mabraham
Deity
If I were betting, I would bet there is NO copper to be seen.
Yeah, me too.
If I were betting, I would bet there is NO copper to be seen.
Any chance you could play on Saturday so I can get a chance to work with the save on Sunday when I have more time.If I were betting, I would bet there is NO copper to be seen.
Sounds like most are in agreement with the PPP. I'll play around with the test save for a little while to get a feel for it. Will probably play Sunday evening NZ time (about 30 hours from this post)
So if it's not our turn I'm assuming we can download OUR team's current save on the Progress Page? If I understand the rules we can download the save and look at it but not change anything? I haven't done anything yet for fear of violating some Prime Directive.
LowtherCastle accidently traded away a city when it was not his turn set!
I've accidently ended a turn when it wasn't my turn. I highly recommend we do not end turn set at the end of a turn, since it is so easy to accidently end the turn with the save in that condition.
11 cities, 61 pop, 235/-53 and 90/+78 at the respective max slider positions (However, I'm currently building a National Epic and some settlers. If I were not, 261 and +83 are more representative maximum numbers.) 840 spread over four cities. GNP 352 at 100% in science mode, 59 prod, 147 crop. I have a Great Artist on ice.
What I propose in those 20 turns...
Techs
Mysticism -> Polytheism
Civic Changes
None
Builds...
Clam Chowder
Settler gets whipped when save is opened
Overflow from Settler whip goes into worker > worker whipped T53
Resume WB#3
After WB#3 we have basically 2 choices, 1) Granary or 2) WB#4...I think Granary to allow more efficient whipping.
City#2 Founded T54
Starts Granary
Unit Moves
Settler > moves to 3E site > Settles on T54
Worker moves and farms corn > roads corn > moves FPH > roads FPH > starts mine FPH
Tile Management
2 pop whip to size 2 on T51
T51 Size 2: 2 clams (building settler)
T52 Size 2: 2 clams (building worker)
T53 1 pop whip worker
T53 size 1: 1 clam
T54 size 1: 1 clam (building WB#3)
T63 size 2: 1 clam + FPH to speed WB#3
T68 Size 2: 2 clams when avaiable
City #2
T54 Size 1: 1 clam (building Granary)
When Corn Farm is complete (T61)(still size 1) switch to farm to speed growth by 1 turn. Alternate choice is to have CC work farm and grow 1st.
T62 now size 2: 1 clam + corn farm
T68 now size 3: 1 clam + corn farm + FPH
If anyone cares to test or improve, I have a fully-detailed T95 Oracle plan on my spreadsheet. The above will achieve this, but there is no room for error. The capital is free to suit itself after about T67 (so long as it gives over tiles when wanted). My plan gets granary, WB, Galley, Lighthouse, Settler (in that order) with one chop and 2-pop whips at T80, T93 (just when sailing comes up), and T99 (or later if you want more overflow off the Settler). There's a turn or two where a food resource goes unused (T83 IIRC), so there is probably scope for improvement.