bcool
Deity
I know this is a huge change from Kaitzilla's recently updated PPP, but I really like the mass spread of taoism...
Fritz
T115 moves and plantation for incense & stop
T116 move & help finish spice plantation for the capital
T117 Road 1NW of spice (with Goodyear)
T118 Road 2N2W of spice (with Goodyear) (these roads speed up a missionary from stone to GPFarm)
T119 silk plantation 1W of GPFarm
T120 silk plantation
T121 move and put 1 turn on incense
T122 road SW of rice for settler from Silver
T123 finish road SW of rice
T124 ?? 1E and farm (to get into position to farm grass near GPFarm)
My test game crashes too
Goodyear
T115 plantation for spice
T116 plantation for spice
T117 Road 1NW of spice with Fritz
T118 Road 2N2W of spice iwth Fritz
T119 silk plantation near GPFarm with Fritz
T120 silk plantation
T121 silk plantation
T122-T125 incense plantation
Eiffel no strong feelings (I like a farm after the camp since the dye can wait)
Hoover
T115 moves to oasis SW of stone
T116-T118 roads oasis (this speeds up the missionary to Washington (can get there in 1 turn)
T119 roads 1W of washington (trying to get to marble city without wasting a turn, the road is somewhat useful maybe)
T120 moves and farms 1NW of marble
T121-T122 farms NW of marble with Semiramis
T123-T125 farms near Marble
Semiramis
T115 spice plantation
T116 spice plantation finishes with help
T117 cottage 1N1E of washington
T118 road tile 1N1E for missionary coming from stone city
T119 finishes road
T120 roads 1W of washington finishes with hoover's help last turn
T121-122 farms 1NW of Marble with hoover
T123-125 farms near Marble
Yamasaki
I'd like Yamasaki to finish chopping the sugar by himself, this gives time for Ramanujan time to finish a Grass Mine near Gems
Then Ramanujan can help make the plantation with Yamasaki
Steveson
I like roading the pigs, then moving to the forest 2E1N of Phants city. Then chopping this forest for Phants city, this allows it to 1 pop whip the granary and really accelerate its development. I have no strong feelings after the forest chop.
Ah Kaitzilla is already basically doing this...
Karl I don't have super strong feelings for Karl.
City builds
Washington
I like market/wealth if we need it for music T115-T116
T117-T118 revolt
T119 forge mostly food and cottages
T120 forge
T121 with road taoism spreads here this turn forge build getting as close to maxing OF as you can get
T122 whip forge
T123 taoism missionary (Boston perhaps)
T124 monastery
T125 monastery
Stone city
T115-T116 wealth (or maybe monastery T116 since no sense waiting to spread taoism here)
T117-T118 revolt
T119 taoist missionary (careful to put 9 hammers or less)
T120 2 pop whip (goes to washington)
T121 missionary with OF (goes to GPFarm)
T122 missionary (less than 9 hammers)
T123 2 pop whip missionary (to silver unless auto spread...)
T124 missionary with OF (to Boston?)
T125 monastery
Gems
T115-T116 lighthouse with gmine
T117-T118 revolt
T119 taoist misionary (careful to put 9 hammers or less)
T120 whip missionary (to isengard?)
T121 missionary with OF (possible after spread of taoism to washington with new roads) (to Trojan Horse)
T122 lighthouse whip
T123 forge
T124 set up 2 pop with max OF forge whip
T125 whip forge
T126 AP
GPFarm
T115 NE
T116 Settler
T117-T118 revolt
T119 Settler (setting up max OF)
T120 3 pop whip settler
T121 food and keeping 2 scientists? build currency preserve OF hammers
T122 wealth
T123 NE keeping scientists? (now that taoism spread here with improved roads)
T124 NE keeping scientists?
T125 NE keeping scientists?
Silver
T115 lighthouse (growing to 6 pop)
T116 settler
T117-T118 revolt
T119 settler
T120 settler
T121 whip settler
T122 wealth (saving OF until taoism spreads here) maxing food
T123 wealth
T124 wealth
T125 lighthouse now with taoism
Isengard
I'm fine with Kaitzilla's plan (i was going to suggest building a worker and using the OF after taoism spreads here for a lighthouse (finishes in 1 turn with 10+ OF) Lighthouse finishes in 1 turn even with out taoism. This might make sense to do before mass whipping military units. The worker can build the road faster to the barbarian city and so the military units might get to the city at the same time if we do this...
Cultural Bridge
I think we switch to a library to preserve the 2 pop of the lighthouse
2 pop whip Lighthouse after switch to slavery
Then library, then 2 pop the library when you reach 5 pop (working coast and seafood)
Phants City
I like chopping a forest into the granary so that we can 1 pop the granary before the end of Kaitzilla's turnset
I see now this is what Kaitzilla suggests..
Marble
Grow I think a 2 pop of the granary might be best here... almost set up by the end even though I delayed some farms for Marble with my worker plans.
I too can't get the test game past T124. Here is the save file from my implementation of the ideas above.
Fritz
T115 moves and plantation for incense & stop
T116 move & help finish spice plantation for the capital
T117 Road 1NW of spice (with Goodyear)
T118 Road 2N2W of spice (with Goodyear) (these roads speed up a missionary from stone to GPFarm)
T119 silk plantation 1W of GPFarm
T120 silk plantation
T121 move and put 1 turn on incense
T122 road SW of rice for settler from Silver
T123 finish road SW of rice
T124 ?? 1E and farm (to get into position to farm grass near GPFarm)
My test game crashes too
Goodyear
T115 plantation for spice
T116 plantation for spice
T117 Road 1NW of spice with Fritz
T118 Road 2N2W of spice iwth Fritz
T119 silk plantation near GPFarm with Fritz
T120 silk plantation
T121 silk plantation
T122-T125 incense plantation
Eiffel no strong feelings (I like a farm after the camp since the dye can wait)
Hoover
T115 moves to oasis SW of stone
T116-T118 roads oasis (this speeds up the missionary to Washington (can get there in 1 turn)
T119 roads 1W of washington (trying to get to marble city without wasting a turn, the road is somewhat useful maybe)
T120 moves and farms 1NW of marble
T121-T122 farms NW of marble with Semiramis
T123-T125 farms near Marble
Semiramis
T115 spice plantation
T116 spice plantation finishes with help
T117 cottage 1N1E of washington
T118 road tile 1N1E for missionary coming from stone city
T119 finishes road
T120 roads 1W of washington finishes with hoover's help last turn
T121-122 farms 1NW of Marble with hoover
T123-125 farms near Marble
Yamasaki
I'd like Yamasaki to finish chopping the sugar by himself, this gives time for Ramanujan time to finish a Grass Mine near Gems
Then Ramanujan can help make the plantation with Yamasaki
Steveson
I like roading the pigs, then moving to the forest 2E1N of Phants city. Then chopping this forest for Phants city, this allows it to 1 pop whip the granary and really accelerate its development. I have no strong feelings after the forest chop.
Ah Kaitzilla is already basically doing this...
Karl I don't have super strong feelings for Karl.
City builds
Washington
I like market/wealth if we need it for music T115-T116
T117-T118 revolt
T119 forge mostly food and cottages
T120 forge
T121 with road taoism spreads here this turn forge build getting as close to maxing OF as you can get
T122 whip forge
T123 taoism missionary (Boston perhaps)
T124 monastery
T125 monastery
Stone city
T115-T116 wealth (or maybe monastery T116 since no sense waiting to spread taoism here)
T117-T118 revolt
T119 taoist missionary (careful to put 9 hammers or less)
T120 2 pop whip (goes to washington)
T121 missionary with OF (goes to GPFarm)
T122 missionary (less than 9 hammers)
T123 2 pop whip missionary (to silver unless auto spread...)
T124 missionary with OF (to Boston?)
T125 monastery
Gems
T115-T116 lighthouse with gmine
T117-T118 revolt
T119 taoist misionary (careful to put 9 hammers or less)
T120 whip missionary (to isengard?)
T121 missionary with OF (possible after spread of taoism to washington with new roads) (to Trojan Horse)
T122 lighthouse whip
T123 forge
T124 set up 2 pop with max OF forge whip
T125 whip forge
T126 AP
GPFarm
T115 NE
T116 Settler
T117-T118 revolt
T119 Settler (setting up max OF)
T120 3 pop whip settler
T121 food and keeping 2 scientists? build currency preserve OF hammers
T122 wealth
T123 NE keeping scientists? (now that taoism spread here with improved roads)
T124 NE keeping scientists?
T125 NE keeping scientists?
Silver
T115 lighthouse (growing to 6 pop)
T116 settler
T117-T118 revolt
T119 settler
T120 settler
T121 whip settler
T122 wealth (saving OF until taoism spreads here) maxing food
T123 wealth
T124 wealth
T125 lighthouse now with taoism
Isengard
I'm fine with Kaitzilla's plan (i was going to suggest building a worker and using the OF after taoism spreads here for a lighthouse (finishes in 1 turn with 10+ OF) Lighthouse finishes in 1 turn even with out taoism. This might make sense to do before mass whipping military units. The worker can build the road faster to the barbarian city and so the military units might get to the city at the same time if we do this...
Cultural Bridge
I think we switch to a library to preserve the 2 pop of the lighthouse
2 pop whip Lighthouse after switch to slavery
Then library, then 2 pop the library when you reach 5 pop (working coast and seafood)
Phants City
I like chopping a forest into the granary so that we can 1 pop the granary before the end of Kaitzilla's turnset
I see now this is what Kaitzilla suggests..
Marble
Grow I think a 2 pop of the granary might be best here... almost set up by the end even though I delayed some farms for Marble with my worker plans.
I too can't get the test game past T124. Here is the save file from my implementation of the ideas above.