Rough PPP T125-T135
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.
It might make good sense to avoid whipping a university in GPFarm. The 25% research bonuses is nice, but the loss of population is going to hurt our gp production that we have already sacrificed significantly...
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)
StoneCity
existing missionary to Trojan Horse
taoist missionary (2 pop whipped) for cultural bridge
toaist missionary for Fur City
forge (3 pop whipped?)
toaist missionary for boston
spy for boston
Gems
forge 2 pop whipped
OF goes into AP
(or a workboat for Sheep City??)
GPFarm
NE (I think a citizen on turn 4 of build gets it 1 turn earlier)
workboat (for Sheep City -- comes late 4T for NE , 3T for workboat, 5T to get to sheep city (would have been less with that fort!, whip the NE for max OF??? and earlier workboat?)
workbaot (for sheep/fur/silver/marble city?)
chop forest to the south so we can finish NE and OF into workboat cuts build time down to 1 turn, and workboat gets to sheep city seafood 10 turns from now... (crud this forest goes to gems city in the test game... how does the game decide this? I thought if a city had more culture in the tile it would go to that city, I would think GPFarm is putting in more culture here...
missionary for northern witches
Silver
lighthouse, forge 2 pop whipped, courthouse
Isengard
lighthouse,
forge (is probably better than Moai)
workboat for fur city
, NE?
(needs a library if we are going to build a university here)
Cultural Bridge
library (wait for taoism spread to 2 pop whip it, then spy for boston (no forge need pop for university whip)
Marble City
1 pop whip granary now (can't 2 pop whip because Taoism spread here)
lighthouse 2 pop whip
courthouse
hmm if we delay the lighthouse whip we might be able to get to 6 pop here and whip a university... I think it gets to 6 pop in 10 turns with a whip of the granary this turn, and no lighthouse whip. Just need 2 more farms. This would allow us to avoid a university in isengard or GPFarm. I would need a library too
Phants
Granary whip now
lighthouse
(works dye/farm to grow)
2 pop lighthouse
courthouse
Sheep City
culture (stopping cultural build if chop workboat) steal a mine if necessary from gems to get cultural pop to time well with workboat production and planting)
workboat/granary
I was trying to avoid chopping the workboat for this city by itself, but I think the other options are too slow (maybe not, but there are issues)
Fur/Sheep/Silver/Marble/seafood city
granary / culture if expect workboat to get here soon
hmm... 4 turns to settle
4 turns to pop the borders with culture
4 forests plus another just outside the borders...
Just tested this I can get a university here T137-8 with 2 forest chops + 1 outside to build the library and then 2 BFC chops + 1 outside or a 1 pop whip
need 2 workers only I think maybe a 3rd to chop 1 forest outside the BFC
Need to confirm with play test, but I think this might be possible ( of course no granary and no lighthouse but that is okay right?)
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)
trade machinery to northern witches for feudalism + maps + gold
trade new better maps again to the AI trading for their maps and spare gold if possible (all but eastern witches again)
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.