I propose that I play a mini two or three turn turnset, which should find us just about done with William.
Open Item
Do we want to galley chain our workers to get the pig canal done ASAP? Or would we rather sail them (and the treb) there the slow way with Galleon 6 and a mini-chain at the end. If we plan to hit Cathy ASAP, I suggest that we send those 3 galleys north now, which means that the canal wont be done by the time we declare. Having 3 galleys in the north sea isnt a bad thing as they can be used to shuttle troops to her northern cities.
We will not rush to build the canal. Instead, we will load 2 more trebs on the eastern galleon and ship them to the west. Three galleys will set sail north on T+1.
Proposed whip cycles per city:
Paris: 6 -> 4, always working 2 clams, corn and 1 Grass Hill
Gold: 6 -> 4, always working fish, 2 clams and gold
Marble: 4 -> 2, always working 2 clams
Stone: 4 -> 2, always working fish and stone
Pig: 4 -> 2, always working fish and pig - always working a coast at size 4 (which includes the current turn
Iron: 5 -> 3, always working 2 clam and iron
In Paris under Bureaucracy:
a) 14 Hammers invested in a Maceman in Paris (91 Hammers needed to complete it) = 2-pop-whip
b) 16 Hammers invested in a Maceman in Paris (89 Hammers needed to complete it) = 1-pop-whip
In a city with no forge, a whip = 56 hammers.
In a city with a forge, a whip= 67 hammers.
William Campaign
T0: Move 3 trebs and 2 maces south of Utrecht onto Galleon 2 and Galleon 5.
T+1: Drop off 4 maces + 4 trebs on The Hagues pig resource.
To give us the best odds of not losing any units which will be needed for Cathy, I will bombard Rotterdam on this turn with the plan of capturing it next turn.
T+2 Capture Rotterdam. The final mace to attack (Mace 6) will get a C1 promotion and a Medic I promotion after that. Start bombarding The Hague. Adapt based on what units are defending the city. Ensure that maces face 90%+ battles, else continue bombarding.
Leave Willems last city alone for now. Or we can consider taking it with the troops/galleons that are sitting idle waiting for the attack on Moscow? This decision can be made after weve taken Willems next two cities.
Ragnar Campaign
Leave Ragnar for last. He is weak and very close to our capital, so he can be taken out near the end of the game. Sink his two galleys once they are within range of our two triremes with galleon backup should we lose a battle. Sign cease fire with Ragnar. Consider Peace Treaty if it makes sense. To be decided after this short turnset.
If possible, we can consider taking Ragnars ivory city if we have available troops/galleons to do so (try to sneak a peek into his city with galleon and/or trireme for Dhooms sake). This decision can be made after weve taken Willems next two cities.
Cathy Campaign
The goal is to hit Moscow and St. Pete on the initial attack. Galleons 1 (Paris) renamed Galleon 0, Galleon 4 and Galleon 3 will sail around the northern end of the continent toward Moscow. They will be empty and can pick up troops north of The Hague just before the attack. Galleon 1 (Pig), Galleon 2 and Galleon 5, which are being used in our assault of The Hague, will be used for our attack on St. Petersburg. This will give us a 3-3 galleon split.
Scout Moscow and St Pete using a fully healed unit and a galleon.
Victoria/Joao
The goal for our assault force is to have 4 galleons, 5 trebs and 7 maces. These units will be built/whipped from our core cities. We already have one galleon (Galleon 6).
If it makes sense, I will do more aggressive whipping than proposed above if it will allow us to get these units built faster without causing too much
.
Other
Whip treb in Marble and Gold on T0 and ship them west.
Decide what to do with GG after we have him, but Im leaning toward promoting 5 maces built in our core to CRIII for our eastern war front.
Revolt to Bureaucracy before we whip again in Paris (likely T+1)
Switch from desert hill mine to coast in Stone.
Philosophy <-> Horseback Riding + Literature + 60 Gold from Vicky.
Marble to Joao for 2 gpt.
Culture slider at 10%. Check slider and citizen assignment every turn.