Before play
Check autosave frequency in the .ini file is still 1
Turn on logging in game (Alt-E)
Tech Path
Construction at 100% if we have enough
for this turn, 0% if not. This best allows us to assess how many turns at what size are relevant. Then, try for Music at 0%
.
Civic Changes
None planned
Religion Changes
None planned.
Tech Trading
Check every turn for new tech trading opportunities.
Check Research Screen each turn to see if AI Civs have completed any techs.
Sell PH to Joao and Ragnar immediately - that gets us two turns at 100%. Hopefully the cash piles for Literature have gone up. I think we should get Maths out of Vicky first, however (she seems to have a single worker, and is never really going to get Construction in time to do any damage). Get cash for Literature out of Izzy, Cathy and
WvO (in that order) only as much as we need for the next turn at 100%
(I evaluate the risk of AIs on-trading Literature as negligible).
Other Trade Opportunities and Diplomacy
- Cancel fish deals with WvO and Izzy and get their spare income.
- Do copper for wine+1 with Vicky.
- Maintain current trades
- Check each turn whether we'd rather have fur or sheep, or there's a better deal available (e.g. for more )
- 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)
- Do not trade Happiness for Health and vice versa, unless we have an excess.
- 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)
- Reject War demands (but will check with the team if at all possible before doing so)
Espionage
All on Willem to keep track of his tech path. At some point in the future, we may want all on Cathy for a revolt in Moscow, but for now we need intelligence.
Great People
None
City Builds
CC... per PDF grow on the GLib, switch to worker T174, whip T175, forest chop T176 to finish the GLib (note that the crab next turn, the wine trade and the whip-
decay work out well for us here). Continue with Nat Epic. Name worker "Yeltsin" - apparently he was a civil engineer.
Edit: details changed here
FH... per PDF,
switch to galley, and then another galley build axeman to send to the war, then workboat (whip-
decays well for the first growth, the incoming wine accommodates another)
SM... switch to granary for a turn, 1-whip the lighthouse immediately after growth, resume building granary
PC... per updated PDF - chops both forests, 2-whips sword, finishes archer and axe, does a turn of wealth and gets both cats done by T179 so they can head off early to scout better
MC... 2-whip Granary immediately, then start Moai
BF... per updated PDF, swordsman 2-whipped T172, swordsman, cat 2-whipped T177, switch off copper mine T178 on new cat, 2-whip T179
FC... finish lighthouse, plant crab workboat next turn, grow onto coast tiles building granary (a 2-whip comes faster than building it with forest-
)
GH... per PDF, 2-whip Granary ASAP, finish lighthouse the turn after that (per option 4 discussed above) and then build workboat (we need to plan for several new ones by the time we might switch to CoL, meantime one can fogbust SE of MC)
SR... switch to lighthouse and 1-whip that ASAP
Tile use
Per PDF
, but repeated here...
CC
T170 3N,CF,PM,GM
T171 3N,CF,PM,GM,GF
T176 3N,CF,PM,GM,GF,coast
T177 3N,CF,GM
T180 3N,CF,PM,GM
FH
T170 B,GM
T172 B,GM,coast
T173 B,GM
T179 B,PM,GM
Other cities are obvious or discussed above
Work Boats
Magellan spies on Vicky. Explore the rest of the current lake, taking special note of any settlers or workers, but noting all units regardless. Check iron is still clean on the way back to have another peek at London. Shuttle back and forth between iron and London.
FC workboat plants on crab
Workers
Strauss and Eiffel chop the rice jungle, farm the rice and road the rice. First one done moves to the jungle hill to road it, second one puts a road on the grassland. Using the roads, they then put a Gmine on the jungle hill. (Because we're not in a hurry for the Gmine, and we want both the roads eventually, this saves a worker turn because only one consumes a whole turn moving onto the hill.)
Stevenson is stranded for 12+ turns while the galleys are busy, so it does four turns' pre-chopping, two turns pre-workshopping, and times the finish of the chop on T176, after the Duckweed, to finish the GLib. Note that this costs no worker turns - the workshop is in place at the same time regardless. Finish workshop
Hoover has done pre-chopping the silk,
and needs to chop it soon to help PC get the army ready - may as well chop it now. Then road, move to the other forest and pre-chop to finish this turn set. so chop that, move to the other forest and fully chop that. Then road on the tile between silk and our culture. That should take us to about the time we might be joining a galley to head to Vicky's land.
Yeltsin builds workshop on the mainland
Navy
Trireme "La Couronne"
Moves SW until we can see a Ragnar city to hopefully get more trade routes, then scampers back to defend.
Trireme "Paralus"
Escort Argo
Trireme "Salaminia"
Escort Nautilus
Galleys Ferry, "Argo" and "Nautilus" follow the
previous updated plan for galley movement
, except that Argo (green on the plan) will have to delay for a turn at T175 to accommodate the changes to PC producing units later - this does not delay the catapult voyage but I do not have time to write a new map.
New Galley "Kon-Tiki"
Per plan (this galley is already built!)
Stopping/Pausing Conditions
- A barbarian spawns in an awkward position (eg, unit on land we wish to settle, or galley nearby)
- I reach T179 (10 turns total)
- Espionage indicates an AI build is over 500 hammers (AI get a discount on buildings so I think this means they are starting a wonder)
- Vicky has access to horses
- Representation only applies to five cities, and it's possible that I run into a problem if the "wrong" city has captured the +3. I don't think this will be a problem this turn set, with wine coming in and fur able to be re-acquired, but if I have a serious problem, I'll stop
Checklist every turn before hitting end turn
- double check MM and whip timing for each city
- check tech trades available (including if the value of our techs have gone down)
- 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 of Vicky's units