Cities:
Stone City
T70 The Great Lighthouse (Work crabs, rice, stone, ghill, gold)
T71 The Great Lighthouse (Work crabs, rice, stone, ghill, gold)
T72 The Great Lighthouse (Work crabs, rice, stone, ghill, gold)
T73 The Great Lighthouse (Work crabs, rice, stone, ghill, gold, pf)
T74 The Great Lighthouse (Work crabs, rice, stone, ghill, gold, pf)
T75 The Great Lighthouse (Work crabs, rice, stone, ghill, gold, oasis)
T76 Settler
T77 whip settler (and give gold mine to silver city)
T78 Settler goes to Southern Cultural site
t78-t80 Work Boat
We have time in stone city to build a library or a worker before Silver city needs a workboat. So I suggest Stone city build a library after the settler
T78-T80 library (especially if we have the capital build a worker with the settler and chop overflow)
SC: Eiffel
T70-71 Chop forest 1NW of stone city into TGL
T72-75 Move to forest 2W of Stone city and chop into TGL
T76 move to Desert Hill where Silver City will be built
T76 finish the road Fritz started for the settler
Gone to Silver City
What exactly will Eiffel be doing for the silver city? I don't think there is much for Eiffel to do until we get a border pop. I suppose he could road to the silver, but perhaps there is something more useful for him to do, like prechop a forest for the capital.
T77 move to forest 1S1W of the rice
T78 prechop
T79 prechop
T80 road
Washington
t70 Warrior + grow to Pop 5 at +8 Fpt
t71 Work G Sheep + G Corn + PH + RS PH + P Cow
t71-73 Settler
t74 Settler 2P whipped to head for silver site NW-NE-NE, wait for road to be built under it, then N-NE-NE-N to settle T77 and work gold mine. Note that a 1-pop whip is not possible because spice forest chop is 1t too late. It must be a 2-pop whip if we want it or the worker must chop the forest on spices 1t sooner.
T74 Settler Work G Sheep + G Corn + P Cow
T75 Why not use the overflow to build a worker instead? This worker could prechop the forests as well. and help the great spy get down the spoke
T75 The Pyramids for 2t, including 106H overflow + regrowth
T76-78? warrior for MP duty
T79-T80? The Pyramids
New worker
T76 road desert 1S of incense for the great spy
T77 road desert (finished I think if test gam is right that it was started)
T78-T80 then returns to prechop forests around Washington edit: OR goes to gems city build mines
SC: Fritz
T70 road incense and stop building road
Why road the incense with this delay turn? I would rather have Fritz move to the spice immediately
T70 move to the spice
T71 road the spice
T72-4 chop forest on spice plot
T75 road on tile 1S of rice (after the chop completes)
T76 finish road before settler needs it (Eiffel can finish this road)
t77-78 Road 1-SW on Spices
T76 move to spice and finish the road (great spy will need it soon)
T77move 1S of the capital
T78 road
T79road (the settler coming to the southern cultural bridge will need it)
T80 prechop
t79 move onto Silk
t80-81 Road Silk
Gems City
T70 granary
T71 1 pop whip granary - work wheat and gemswork the improved deer and wheat--I think the deer and wheat are the right call here. There are food bin issues with the granary we are finishing the granary with a fullish food bin, so there is no reason to reduce our food production here. We want max food so we take advantage of the granary asap. This will make up for the lost turn of the gems easily.
T72 Work Boat for Nets or Monument or Warrior; Grow to 3P
T73 Work Boat
T74 Work Boat
T75 Work Boat; Grow to 4P
T76 Work Boat
T77 switch to settler
T78 settler
T79 Whip the settler
T80 Monument in 2t (Work Boat here may be better and Monument at t72)
Note: Settler can get to 1E of horses T83 and can settle there T84
(This is 2t later than bcool suggested due to Monument/Work Boat t72-t76 rather than Warrior t72-t74.)
T72 warrior (at 3 pop here in real game so work deer, wheat and gems)
T73 warrior
T74 1 turn on a lighthouse
T75 Settler (at 4 pop now)
T76 settler (chop finishes)
T77 whip the settler (work deer and wheat I think instead of switch to gems)
T78 library (deer and wheat to regrow to 3 pop next turn)
T79 library (gems, deer, and wheat)
T80 library
This settles the copper/horses on T82. I really don't see the value of the monument in gems since we plan to build a library here eventually. And this city can get a library quite quickly (whipped and timed to overflow into a workboat I assume so the workboat for the crabs is ready when we need it)
GC: Karl
T70-T71 Deer camp
T72 finish deer road
T73 move to 1-SW of Gems City
T74-T76 chop forest
T77-t80 Mine G Hill
T77 road for settler and great spy coming soon
T78 finish road before great spy and settler move through this turn
T79 follow settler and great spy to help set up copper city
T80 continue following the settler
GP Farm
T70 Finish monument
T71-78 Work Boat T74(?) start working Gmine (want two workboats ASAP)
T72-78 Work Boat - work 1F3H G Mine
Next another workboat
Not sure here but I think we grow to 2 pop on silk then work silk and gmine to finish the workboat the same turn borders pop. I wasn't sure if it made sense to slow growth to get the workboat 1 turn before the border pop or if it was even possible
Goodyear
T70-72 mine
T73-4 road
T75 move to 1-NW of GPfarm (prepare to put up a mine anticipating wanting it after we grow fast, and we're killing time before the T81 border pop allows pig improvement)
T75 move to pigs road
T76 road pigs
T77 move 1S1E of pigs and road desert
T78 road desert
T79 road desert
T80 road incense? (so can help with pigs on border pop on T81?)
These roads will help a settler get up to the ivory settling site and I think they will be used before the proposed mine would be
Siver City
t77 Monument in 8t or less working the gold I assume
t78-80 Monument
SC: Effiel
t77-78 Road 1-N G
t79 move 1-N on Silver
t80-81 Road Silver
I think Eiffel has more useful things to do since it will be quite some time before the border pop in silver city. We will have plenty of time to road silver even if Eiffel is 5 turns delayed coming up here
Research:
T70-72 Writing
T73 50% Writing (again preferably 50% for reduced rounding losses, but depends how things have gone)
T74-80 0% Research Mathematics
Units (those attached to a city appear there):
Warriors
Columbus
T70+ Head to arm to fogbust with workboat Going down which coastline? Northern is more effective, but more risky.
T70 1-SW
T71 1-SW
T72 1-SW onto PF
T73 1-W onto PH Copper
T74 Fortify on PH Copper
Workboat from GemsCity
Fog bust arm by copper. Make sure you identify the optimal position, and consider whether Colombus needs intel this turn or next turn
T70 1-S+2-W (fog bust 1-SE of Copper for 1t)
T71 1-S+2-W (fog bust 1-SE of Horse/Copper city site)
T72 1-SW and stop
T73 1-SW, 1-NE and stop
T74 1-SE, 1-NW and stop
T75 1-SW, 1-NE and stop
T76 1-SE, 1-NW and stop
T77 1-SW, 1-NE and stop
T78 1-SE, 1-NW and stop
T79 1-SW, 1-NE and stop
T80 1-SE, 1-NW and stop
Malcolm (1-NW of Ivory) moves 1-NW on T70 (reduced chance of galley spawn)
T70 1-NW
T71-T80 Fortify (Barbarian Galley bust)
New Warrior (Washington)
T71 1-NE
T72 1-NE
T73 1-NE
T74-T80 Stone City garrison
Great Spy
T76 3-W
T77 2-SW
T78 To Gems City
T79 2-W
My roads changed this but I'm out of time this morning to explain
New Work Boat:
T77 2-S
T78 2-SW
T79 1-S+2-W
Diplomacy:
Accept all open border agreements
Stopping points:
Meet the Wizard
Meet last AI
GLH built
Pyramids built
Alphabet trades available
Note that Malcolm had a fist fight with a Barbarian Warrior, so may may also have that type of issue in the real game. East Witches had Alphabet on t75; Napolean was met t77 and has Alphabet and Iron Working, etc.
Please provide your input.