Moscow:
Build marines.
Fish:
Build wealth, Hire 16 merchants (162 GPP/turn) to pop GM on T+8 @ 2800.
Siberia:
Build wealth for two turns. Start dam on T+2, complete on T+7. Set build to R&R,
complete on T+10.
Pigs:
Mining dude for Rostov. Pop GS on T+1. Then build wealth.
GP Farm:
Finish observatory. At T+2, build wealth. GPP plan is 204 for two turns, then 213 for
two turns, then 267 until T+12 (it’ll hit 2972 allowing Bahamas to beat it for the 3000
GP), then crank enough to pop the 3300 GPP on T+13.
Cuba:
Finish harbor, then wealth. Hire all merchants here.
Bahamas:
Build wealth. Will pop GSpy/GE/GP on T+12 for 3000 GP
Bermuda:
Wealth(2). Build university (1, breaks even in 8 turns). T+3-8, wealth (while Siberia is offline). T+9, barracks (1). T+10, build
marines for Stalin – Roosevelt campaigns. Fire spies for merchants.
Rheims:
Harbor (1). T+1, build wealth.
Bananas (will later build a casing or thruster):
Observatory (2). T+2, build wealth.
Paris:
University(2). T+2, build wealth.
Kamchatka
Factory(3). Build two workers(1 each). T+5, build wealth.
Orleans
Wealth(1). Barracks(1). T+2, wealth.
Chengdu
Revolt (3); factory(?); barracks(?); marines
Bcool island
Wealth
Shanghai
Wealth(1). Barracks(1). T+2, wealth.
Crabbes
Observatory(1). T+1, wealth.
Beijing
Observatory(2). Barracks(1). T+3, wealth.
Guangzhou
University(2, 6 turns to break even). Barracks(1). T+3, wealth.
Nanjing
Library(1). Barracks(1). Observatory(3). T+5, wealth.
Hammer City
Wealth
Tours
Factory(3). T+3, wealth
Haiti
Coal plant(1). Observatory(2). T+3, wealth.
Hastings
Mining exec for Oxford (1). T+1, wealth.
Nottingham
Forge (4) timed to growth in 4. T+4, build workers. This city is kind of useless…
York
Library(1). Re-hire scientists, Factory(6). T+7, wealth.
Oxford
Factory(7). T+7, wealth
Newcastle
Forge(4). T+4, wealth.
Iron Spice
Galleon to scout remaining fog (1). Library(1). Observatory(3). T+5, wealth.
Mitchum’s Oasis
Courthouse(2). Forge(5). T+7, wealth.
London
Jail(1). Observatory(2). T+3, wealth.
Canterbury
Wealth(1) to ensure gold for two turn plastics. Factory(3). Library(1). Observatory(2). T+7, wealth.
Warwick
Build workers (useless city).
Steam
Factory(5). Observatory(3). T+8, wealth.
Rostov
Granary (3). Forge(2). T+5, wealth.
Yaroslav
Granary(2). Forge(5). T+7, wealth
Yekaterinburg
Courthouse(2). Granary(3). Forge(5). T+10, wealth
Jamaica
Forge(5). Drydock(3). T+8, wealth until transports available.
Vijay
Mining exec(4); forge(4); mining exec (3)
Agra
Courthouse(6); workers
Delhi
Courthouse(19); workers
Patali
Workers
Bombay
Workers
Calcutta
Workers
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Research will be plastics (2), then we'll drop in bpt to about 3600 or so because Siberia can't build wealth. So research will be radio(3), computers(2), at which point we'll have power, effectively boosting bpt by 1000 or so so superconductors should be 2 turns. I think we'll have to re-assess the utility of research institutes at that point. It should break even in most cities but we also have to start thinking about apollo part construction around then too.
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War-wise, what is the consensus for Gandhi (I have no clue what's going on over there)?