Trystero
Deity
Five turns sounds fine to me. Green.
I'm pretty sure there's never been a "standard" Civ IV game (including the HOF, BUFFY, and other xOTM mods) that included the trip-over-a-tile-and-get-something-cool feature and would bet a lot of money that's not what happened in this game. The AI that discovered Divine Right didn't do so until T40, and without the FFH-type trick he must have done it the usual way, which is having any necessary prereqs (both Theology and Monarchy) and either trading with somebody else (which is conceivable but unspeakably evil, even for Neil ) or researching it himself by some combination of brute teching and bulbing.
It's very likely that bulbing was involved (which gives 1000 beakers plus a population-dep term for all GPs other than Great Sci's) because otherwise it means the AI has pretty awesome research capabilities--so good that we'd be doomed. The most likely GP is a Prophet because DR is one of his "earliest" techs. If the AI does not have Mysticism then he can't bulb Meditation (1st in the GP bulbing list) or Polytheism (2nd). If he doesn't have Med or Poly then he can't bulb Priesthood (#3) or Mono (#4). Theology (#5) needs both Writing and Mono. But if he was given Theology and Monarchy to start then he can bulb Divine Right (#6), therefore he must have had Theo, Monarchy (and conceivably Writing or Mono but not both), and now DR.
IF, however, the AI started with Mysticism, then he'd also have to have Med, Poly (otherwise they'd be bulbed before DR). Monotheism would be skipped if he doesn't have Masonry, and without Mono, Theology is skipped. So another possibility is that the AI has Mysticism, Meditation, Polytheism, Theology, Monarchy, and DR--and either Monotheism or neither Mono nor Masonry. None of which probably matters. Uh, what were we talking about??
[BTW, a Great Artist could also bulb DR if the AI already had Mysticism, Polytheism, Monotheism (or no Masonry), Theology, and Monarchy.]
Ah, right. Given the above flawless logic (?) we can be sure that at least one AI (and probably only one) has Theology, and has had it since the beginning of the game. I don't know how the AI chooses what to build, so it's a big question mark on how long we have to build the AP. If it we are not a big race, that would be great, because as you say, there's a lot of stuff we'd rather build first.
Fortunately, we don't need to commit to the AP yet, and the Toku's will probably trash all our plans anyway. How about if somebody plays to the beginning of T73 following my plan? I think everybody is pretty comfortable with those 5 turns. Let's see what the Toku's do.
Shall we take a vote? I am green. I don't care who plays but I am available.
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@SH. No vassals means no colonies. So no friendly beneficiaries of magnanimously granted independence. But we can probably get a friendly beneficiary of our tech-gifting.
Shall we take a vote? I am green. I don't care who plays but I am available.
I punted to AAAGreen.
I thought Deckhand was going to play?
Five turns sounds fine to me. Green.
And he handed off to whomever. XCal knows exactly what to do. Anyone else (besides SH) would need some study before playing.I doubt I'm the one you want for the next set, I'm guessing Toku is going to attack us soon and the answer to being attack playing HOF games, is to find another save - I don't do defense well.
Which one? Which one?!I'm guessing Toku is going to attack us soon
Hey, where is everybody?
I've updated the save (attached below) to match the beginning of T69 in the real game, including replacing Japan's horses with copper, removing his chariot, and adding units to Osaka (more or less the correct ones). FWIW, I had our axe sit and hit return. The barb warrior moved SE and the archer to the deer. FW3 completed his chop, removing the forest the axe was hiding in and sending 20H to Bombay. This is not enough to finish the axe under construction this turn, i.e., in time to defend against the barb taking the city. BUT, if we have FW1 move to the forest hill SE of the city (where FW4 is chopping) during T69, then we'll have 2 workers on that hill forest, and they can complete the chop and have an axe ready to defend against the barb at the end of T70. I think this is the obvious thing to do, but will wait (presumably until tomorrow) to get approval and proceed.
Pretty much what was in the original plan. He'll move southish to build a road to connect Delhi so he and FW1 can continue on to south of Delhi to chop and build cottages. I haven't worked in detail how this will change the MM but I think the impact will be very minor--maybe putting us one or two worker-turns behind on building cottages. FW3 won't be able to complete the road up to the wheat site but the settler's movement is such that it won't be delayed. In the original PPP I saved the forest that FW3 is chopping for later (Vijay granary) but this may be better, giving us an extra axe for the NW. Nice to have with Hammy in WHEOOHRN.Question: What is FW2 going to do, since we can't have him move NW to road until the barbs are gone?
I don't have a good grasp of the situation so I don't want to give advice to the one person who does. Sounds to me like you are doing the right things.