T189-T98 Rough Draft (still working on the war details, the galley movements/chaining, workers and a plan to transport the settler from FH planned)
I'm open to suggested changes for the "finished" details below. I hope to finish the incomplete parts in about 5 hours. Feel free to give me suggestions in the unfinished parts, but I will incorporate what I can from earlier suggestions tonight.
Tech Path
100% on Drama for 2 turns, then on the 3rd turn adjust slider so that Drama is just barely finished.
Then check additional gold required to trade calendar for drama and adjust slider to just get enough so I can trade Drama for Calendar straight up.
Then 100% on Philosophy until finished, editted
0% on compass afterwards
Civic changes
Planning to set up the switch to caste and pacifism on T199. Need to test if capturing Nottingham, and settling another city will push us to 2 turns of anarchy for 1 civic change.
Religion Changes
Setting up to switch to taoism after T199 civic changes
Tech Trading
Check every turn for new tech trading opportunities.
Check Research Screen each turn to see if AI Civs have completed any techs.
Set up a drama for calendar trade as described above
Other Trade Opportunities and Diplomacy
Maintain current trades
Planning to trade away iron on T198 so we can build warrior MP
I will be looking for happiness resources since we want to grow CC up to pop 11 asap.
Reject "Stop Trade" demands
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.
Accept research demands of low cost (<300 ) techs from others
Reject other research demands (but will check with the team if at all possible before doing so)
I'mthinking 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
Espionage
Leave espionage on Willem until we get to see his research. Adjust allocation to maintain a view of his research, but put any excess towards Cathy.
Great People
Great Scientist builds academy in CC on T189.
City Builds
CC... I’m going suggest grow as fast as happiness allows. As long as we have happiness grow at max rate. Once we are at happiness cap, grow at max rate until we are 1 turn away from growing and then slow growth with mines, specialists (scientists first, only engineer if I have too)
Each scientist gives us more than the monastery will, so I don’t mind delaying the monastery to get a another population earlier.
I'm debating if it doesn't make sense to grow into expected happiness. So run an unhappy pop and still continue to grow if we know happiness is coming soon, for example whip unhappiness is decreasing in a few turns or we are going to settle and get silver soon. (But only grow to a max of 11 pop)
FH..Fish and 4 coast until 6 pop working on galley, then switch to settler, 3 pop whip settler T193, then continue with galley
SM... keeps fish and whips courthouse T191 when it grows to 4 pop, then starts workboat, builds wealth after workboat on T197, then starts warrior on T198 when we can safely give away iron
PC...starts catapult, switches to axe, 2 pop whips axe, finishes catapult, starts courthouse instead of the swordsman mabraham suggested it slow build (since I plan to give away iron on T198, I don’t think it will be able to finish a swordsman)
MC... continue Moai, then courthouse
BF... whips courthouse on T191 after growing to 6 pop, then starts worker, then wealth/warrior
FC... 2 pops granary T189 timed so it will have 17/36 food in bin the turn after granary is finished, then courthouse
GH... whips courthouse T189, workboat
SR... chop finishes T191, whip monastery T191 grow back to 2 T192, chop goes into missionary, switch to fish and Gmine finish 1st missionary, start 2nd missionary and whip it if 1st missionary fails in CC, then granary. (Haven't test this with the game, so not sure if this plan works or if it is reasonable to whip the 2nd missionary by T199)
London I believe London will be starving and unhappy when it comes out of revolt. I’m thinking either let 1 pop starve and start a settler and whip it next turn. Or settler and a granary.
Work Boats
GH's workboat heads towards Vicky's lands (and the silver site presumably, possibly the ivory site)
Workers
Strauss and Eiffel time chops into SR’s builds, delaying them with roads. Finish road on spice, and then both start spice plantation if calendar for drama trade goes as planned. Finish plantation then road towards horses. Otherwise road towards horses before plantation.
Stevenson
Hoover road plains hill while waiting for New Galley to come pick him up, drop him off on FC island, chops the plains forest
Yeltsin
New worker from BF
Navy
War Plans
Planning an attack on Nottingham on T194
Nottingham currently has 3 triremes (C1, 0xp,0xp) 1 galley, and an axe. The galley might be loaded with units.
I want to blockade Nottingham with the 3 triremes this turn T189 (La Couronne which has CombatI moves into the stack this turn. With the coast defense bonus we have favorable odds if Vicky attacks.
I think by T193 we can have 7 mostly healthy units next to nottingham (3 catapults (1CR1Bomb, 1 CR1, 1 0xp), 2 swords (1 Combat1, other CRI, CRII might not be fully healed) and 2 axes (1 with Combat1, other 3/2 xp) (leaving the sword promoted to CombatI, wounded axe, catapult, archer in London) archer is already promoted to CombatI, MedicI.
If the battle goes well I plan take the experienced units to finish York
I want to take the catapult and axe we can have ready to move out of PC on T192, T193 respectively take a 2 or 3 galley chain protected by a single trireme out on a journey to the Iron fort to the east. This will arrive approximately T199-T200.
More details to come (under construction)
Trireme "La Couronne"
Trireme "Paralus"
Trireme "Salaminia"
Trireme ???
Trireme (GH) ???
Galleys Ferry, Argo and Nautilus
Galley "Kon-Tiki"
Galley "New Galley"
Galley from FH??
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
Could pause on T194 to assess the assault plan on Nottingham
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
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 (except naval units)