PPP final? T223-T233 (most recent changes clarifications to tech plan, specifics about growing a few cities before colossus obsoletes, a little editting for clarity, a question about espionage and chances of spies getting caught)
Will plan to play in roughly 10 hours from now.
Tech Path
finish guilds using just enough slider% to finish it this turn, T223.
switch to civil service at 0% for 4 turns until 4th great person is born.
When Willem shows 2 turns left (T225 probably) on engineering trade it for his gold
When we see what Willem is teching I'll briefly pause to consult if possible but I assume I will continue with civil service at 0% and trade guilds for optics but not theology + gold on T228 when the 4th great person is born and hopefully Willem has more gold to trade for
T228 assuming we have enough gold to finish ~1400 research on Chemistry I will double bulb astronomy, bulb gunpowder
T228 switch research to gunpowder at 100% after bulbs (which will send a lot of OF into Chemistry next turn)
T229-T223 hopefully bulb chemistry with 4th GS and go 100% into Chemistry
If I finish Chemistry I will go 100% into Civil Service (go 0% if run out of gold) then on to Nationalism
Civic changes
none planned
Religion Changes
none planned
Tech Trading
Check every turn for new tech trading opportunities.
Check Research Screen each turn to see if AI Civs have completed any techs.
Planning to trade guilds to Willem for optics + gold
plan to trade engineering to Willem for gold when he is close to finishing it.
I will trade compass to Cathy for her gold, it will possibly get us out of being her worst enemy and the gold will be very nice.
Trade drama to Ragnar for his 90 gold. This is the least useful tech for him. The others are all prerequisites for worse stuff for him.
Other Trade Opportunities and Diplomacy
Maintain current trades
except
cancel corn for gems trade with Cathy, replace with corn for 6 gold trade.
Reject "Stop Trade" demands
If we have an excess resource, unload it if we can get some cash
If we have an expired deal for (easiest to check on the F4-"Active" screen by mousing over deals) and they have more income, cancel and try to get more. AIs will normally trade all their excess income for a resource up to about 10 (or more)
Check if there are other deals that can be canceled/reevaluated.
Accept research demands of low cost (<300 ) techs from others
Reject other research demands (but will check with the team if at all possible before doing so)
reassess trades for health resources if we capture the Hanging Gardens in Joao's capital
Espionage
switch espionage to Cathy 100%, divert some to maintain research view of willem if necessary
Will consider changing this if willem starts to tech something we could conceivably steal
When the spy is in Willem's lands I will split the espionage between Cathy and Willem, I'm under the impression but don't know for sure that espionage does help prevent a spy from being caught.
Great People
another GS (hopefully) is due 5 turns. Bulb plan depends most likely option 4, double bulb astronomy and bulb gunpowder and bulb chemistry the next turn once we get the 4th GS.
City Builds
I will grow SM, BF, PC, FH a little bit before colossus is obsoleted by not always working the hammer tiles in anticipation that we might want to whip them during a GA dip into slavery. But otherwise I will be working the workshops in the homeland cities as they become available.
CC... continue courthouse
FH..switches to workboat for bcool's mistake, then back to galley but planning to switch to max growth and not to finish the galley (waiting for it to switch to galleon) gives up workshop this turn for coast, then takes back after guilds, After the workboat gives workshop to SM
SM Barracks (taking workshop from FH eventually), then treb (which might switch to cannon eventually) Will switch GMine to coast for a few turns before colossus obsoletes and to accel growth a little bit.
PC Treb, Treb (will switch off the PMine for a few turns to accelerate growth before astronomy obsoletes the colossus)
stop the spy specialist here
MC... switch to workboat for bcool's mistake, barracks, then pikeman, a 2nd spy
working coast/marble so that next growth isn't slowed down but intending to continue working the marble after growth as well.
BF... Barracks, Treb (no workshops for this turn, then switch back after guilds) may go off workshops to accelerate growth by a turn here or there
FC... switch back to galley, switching to workshop next turn, and then switching to workshops as they are built
GH... works on galley, when grows to 9 pop switch to 5 merchants, seafood and gold
SR... switching to workshops next turn, continues barracks.
London, continues the Globe Theater
2 workers plan near london
chopping river forest this turn, then both workers work on grass river workshop, then both workshop the plains forest, switch cottage to engineer specialist. I think we workshop rather than chop the plains forest because we can work it until we convert it to a workshop.
will get support from a 3rd worker on the plains forest workshop eventually.
Nottingham, finishes courthouse in 2 turns with a chop if no barb threats. Then I will switch to axe build and will come within 1 turn of finishing the axe.
If no immediate threats switch build to barracks, then finish the axe.
If there is a threat, I will finish the axe
Nottingham's worker moves to forest and workshops for 1 turn, moves to join a worker from Hastings to build a grass workshop for Nottingham on tile with 1 turn into workshop already for 1 turn.
then chops forest if no immediate threat
then moves back to finish workshop with other worker
then moves back while stopping to workshop for 1 turn then back to original tile to workshop. I'll save the forest to the north.
YorkForbidden Palace,
needs that plains forest chopped so can finish the Forbidden Palace in 7 turns, then workboat for SL if can finish in a reasonable amount of time including travel time.
Will give up its cows to London after FP is built
Hastings Heroic Epic
workers (4) near hastings
#1
finish plantation this turn
worker who finishes plantation moves 1NE roads & stops
moves to forest SW of York, chops that forest into the Forbidden palace should finish the Forbidden Place
then starts workshop on the former forest tile
#2
moves and joins #3 working together to finish GrassFarm
then moves NW and combines with worker from Nottingham to build a workshop on a roaded grassland in Nottingham's BFC (NE of a lake)
then goes back and finishes partially completed workshop near Hastings then moves East roads on his way to help cities in the East side
#3
after finishing the GrassFarm moves to join workers in London putting workshop on plains forest. Then to mine the iron near Silver Load.
#4
finishes GMine, starts another Grass workshop near Hastings
Silver Lode, lighthouse, granary if york can build the workboat in a reasonable amount of time.
bcool's mistake (Pour Willy) (keep merchant in the hopes willem will change his mind, use artist if workboats are getting close and willem hasn't taken the city)
galley (I think it should be able to whip out a galleon for us)
So if we are not doing a dip into slavery, then perhaps lighthouse is better. 45 turns later... diverting a worker here perhaps after the dye plantation is built for a plains workshop...
Hittite (I don't think we are going to get the clams from Cathy anytime soon)
continue lighthouse
And artist?? I will look at how quickly we are winning the cultural war with Cathy. If it is 30+ turns I will abandon and work the grass hill forest instead of the artist.
Workers
Strauss chops dye jungle, plantation after clear jungle (SR borders pop in 4 turns)
Eiffel Workshop for SM then ferried over to PC to start the workshop there
Stevenson finishes workshop for FC then picked up by Beta moves on to PC to start workshop there (I really don't think FC needs 3 workshops, we can use Stevenson more usefully in England and beyond.)
Hoover one of the workers near Hastings see Hastings plan above
Yeltsin Beta takes Yeltsin to PC, Yeltsin boards Ferry then on to Old England. Ferry takes the southern route dropping Yeltsin off on the forest SW of Hastings. Then Ferry takes the catapult to the sugar island north of Joao's capital. Yeltsin chops that forest SW of Hastings, then moves to start a workshop on the grass tiles
Others 3 others near Hastings see Hastings plan, 2 near London, see London plan, 1 near Nottingham see Nottingham plan.
War Plans
taking barbarian city soon,
Will land the crIII swords and take out the barbarian archers. will raze it. The crIII swords likely will just get a few more xp and will have some time to heal on boats before being needed against joao.
Joao war plan
see attached screenshot in prior PPP plan
http://forums.civfanatics.com/showpost.php?p=10528920&postcount=1876
(note I think I can move Ferry a bit more efficiently than shown on the screenshot but doesn't make a difference on DOW turn so I won't show it and I might have cheated on the galley move with Yeltsin but DOW is unaffected)
Galleys and Triremes
Beta takes Yeltsin to PC, then Beta goes back to pick up Stevenson off of FC island, takes him to PC
Ferry takes Yeltsin and catapult to England, comes back for the treb in PC
New Galley takes spy to scout out Willem, spy hikes to Cathy's capital scouting as he goes, New Galley comes back and protects the homeland
Nautilus & KT take troops around near Joao
Sal II tours Ragnar's lands looking for a stack and more intelligence (hopefully staying close enough to the homeland for some barbarian protection)
La C swings around to Joao's north coast to try to protect Ferry if any barb galleys show up.
Paralus and New Jersey protect Nautilus and KT
Stopping/Pausing Conditions
A barbarian spawns in an awkward position that I can't immediately deal with
AI declares war on us
Timing of something goes badly awry
We don't get a 4th GS in 5 turns
Start of T233
Checklist every turn before hitting end turn
double check MM
check tech trades available
check if and what AI have researched from F4 screen
check for new/better resource trades
check espionage screen for large sabotage production values in all visible AI cities
check if any AI went into war prep mode
check for any barbarians
turn off spy specialists
save the game
While scouting
will put a note that notes the most recent location of barbarians
will put a note that notes the most recent location of all AI units