Civics
T 142 switch to CS/Pacifism.
Switch to Bureaucracy situational if we get CS. Consult with forum if we get this.
Washington
T 134 Tao Monestary
T 135 Uni Work 2 Pmine, Gmine. 47 H. (Don't work 2 lake, 1 Grass)
T 136 Uni Work 2 Pmine, grass (Don't work 2 lake, 1 Gmine)
T 137 Uni Work Pmine, Gmine, grass
T 138 Whip Uni,
T 139 Oxford, 3 mines
T 140 Oxford 3 mines
T 141 Oxford, grow
T 142 Oxford, grow
T 143 Oxford, grow
T 144 Oxford, grow
Gems
T 134 AP
T 135 Work fort, GE, Uni
T 136 Switch farmed plains to working Pmine, Whip 36 hammer overflow into AP
T 137 AP Work GE, Farmed plains
T 138 AP, Work Farmed plains, GE
T 139 courthouse
T 140 Whip courthouse, 3 pop
T 141 Tao Missionary
T 142 Barrracks, Anarchy
T 143 Barracks
T 144 Barracks
Taoist temple before barracks? This takes 27-40 turns to pay off the 80
from the AP bonus (depending when the rounding errors affect the forge). This seems good enough to show a relevant profit on the game. We don't have a military unit we really want to build yet... There's a small chance the temple happiness will help during drafting.
Stone City
T 134 Tao Monestary
T 135 Uni Work 2 coast, Gmine to Washington
T 136 Uni Work 1 coast, gmine
T 137 Whip Univ 31 hammer overflow into monestary
T 138 Monestary
T 139 courthouse
T 140 courthouse
T 141 courthouse
T 142 Whip courthouse, anarchy
T 143 finish courthouse
T 144 barracks
Similarly, I like temple before rax.
Marble City
T 134 Courthouse
T 135 CH, Work Gmine
T 136 CH, Work Gmine
T 137 CH, Work All grass
T 138 CH, Work Gmine
T 139 CH, Work all grass
T 140 CH, Work all grass
T 141 CH, Work all grass
T 142 Whip CH, anarchy
T 143 Finish Courthouse
T 144 barracks
Why are we delaying the courthouse and building a barracks? I see the destiny of this city is to be a merchant farm, then maybe a draft farm. It's never going to build enough units off one mine to warrant a barracks. Neither do I see us converting the farms to water mills. I think we should whip the courthouse ASAP (which is T136: 43 + 2 + 2*30*1.25=120; we work the Gmine T134 and never again; we waste only 2 hammers overflow) and resign this city to building 2 Wealth a turn while growing on the farms and coasts to about size 10 to run merchants.
GP
T 134 Tao Monestary
T 135 Remove GS, work all mines. Uni
T 136 Univ, change one Gmine to coast
T 137 Whip Uni Work all coast, no mines.
T 138 Monestary
T 139 Courthouse
T 140 3 pop whip courthouse
T 141 Missionary
T 142 Missionary,
T 143 Missionary
T 144 Barracks
Slow building a rax here makes sense - GPfarm is a fair chance to turn into a drafting farm later.
Culture City
T 134 Courthouse
T 135 Work all mines, Univ
T 136 all mines, Univ
T 137 Work both PH, Univ
T 138 Whip Univ Work Ocean tiles
T 139 Courthouse, work 2 Pmines
T 140 Courthouse, work 2 pmines
T 141 Courthouse, 2 mines
T 142 Whip courthouse, Anarchy
T 143 Finish courthouse
T 144 Barracks
Not convinced by rax here, but it might be better than wasting significant overflow. I'd prefer to juggle mines for coasts to generate little overflow if possible, then build wealth.
Isengard
T 134 Maoi,
T 135 Maoi, No copper tile.
T 136 Maoi
T 137 add pop to coast.
T 139 Finish Maoi Start HE,
T 140 HE, no copper tile
T 141 HE
T 142 Anarchy
T 143 HE
T 144 HE
Phants
T 135 LH
T 136 LH
T 137 Whip LH
T 138 Courthouse
T 139 Courthouse
T 140 Courthouse
T 141 Courthouse
T 142 Courthouse
T 143 Courthouse
T 144 Courthouse
Working ivory at size 4? What will we work at T143 when we reach size 5?
Silver City
T 134 Build wealth
T 135 Start Univ Work 3 mines
T 136 Univ Work 3 mines
T 137 Uni
T 138 Courthouse
T 139 courthouse
T 140 Courthouse
T 141 Courthouse
T 142 Whip Courthouse, Anarchy
T 143 finish courthouse
T 144 Barracks
Rax is fine here
Fur
T 135 1st chop, granary
T 136 Whip granary, then 2nd chop
T 137 courthouse.
T 138 courthouse
T 139 courthouse
T 140 courthouse
T 141 LH
T 142 LH
T 143 LH
T 144 LH
Barb City Gaul
T 137 spy
T 138 Spy
T 139 Spy
T 140 spy
T 141 Whip Spy
T 142 courthouse
T 143 courthouse
T 144 courthouse
Sheep City
T 135 LH
T 136 LH
T 137 LH, work sugar
T 138 LH, Work sugar
T 139 LH, Sugar, unimp grass
T 140 Whip Lighthouse
T 141 Courthouse
T 142 courthouse
T 143 courthouse
T 144 courthouse
Research
Edu => Liberalism 0%, no 100% slider this time.
Great Spy
Search out Monte's lands.
Galley
Missionary transport west
Workers
Stevenson
Farm by Phants, Mine iron, mine Ghill
Eiffel
Farm by Silver City and Phants
Silver City has enough food at the moment to run all of its tiles as workshops. So I think we want workshops there from Stevenson, and Eiffel can put farms by Phants fast enough on his own.
Hoover and Semiramis
Farm around marble, set up irritation farm 1W of Stone city. Workshop 1W of Washington's cows.
The rice in Stone City is irrigated by the oasis. We don't have time to want to extend farms to CB during our tech push (CB is fine at size 6 running four merchants), so I don't see value in a farm near the cows. I'd much prefer Hoover and Semiramis got on with some Gworkshops near Stone City. (And I'd rather we had built the farm 1W of Marble last turn set, rather than the farm 1NW, so that our workers could get out of Marble more efficiently!)
Worker 8
Chop jungle north of Gems, then farm it.
Why farm? Gems has enough food to work its existing decent tiles plus five workshops. I'm surprised anybody thought the plains farm was worth building. The jungle chop has lower priority than other Gworkshops.
Goodtyear and Fritz
Workshops around Sheep City, Chop for Heroic Epic prior to civ switch
To save a worker turn each, when leaving their current tile, put a turn on the Pworkshop on the road 1SW of Sheep City. Then move on to whatever is next (chop or Gworkshop).
Karl
Chops around fur city
Ramamujan
Chops 1F, then roads to Gaul
I think getting rice up in Gaul is more important than getting a road up to Gaul. I'd move straight there, bringing a unit back to bust fog as suitable. The worker should temporise on some road builds if a move would be unsafe.
Yamasake
Chops 1F, the goes to Gaul to chop/improve.
I think a single worker is enough for Cimmerian. We might be losing this city to Ragnar, after all. I think more improved tiles for Fur City are in order - we can trade marble and silver away. Or roads west for missionaries, under anti-barb escort.
Exploration units
Continue exploration.
Spies stay out of cities to decrease risk of detection.
Spies in Asokas lands. One stay and wander, gathering intel. The other return to hub.
I think both spies should leave. Airships will gather intel when we need it.
Espionage
Steal Compass.
Watch research for engineering, civil service, optics and drama.
Great People
No GS until GE born on T 145
Trades
Trade Music to Shaka for gold.
After AP built, see how much fail gold AI will have for trade.
Begging
Possibly beg Shaka if he builds his gold back up.
Beg timers have been noted on the map near TH. Update as required.
AI demands
Give in to north and west witches for gold (unless > 200), resources, nearly finished techs that are not paper, philo, or edu.
Do not accept stop trading demands, change religion or war demands. Do not accept favorite civic demands.
Consult Forum for trade demands.
When to play. I can play in about 6 hours from this post. I can wait until tomorrow based on what the team wants.