop forest, workshop south of FC (maximises chance of forest growth)
- Yeltsin pasture horse for three turns, then onto Beta and NG galley chain, then offload on jungle south of BF to chop and workshop
- BF worker (near SM, named MacAdam) workshop north of SM, then NW of SM, but interrupt to load onto Beta and go to BF to chop and workshop there.
- T201 new worker from BF (named Fleming) boards Ferry to be dumped in SM that turn, to build workshop NE of SM before being taken to PC or BF as suitable
Wouldn't this worker be more useful over in Vicky's lands?
- Hoover unload on marble, road there T199-201, move to hill W of Hastings T202 (the turn after the capture) and road there T202-205. Border pops on T206 and Hoover does cow pasture T206-211, then road T212-214, then helps with marble quarry to sync to growth to size 3.
- Nottingham worker (in Nottingham, named Goethals) moves along roads toward London, then to the forest 2SW of London to road T199-201. We capture T201 and when safe, we road the tile NE of Hastings T202-4 to connect it to the road network. Then move to forest N of Hastings T205, chop it T206-T210, put one turn on a workshop NE of London T211 and wake up, then move to marble and quarry T212 onwards to sync with growth to size 3
- Post-revolt worker from London (named Barlow) moves to forest 2SE of London to chop, then to forest 2N of London to chop, then to hill forest NNW of London to chop
- Captured worker (SW of York, named Brunel) moves to forest S of York to chop into lighthouse. Then chop forest 2SW of York after running artists to pop the border. Then chop and plantation the spice tile for Hastings.
War Plans
- I think there's no rush to pillage the eastern iron - there's no route to Hastings, and since Vicky settled only T192, and at best has built an iron mine, she's probably going to get about one iron unit, if she beelines it. She does have a C2 sword somewhere (unless Ron killed it London) and I expect to find that in Canterbury.
- I think we want to keep Canterbury - the grassland-iron-and-fish tile combo is pretty nice despite the maintenance until we build the FP, and it will be OK to put out granary (12 turns of iron+central) and courthouse (19 turns of iron+central) and get up to drafting size in a relevant time.
- Fetch Great General from GH when the missionary arrives, and take him to Hastings to settle. Details of galley movement TBD, no hurry.
- Catapult to hill near Hastings under the axe (promote axe to Combat1), bomb down Hastings. Attack with cat+axe if she leaves only one unit in Hastings.
- Take uninjured sword and two axes in/near York to wine en route to Hastings.
Don't we have an almost healthy sword that has a possible crII promo? Isn't this better than an axe who might be needed for defense against the CII swordsman Vicky still has?
- London catapult waits for a turn, then 2SW onto forest, then S onto stack arriving from York.
- Upgrade one cat CR1 and attack Hastings after revolution T201. Will have second cat from London available as needed, and four uninjured swords and axes, including CR1+CR2 sword. Should be fine over at most 2 turns, even if she builds another archer.
- Other two swords, cat, axe and archer heal up one tile north of York. This allows the stack to cover either city as needed, and still move on Canterbury (1N of eastern iron) soon.
Triremes
- La Couronne heads into PC to heal up - what promotion, if any? Then bust fog for workboat parade
I think medic promo. Then maybe scout for joao, his trade routes would be valuable... New Jeresy and Paralus have the waters covered I think
- Paralus heads up to bust fog near the silver site
Paralus can probably patrol down between Nottingham and PC after clearing the way up north until Silver is settled.
- Salaminia II built in GH T201 goes through the NW passage to look for Cathy's navy.
- New Jersey built in FH T201 heads to PC, and either it or La Couronne goes scouting south of England according to health and timing.
- Other triremes RIP
Galleys
- Argo RIP
- Kon-Tiki off-loads settler in Nottingham and continues to the silver site crab tile. Settler walks along roads to the tile 1N of corn. Then to iron and tundra and finally to the silver city tile if safe AFTER REVOLUTIONS. It could stay on the boat at plant at the same time, but we would not have vision of the tile 1N of the iron at the time we offloaded. K-T then continues through the new city with Paralus to provide vision near Hastings, and later a landing force for Hittite. In extremis, the settler can run to board K-T.
Maybe K-T can come back and help ferry over a worker or 2 to vicky's lands instead of this settler safety valve purpose. I think we could send an axe up from York to fog bust/protect the settler. especially if we send the almost healthy sword to Hastings instead
- Nautilus busts fog for the workboats coming through, then heads to east of England once triremes are back on duty - prepares for war with Cathy
could help with galley chaining workers /GG to vicky's lands.
- Beta lurks near the horses and prepares to take Eiffel and Yeltsin via galley chain to jungle south of SM, then to tile 1S of MC to get the second missionary (who does produce before the revolts), take him to GH, get the GGeneral and take him to HE site. The timing seems to work.
- New Galley moves to clam SW of CC to set up galley chain for Eiffel and Yeltsin
- Ferry heads east to move Fleming from BF to SM, and then workers to BF once the border pop is due.
Stopping/Pausing Conditions
A barbarian spawns in an awkward position that I can't immediately deal with
AI declares war on us
War with Vicky goes badly
Timing of something goes badly awry
Giving drama to Joao doesn't get 3+ diplo
I assume you mean Willem
Checklist every turn before hitting end turn
double check MM and whip timing for each city
check tech trades available
check if and what AI have researched from F4 screen
check for new/better resource trades
check espionage screen for large sabotage production values in all visible AI cities
check if any AI went into war prep mode
check for any barbarians
turn off spy specialists
save the game
While scouting
will put a note that notes the most recent location of barbarians
will put a note that notes the most recent location of all AI units