A discussion about exploring eastward with Warrior 5 before Settler 3 must commit to moving towards a particular settling location, as well as a discussion about where religions will get founded
Dhoomstriker said:
Thus, instead, I would move our Warrior that is already on the way east (Warrior 5) with confidence into that area, expecting to meet little Barb resistance. I.e. I would be confident sending him:
1NE PHFor, 1E GFor, 1NE GRiver (otherwise a dangerous, unexplored flatland square, but in this case, it is fog-busted already by Zara's borders), 1NE.
Keep in mind that our settler will be done next turn. If we take too long to explore east and decide, we may end up having to delay settling city 3 (since the settler could quickly overtake the warrior) if we decide to settle east as opposed to Stone.
Warrior 5's suggested path, which reveals many of the relevant squares, takes 4 turns to do. More relevant land could be explored to the north afterwards (land that helps us to see what Option c) would get), should no Barbs have been lurking next to Zara's borders that would otherwise delay this extra exploration.
Settler 3 must walk through many movement-eating squares, such as through Forests or on Hills squares. Thus, the soonest that Settler 3 can arrive at the following proposed City 3 locations will be (counting the 1 turn remaining to complete Settler 3):
a) 2N of the Plains Cow and 1SW + 1S of the Plains Wheat = 5 turns + 1 to settle = 6 turns
b) 1 NW of the Plains Cow = 4 turns to be completed and move + 1 to settle = 5 turns
c) 1NE + 1N of the Plains Cow = 5 turns to be completed, move, and settle = 5 turns
d) 2E of the Plains Cow = 5 turns to be completed and move + 1 turn to settle = 6 turns
e) 1SE of the Plains Cow = 5 turns to be completed, move, and settle = 5 turns
The best route would be to go with Settler 3 would be northward, as going that way can allow us to move 2 squares north per turn for our first two turns (N GCornRiver, NE GHFor; NW P, NE GFor). Due to all of the Forests and Hills to our east, we'd get to Options d) and e) in the exact same amount of time as if we'd headed directly east + north-east. At the same time, we'd still be able to keep Options a), b), and c) open, as going north first is the fastest way to get to those locations.
So, unless there is a Barb that has walked to just outside of Zara's borders, without Zara having fought it, which is a low risk possibility but still a possibility, then we will have enough time to explore with Warrior 5 before Settler 3 gets there. Even if there is a Barb unit nearby, we will still accomplish most our exploration in time. We can move the Warrior for 4 turns before we even need to "decide" which way to branch off Settler 3 from the GFor square that is located to the SW + W of the Plains Cow square).
Of course, to support moving Settler 3 northward, we must commit to sending Warrior 3 back eastward. I'd rather leave the Barb Warrior that is next to Warrior 3 alive, hence my suggestion to first go 1SE with Warrior 3, before sending him east + north-east. If we don't want to send Warrior 3 eastward, then we can still send Settler 3 east + north-east, but that would only leave us with Options d) and e) as settling locations, and they'd be at greater risk due to not having a unit to help fog-bust the land to the north of City 3.
Regarding Stone, it will be many turns before we know The Wheel, so I'm not sure that settling it as city 3 makes sense.
Regarding research, what do you think about slotting in The Wheel after Writing but before Meditation? This would allow Delhi to build worker 3 (or worker 2) before building the temple and hiring a priest. I think we have quite a large buffer on being the first to Theology.
I smell test games in the air. It would be nice to intentionally not learn Theology and see when an AI will get it, to help validate your claim.
It will be nice to see if our lone Worker (and maybe, just maybe, multiple Workers) will have time to use The Wheel. Consider that if we can get our borders over the Stone, our Worker or Workers could be busy chopping and then Quarrying for a long enough time that getting The Wheel earlier won't help, if our Worker/Workers are already busy on non-Road Worker actions.
However, we do have to settle it soon enough so that the borders pop, either via missionary (15 turns), holy city (3 turns) or Caste System artist (4 turns). This assumes that we need to borders to pop to capture the stone.
Our test games seem to indicate that we'll have City 4 settled before we get our 3rd religion, meaning that either of City 3 or City 4 could easily get that 3rd religion. We will certainly have the chance to "suffer" from the game's randomness in this regard.
The only way to control that a religion will 100% appear in a city is to settle that city on the turn that the religion is learned. Doing so has always (at least for me) given me the new religion in that newly founded city.
The other way would be to build a Missionary and spread it to the other city (of Cities 3 and 4) which DOES NOT have a religion. That way, the religion would spread to the city which has no religion, UNLESS, between the time that you learn that religion's tech, natural spread also puts a religion in the religionless city. So, unless we delay the settling of City 4, we'll have to rely a bit on luck for getting a religion founded there (assuming that we want one, say, in order to expand our borders over the Stone and to better fog-bust the west).
Does anyone know how to WB France out and Ethiopia in?
It might not be possible since we used the HOF Mod (by way of using BUFFY). The saved games get encrypted by the HOF, partially in order to prevent this kind of tampering.
Perhaps once we learn at least 1 more AI, then it will be worth the effort of regenerating and rebuilding the map. Doing so for each AI seems a little excessive, especially since it is hard to accurately simulate our Research (as you said, if we get bonus flasks from an AI knowing a tech in our test game but not in the real game, or vice versa, it could be very difficult to build this research discrepancy into a test game).