This 'plan' goes well into term four but here goes.
Basically that we run and grab the Colossus, with AH expected in four and a revolution expected in five, ive worked out the gnp expected upto the discovery of metal casting.
this follows the turns starting from the next save, the majority of gnp increases will come from increase in gnp of fever river. In three turns fever river grows at which point it shall start working a cottage on a river, +2 gpt, in 13 turns that cottage shall grow and produce an extra gpt. Whilst also happening in 13 turns fever river shall grow and work another cottage, this one however not on a river thus +4gpt from what we have now.
In 5 turns we shall revolt following the construction of a settler in our capital, the extra happy shall allow us to work a sea tile (we dont need the growth nor the extra hammer we can get elsewhere) this is an extra 2 gpt.
thus in 13 turns we shall be making 28 gpt in total, maintenance will probably force us to run at 90%.
In 10 turns there shall also be a cottage outside BCLGland, with growth of it 10 turns later.
this means we can expect metal casting (As it shows in the table in 28 turns), however this is liable to decrease as i havn't included the gnp from any builds the capital might make e.g. a library nor anything from the new city.
Growth plans for Fever River
2 pop, fish and mine
3 pop fish, river cottage and mine
4 pop fish, river cottage, cottage and mine
5 pop fish river cottage, cottage and 2 mines.
Growth plans for BCLGland
1 pop working rice
2 pop working rice and forest
tree will be cut and pop will be whipped allowing completion of the library as shown below
2 pop working rice and cottage
Expected GNP for Fever river- fish, river cottage, cottage, base tile.
expected gnp for BCLGland
base tile, cottage
I have not included anything to do with the capital, i believe it should make axes solidly for 15 turns, this should produce 4/5, then it should build a library and a lighthouse but i was wondering what you all thought.
Anyways everyone point out the flaws in my mental arithmatic- all of it was done by hand so i imagine there is quite a few.
This just what will happen in the run up to metal casting, i can quickly and easily do a number of turns it will take us to build the colossus following this.
Basically that we run and grab the Colossus, with AH expected in four and a revolution expected in five, ive worked out the gnp expected upto the discovery of metal casting.
Spoiler :
Code:
Turn Number total gnp research tax tech
1 21 19 2 72/119
2 21 19 2 91/119
3 21 19 2 108/119
4 23 21 2 127/119
5 23 21 2 27/538
6 nothing nothing nothing
7 25 23 2 50/538
8 25 23 2 73/538
9 25 23 2 96/538
10 25 23 2 119/538
11 26 23 3 142/538
12 27 24 3 166/538
13 27 24 3 190/538
14 28 25 3 215/538
15 28 25 3 240/538
16 28 25 3 265/538
17 28 25 3 290/538
18 28 25 3 315/538
19 28 25 3 340/538
20 28 25 3 365/538
21 29 26 3 381/538
22 29 26 3 407/538
23 29 26 3 433/538
5 turns later
this follows the turns starting from the next save, the majority of gnp increases will come from increase in gnp of fever river. In three turns fever river grows at which point it shall start working a cottage on a river, +2 gpt, in 13 turns that cottage shall grow and produce an extra gpt. Whilst also happening in 13 turns fever river shall grow and work another cottage, this one however not on a river thus +4gpt from what we have now.
In 5 turns we shall revolt following the construction of a settler in our capital, the extra happy shall allow us to work a sea tile (we dont need the growth nor the extra hammer we can get elsewhere) this is an extra 2 gpt.
thus in 13 turns we shall be making 28 gpt in total, maintenance will probably force us to run at 90%.
In 10 turns there shall also be a cottage outside BCLGland, with growth of it 10 turns later.
this means we can expect metal casting (As it shows in the table in 28 turns), however this is liable to decrease as i havn't included the gnp from any builds the capital might make e.g. a library nor anything from the new city.
Growth plans for Fever River
Spoiler :
Code:
Fever river growth pop required
3 turns 3 24
10 turns 4 26
17 turns 5 28
unhappy
2 pop, fish and mine
3 pop fish, river cottage and mine
4 pop fish, river cottage, cottage and mine
5 pop fish river cottage, cottage and 2 mines.
Growth plans for BCLGland
Spoiler :
Code:
BCLGland growth Pop Required
3 turns 2 22
10 turns 3 24
16 turns 3 24
1 pop working rice
2 pop working rice and forest
tree will be cut and pop will be whipped allowing completion of the library as shown below
2 pop working rice and cottage
Spoiler :
Code:
1 6/90
1 7/90
1 8/90
3 11/90
3 14/90
~
3 17/90
3 20/90
3 23/90
3 26/90
1 56/90
1 57/90
1 58/90
1 59/90
1 60/90
1 91/90
[code][/SPOILER]
the first 30 increase is from destruction of trees, the second from pop rush.
Build plan for Fever River- lighthouse- library
[SPOILER][code]Fever River
h/t
8 38/60
8 46/60
8 54/60
8 62/60
4 5/90
~ ~
4 9/90
4 13/90
4 17/90
4 21/90
4 25/90
4 29/90
4 33/90
4 37/90
4 41/90
4 45/90
4 49/90
4 53/90
4 57/90
7 64/90
7 71/90
7 78/90
7 85/90
Expected GNP for Fever river- fish, river cottage, cottage, base tile.
Spoiler :
Code:
turn number Gpt
1 4
2 4
3 4
4 6
5 6
6
7 6
8 6
9 6
10 6
11 6
12 6
13 6
14 6
15 7
16 7
17 7
18 7
19 7
20 7
21 7
22 7
23 7
expected gnp for BCLGland
base tile, cottage
Spoiler :
Code:
turn number Gpt
1 1
2 1
3 1
4 1
5 1
6 ~
7 1
8 1
9 1
10 1
11 2
12 2
13 2
14 2
15 2
16 2
17 2
18 2
19 2
20 2
21 3
22 3
23 3
I have not included anything to do with the capital, i believe it should make axes solidly for 15 turns, this should produce 4/5, then it should build a library and a lighthouse but i was wondering what you all thought.
Anyways everyone point out the flaws in my mental arithmatic- all of it was done by hand so i imagine there is quite a few.
This just what will happen in the run up to metal casting, i can quickly and easily do a number of turns it will take us to build the colossus following this.