slowly cleaning up the PPP for T125-T135 (included screenshots thanks Kaitzilla) and cleaned up a bit deleted scratched out stuff, added some minor changes/clarifications in italics
Goals: (somewhat complete list)
- Set up 6 cities (Capital, Silver, Stone,
GPFarm, isengard Fur City!!!, CB, Gems to build universities) I want to set up a max OF whip of a university in the capital to time with whips of universities in other cities so that we get a max OF into Oxford university.
- Spread taoism to Trojan Horse, Boston, and key cities that will build a university (so Fur City and CB)
- Steal machinery and set up another steal for western witches
- Set up a steal from northern witches near the end of the turn set so that we have a spy ready to steal when an interesting tech is finished
- Build forges in high production cities and cities that can handle a forge whip and university whip in reasonable time
- Tech Paper and maximize the return from selling maps
- Build the National Epic and start the AP (and assess our chances of building the AP from great spy intelligence and/or map purchase)
- Explore Eastern Witches land to assess a future military campaign
- Pull sentry units back to reduce maintenance since the immediate war threat has been averted
- Get the Heroic Epic unlocked with elephants attacking barbarian city to the south
- Get new cities up and running with chops and workboats
- Limited to no monastery builds... Will start those builds after universities are whipped most likely
- Continue to make friends with North and Western Witches. Trade with South but don't go out of my way to make friends (hopefully they will be our opponents in the UN elections), Deny Eastern witches everything (still expecting to kill them with a later war)
- Start Moai in Isengard if it finishes lighthouse, forge, workboat before education is researched or the HE is unlocked.
I want to avoid building a university in GPFarm and Isengard so they can focus on other priorities (making great people, and building forge, moai, HE respectively)
Techs: Paper asap (I want map trades), Education self teched until 1 bulb + 1 turn of research gets us Education, then put slider to 0% (probably beyond my turn set.
Builds
Washington
Market (using river grass mine instead of a cottage)
will adjust tile use to get pop growth a turn earlier, maybe to maximize commerce and food if helps get paper
StoneCity
existing missionary to Trojan Horse
taoist missionary (2 pop whipped) for cultural bridge
toaist missionary for Fur City
(need to check timing of this)
forge (3 pop whipped?)
toaist missionary for boston
spy for boston
Still need to confirm a 3 pop whip of the forge puts this city is a good position to whip a university
Gems
taoist missionary
2 pop taoist missionary for isengard
forge 2 pop whipped immediately after
OF goes into AP
GPFarm
NE (will work scientist instead of silk if helps get paper a turn earlier and doesn't prevent growth)
missionary for Genghis
Silver
lighthouse
forge 2 pop whipped
courthouse
might build wealth here to help get paper a turn earlier, will take gold from stone city sometimes
Isengard
lighthouse
forge (is probably better than Moai first)
(2 pop whipped probably)
workboat for fur city
Heroic Epic
(Moai statues instead of Heroic Epic if have time to start it or if HE doesn't get unlocked)
Cultural Bridge
library (wait for taoism spread to 2 pop whip it, then spy for boston (no forge need pop for university whip most likely need to confirm this)
Marble City
1 pop whip granary now (can't 2 pop whip because Taoism spread here)
lighthouse 2 pop whip
courthouse
Phants
Granary whip now
lighthouse
(works dye/farm to grow)
2 pop lighthouse
courthouse
Sheep City
culture (use grass mine when gems isn't for 1 turn)
chop forest for workboat
then granary (2nd chop goes into granary)
Fur/Sheep/Silver/Marble/seafood city
culture (might get early taoism) sometimes working 2 hammer tile to get border pop earlier perhaps.
works sheep building library (2 inside BFC chops + 1 outside finish library)
building wealth while waits for education to finish to preserve OF from library chops
2 inside BFC chops + 1 outside finish University (outside turn set, but chops will be set up)
Diplomacy
Tech demands for anything except Philosophy and Paper will be granted to West and North Witches. Gold and resource demands will be granted to West and North Witches also.
All request for halting trades, changing religions, and help with war will be denied if any AI requests them.
All demands from East Witches will be declined.
sell maps (trade out maps for just their gold) to all except eastern witches (to avoid possible diplo hits? -I assume this happens with map trades)
specifics
--sell map to northern witch with most gold
--sell map to southern witch with most gold
--sell map to western witch for map and most gold possible (so we can see if they started the AP)
--sell map to northern witch with most gold
--sell map to southern witch with most gold
trade machinery to northern witches for feudalism + maps + gold
--sell new maps to western witch with most gold
--sell new maps to southern witch for their map and most gold
--sell new maps to western witch with most gold
As the spies explore the eastern witches land, try to sell maps to witches each turn for 5-10 gold perhaps.
cancel 1 gold trade for fish with eastern witches
every turn check for gold-resource trades ( upgrade existing trades for more gold if possible) except no trades to eastern witches
(should I try Tachy's trick of giving the AI gold so we can get more gold from the resource trade? I will test with test game when I get a chance)
espionage
switch espionage to southern witches, keep it there until I get a glimpse of their research, then back to eastern witches to regain a view of their research, then split between south, east, north to maintain views of research of south and east and maximize the remainder to the north
spy steal machinery from the western witches (after taoism spreads there)
new spy jumps into trojan horse immediately
need a spy for boston coming late in my turn set perhaps, but maybe can delay this....
worker goals
Eiffel goes to GPFarm, roads PMine, farms grassland
Stevenson farms for Phants, then Gmine for Phants
Goodyear builds Gems city fort??? (workboats and later missionaries/galleys will use this probably)
Fritz chop forest between GPFarm and gems (either to help workboat build in GPFarm or to help AP build in Gems)
then helps with Gems city fort?
Yama goes down the spoke to help with fur city dropping workshops as it moves down
Karl road ice, road sheep, sheep for Fur city
worker 8, mine, road, road cows for Cultural Bridge
Hoover & Semiramis
farms and gmine for Marble City
one might help with roads to Cultural Bridge
Rama
chops forest for Sheep
chops 2nd forest for sheep
then... down the spoke to help with roads?
Units
Great spy continues scouting monty's lands (we will get city view if the maps reveal them, but just in case we find the AP build city a turn or 2 earlier it helps) Then goes to northern witches lands
warrior near Isengard, pulled back into the city
spear near Isengard, pulled back into the city
elephants to the barbarian city to the south, try to get one up to 8 xp
galley waits for fort to be built near gems then cuts through there and picks up missionary to go to northern witches.
Great People
Great Scientist expected will save for bulb as mabraham describes
Great Artist sleeps
Will slow down GPFarm so Washington gets the 500 gp great person for an engineer in ~20 turns.
Other cities will grow rather than run specialists, unless a specialist or 2 or 3 will get me Paper 1 turn earlier.