Pre-Play-Plan t127-135 v-1
OVERVIEW
Settle the good land
Let our cities grow
Build lots of workshops/watermills as appropriate
Capture Libyan, Hun, Atlantis and southern Portugal.
Build the required wonders.
CITY BUILDS
Murky Waters: Hanging Gardens(1t) - Grocer (2t) - Taj Majal(4t, I think) - conf miss.
Frozen Fish: Observatory(6t with chop) - Harbor
KonTiki: Lab(1t)-Frigate(1t)-
Babylon: Nat Epic(3t)-Bank
SW Clams: Moai(2t, with chop), Frigate(2t)
Mosquito Ranch: Aqueduct(2t)-Grocer-Bank
Fine Leg: Hospital(2t)-Airport(3t)-The Kremlin
C1: Aqueduct(1t)-Para(1t)-Grocer(1t with chop)-pike_garrisons
Nippur: Worker(1t)-Worker(1t with chop)-Forge
Marble:Conf miss(2t)-Settler(3t)-Conf miss(2t)-Conf miss
Dur-Kurigalzu: Forge(3t)-Library(2t)-University
Akkad: Granary-Library
Flood Plains: Grocer(3t)-Levee(3t)-Harbor
Ulundi: Granary(1t)-Forge(3t)-Library(1t)-Aqueduct
Morocco: Granary-Levee-Forge
uMgungundlovu: Forge-Harbor-Factory
Athens: Granary(1t)-WB(1t)-Levee
Ondini: Granary-Forge
KwaDukuza: Forge-Library
Bulawayo: Granary-Forge
Suez: Granary-LH-Odeon
Assyrian: Granary-LH-Health/happy buildings
CITY MM
Frozen Fish: This turn, hire a citizen. After next growth, hire another citizen. When Observatory is done, hire merchants instead of citizens.
Babylon: 13 merchants until the next GP pops, then 13 artists. 15 artists after NE, until 2 GAs are born. Then 15 merchants. We want to generate any GAs we need for golden ages while they cost the smallest number of artist-turns
Marble: borrow cottage from FF for 1t to allow growth in 2t
DIPLOMACY
Trade Educ for Guilds this turn.
Direct Hammi's and HC's research to something sensible.
WORKER ACTIONS
Around FF: road, farm, wm-coal, move to MW for airlift.
Around Dur-K: 2 workers move to C1, Wkshp forest for 1t, then chop SWC forest, wkshp that, then go to work at C1
The other 2 workers will watermill the forest, then one will wkshp plains, the other will continue milling.
Around Nippur: Chop grass-forest into worker, then windmill the grass hill. Don't chop any of Babylon's preserves.
Around C1: workshp the unimproved tiles and forests. Send a worker to MW on t131 for airlift t132
Around FL: workshops. Airlift one worker per turn to Africa after airport is built
UNIT MOVES
See post 1359 for military unit moves.
Airlifts:
t127 - conf miss to Morocco
t128 - settler to Libyan
t129 - worker (currently on boat) to Morocco
t130 - GM to Cuzco
t131 - conf miss to Assyrian
t132 - Worker from MW to Africa
t133 - Settler from MW to Hun,
t134 - Worker from MW to ?
RESEARCH
Banking-Economics-Constitution-Corporation-AL-Elec (if I get this far)
OTHERS
Civic change: none. No Pacifism until factories are built.
Religion change: none.
Cities Settled: too many to count.
Suez, Morocco, somewhere in Europe, Spices. Anything else that strikes my fancy.
Wonders: HG, Taj, Kremlin.
STOPPING CRITETIA
mid-turnset break before DoWing Joao
OPEN QUESTIONS
Vassalize Joao after taking southern cities?
More to come, but not today.
GP optimization. I'll try to generate any surplus artists soon, while they are cheap.
Anything you want to comment on. In particular, if you would like to look at one thing in detail, and optimize it, I would really appreciate it.