Introductory Remarks:
Changes will be in this dark red font. If have already reviewed this PPP, you can read just the part in this font color to pick out the differences with the last revision.
This PPP has incorporated all input presented before my "Got it" that is relevant to this turn set.
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In my Preliminary PPP, I had intended to cover the PPP without concern for the details. I regret not making that clear; I assumed that was what was expected in a Prelimanry PPP based on bcool's comments a few turn sets ago when we shifted from a turn set a week to a turn set every 3-4 days. We just can be as detailed with the preliminary PPP with this more aggressive turn set schedule.
The Preliminary PPP lays unfinished, so in the interests of keeping this turn set on schedule, I volunteer to play it out without a PPP. Just kidding (joking)!
Seriously, I will dive into the Detailed PPP which will contain micromanagement only for those specific parts of the PPP that are critical to the Win turn, irrespective of the "Destroy The Wizard of Oz" requirement, which due to lack of intelligence about the wizard would be impossible to due other than a blanket/carpet search for him (eliminating where he "probably" isn't to determine where he "may" actually be). This aspect will be covered in a subsequent post.
Please refer back to the Grand Strategy:
http://forums.civfanatics.com/showpost.php?p=11040888&postcount=2604
A Strategy may achieve its Goals with perfect efficiency, but if it doesn't "optimally" get one closer to the Grand Strategy Goals, that means an Alternative Strategy is better and time is better spent developing that Alternative Strategy instead.
Detailed Strategy: (No change from the Preliminary PPP)
Detailed Strategy must concern itself with Logistical Capabilities (for those entities in the game that require it, mainly Units). It mainly concerns itself with efficient producing and efficient consuming of Food, Hammers, Commerce, Research, Wealth, Espionage, Units, Great Person points, Great General points, Buildings and Wonders, and others I may have omitted. Some of these things can be only produced and consumed locally within a single City, with some exceptions (a lot of the exceptions concern Corporations).
Research:
Our primary research goal is Mass Media which allows us to build The United Nations which allows us to place the Diplomatic Victory Resolution of the UN ballot.
To acquire Mass Media, we must first acquire, via various means, the following technology path (at a minimum):
Astronomy (3120B) -> (Liberalism - 1t) (330/2184B) -> Printing Press (2496B) -> Scientific Method (3744B) -> Physics (6240B) -> Electricity (7020B) -> Radio (9360B) -> Mass Media (5616B)
EDIT: Astronomy is listed first, because it allows Observatories which bring in +25% Research at a modest cost of 150H compared to Universities at 200H. However, since Dorthy is Philosophical, Universities can be built at +100% Hammers making them cheaper than Observatories for those cities that do not have Universities. However, we must keep our war plans in mind and build Barracks in all cities expected to produce military units.
The long term plan is to bulb at least Physics and Electricity, use Liberalism to acquire "free" Radio. Currently a Great Scientist will bulb exactly 1500 + 3 x 80 = 1740B, since our Civ-Wide Population is 80. EDIT: Our population will be growing this entire turn set, so Civ-Wide Population may exceed 120 by the end of this set set, making the GS bulbs about 1500 + 3 x 120 = 1860B. This means that using two GSs to bulb Astronomy would waste up to 700B.
EDIT: According to
bcool's Great Person generation spreadsheet (shows all Great Person generation one turn later than actual) we should generate a both a Great Engineer and Great Scientist on turn 144, and Great Scientists on turns 150, 156, 157, 163 and 166. Of course these Great People can't be used until the turn following their generation.
EDIT: The best plan for Great Scientist utilization is for the first Great Scientist to construct an Academy in Washington ASAP and bulb three Great Scientists on each of Physics and Electricity:
1) Three Great Scientists bulb (3 x ~1860B = ~5580B) just over 8/9 of Physics
2) Three Great Scientists bulb (3 x ~1860B = ~5580B) just less than 4/5 of Electricity
We still have a Great Artist which could be used for a Golden Age (8t) to increase the speed of getting Great Scientists and Mass Media, but several players want the golden age later while building military and maybe building The United Nations?
Academic Question: How large must a city be to leverage a Great Engineer rush to complete The United Nations in a single turn, including Hammers that city can muster yet that turn? Assume Hill Mines and no Railroad for primary Hammer sources.
Civics Switches:
Switch to Bureaucracy after stealing Civil Service.
City Builds:
Cities will continue building what is in their build queue, except those building Wealth could build Galleys which will convert in the queue to Galleons after Astronomy. Originally suggested by
bcool and other cities where a player suggests a better alternative.
Since we currently do not have a quick way (Slavery or Universal Suffrage) to Build things other than forest chopping and Great Engineer rushing, we need to build things in cities well in advance of the need, especially for low hammer cities.
All cites that will be building military units for are future war will need to complete Barracks well before the war starts. For some cities, that may mean building Barracks now or putting it in the queue for building somewhat later.
Any city without a Courthouse will build one sooner rather than later, even the Capital. In my opinion, they should have been built as soon as possible after Code of Laws in all cities, starting with the ones furthest from the Capital. They reduce city maintenance -50% regardless of any slider setting. Courthouses will probably not be considered for cities with not enough Hammers to build them in 20t or less. In such cases, even building Wealth would be better.
mabraham doesn't consider the Courthouse builds cost effective versus the benefit they provide.
Markets will be considered in those cities we expect will support a significant number (3 or more) of Merchants. However, like Courthouses, only cities that can build them in 25t or less will be seriously considered.
mabraham doesn't consider the Market builds cost effective versus the benefit they provide. I agree that there may be limited benefit at 100% research, except when there are several Merchants bringing in Wealth.
Washington will complete Oxford University in 3t. After that it will focus on growing its population while working all grassland cottages. Some plains cottages and grassland hill cottages (if any) will be considered if it permits reasonably fast growth (.i.e +5 Fpt or better).
mabraham doesn't like working fresh water plots and neither do I (Sorry, it didn't occur to me to state something so obvious.)
We probably want Globe Theatre in GP Farm before the war, but with its low Hammer rate and dedication to generating Great Scientists at least until t167, it will build very slowly until then. So, GP Farm must start building Theatre immediately, compleing it in 17t; Five other cities must also complete Theatre as well before Globe Theartre can begin, so I've placed five additional Threatre builds in cities with significant Hammers, so they are completed by the end of the turn set or at least nearly complete, so there's no rush to complete them later; these Theatre builds can be delayed a bit to build something more important.
mabraham said "I think theatres take low priority in non-GPfarm cities until T160 or so." I agreed with this statement a priori, but would defer builds only till t155 (next turn set); I simply included the builds in the queues to be sure they were completed in time to start Globe Theatre in GP Farm.
City Growth:
All cities will focus on growth yet still work higher commerce plots when feasible, until they reach happiness cap or can support their tasks most efficiently. Growth goal shall be +5 Fpt or higher without significant loss of commerce.
Great Wonders:
Although none of the available Great Wonders are critical or even of major help in achieving the Grand Strategy, some may be useful to build in some of our Hammer cities when nothing else is especially useful. The remaining Great Wonders are:
Parthenon (obsolete with Scientific Method and thus of limited use in accelerating Great Person generation, but it could be built in 10t and provide +50% GGP generation in all cities)
Angkor Wat (obsolete with Computers and thus likely to last forever in our game; it provides +1 Hpt for each Priest making them produce more than an Engineer; 12t ETA)
The Hagia Sophia (obsolete with Steam Power and thus probably long lived for us; +50% Worker improvements is nice; 12t ETA)
Chichen Itza (obsolete with Rifling and thus it will last a while, but we may Rifling; +25% Defense is nearly useless to us, we hope; 12t ETA)
The Sistine Chapel (never obsolete; nearly essential for a cultural victory; +2 Culture per turn per specialist; 15t ETA)
University of Sankore (obsolete with Computers; +2 Bpt per State Religion building; has great synergy with our Taoist Monasteries and Taoist Temples; 14t ETA)
Mausoleum of Maussollos (never obsolete; +50% Golden Age length; we can build it before our planned Golden Age and extend it 4t; 11t ETA)
Shwedagon Paya (never obsolete; access to all Religious Civics; we lack access only to Free Religion and although that grants +10% Research we probably do not want that; 11t ETA)
Great Wonders we might consider include Angkor Wat, University of Sankore, and Mausoleum of Maussollos. The latter two seem best to me.
mabraham considers maybe Mausoleum of Maussollos only. However, no wonders have been placed in the queues below. Some of the older great wonders may be effective wealth producers when there is a +100% Marble/Stone/Copper/Gold resource multiplier. One of the AIs is likely to complete them somewhat soon, one can hope.
City Build Queues and Worker Tasks:
Washington:
Oxford University (3t)
Taoist Monastery (2t; 3 Mines -> 2 Grassland + 1 Plains Cottage)
Taoist Temple (4t; +2 Hpt; +1 Happiness)
Observatory (+2.5 Wpt; +2 Ept; Spy specialist option)
t157: Theatre (3t; 1 of 6 needed for Globe Theatre)
Stone City (Switch a citizen to Washington's cottage; after +3P, run Spy specialist + Merchant):
Taoist Temple (4t; t145 Spy specialist +4 Bpt +4 Ept)
Taoist Missionary (2-4t)
Mausoleum of Maussollos (12-19t; +50% Golden Age)
t156: Theatre (4t; 1 of 6 needed for Globe Theatre)
Worker builds Workshop 2-N (6t); builds Workshop 1-W (6t).
Worker moves to 2-S+1-E of Washington (1t); build Cottage (4t); move 2-W (1t); build Cottage (4t).
Gems City (will be running 0, 0, 2, 3, 6, ... Scientists -> 1 GS through t156):
Taoist Missionary (2t)
Taoist Missionary (4t)
Market (great capacity for running 6-8 Merchants after generating 2 GSs)
t155: Theatre (4-5t; 1 of 6 needed for Globe Theatre)
Worker completes Jungle Chop (2t); build Workshop (6t);
move 1-N+2-E on D Dye (1t); build Plantation (6t).
GP Farm (running 8, ... Scientists -> 4 GS through t166):
Theatre (17t; required to build Globe Theatre)
Taoist Missionary: Convert
west witches using Horse Archer being built as escort.
Silver City (will be running 3 - 4t, 4 - 4t, 6, ... Scientists -> 1 GS through t163):
Taoist Temple (12t)
Worker builds Farm (5t);
builds Workshop 1-SE (6t).
Isengard: (Base Commerce 19 -> 25 after +3P working Shore plots; justifies Library + University now; each military unit built is costing us minimum 1 Wpt, thus building military can wait a turn set or two when better units can be built)
Horse Archer (2t)
Taoist Temple (3t)
Library (4t)
University (5t)
t157: Theatre (3t; 1 of 6 needed for Globe Theatre)
Culture Bridge:
Caravel (4t)
Theatre (8t; 1 of 6 needed for Globe Theatre)
Galley (8t; do _not_ complete before we get Astronomy)
Marble City:
Galley (24t)
Phants City (Adds Merchants + Spy specialists when Population can support them):
Courthouse (15-20t)
Worker build G Mine (4t); build Road (2t);
build D Iron Mine (4t).
Sheep City (In t145, add new citizen to Gem City's Grassland Hill Mine):
Courthouse (15-18t)
Worker builds Workshop (4t); builds Workshop 1-E (6t)
Worker moves onto Copper Hill (1t); build Workshop 1-NW (6t); move 1-S of Isengard (1t); build Workshop (6t).
Fur City (At Pop 8, add 3 Merchants + Spy specialist):
Galley (24t)
Worker completes Fur Camp (4t); moves to Ice Hill Silver (1t); Silver Mine (6t)
Ramanujan builds Road 1-SW on RS Tundra (3t); Road 1-SE on Ice (4t); Move SE on RS P Silk (1t); Build Road (2t); Axeman escort protects Worker.
Archer sits tight watching for 10t.
Cimmerian (Run Artist till border pop):
Walls (7t)
Castle (14t, assuming we can steal Engineering)
Courthouse (~30t)
Worker completes Rice Farm (2t); Build Road (2t); Move 2-SE on GF; Build Road (2t); Build Pig Pasture (4t)
Exploring Units:
Our goal shall be having at most 5, 7 or 9 units out of border for exploration, so we incur no, +1, or +2 Wpt support costs for exceeding this limit.
The Work Boat will be moved south to explore Barbarian city that lies south of its position.
The Chariot will be moved to attempt shulec's teleport idea; more details on how to perform this are needed as well some test that it will work as expected.
The southern Axeman will move west to explore the SE and S part of the SW unrevealed area.
The War Elephant shall move SE along the coast and then explore the big unrevealed area in the SE corner of the map.
Horse Archer built in 2t will escort Taoist Missionaries to South Witches.
Caravel being built in 4t will explore unrevealed area in the southeast corner of the map.
Spy on Pig: explores unrevealed area in SE corner of Map.
Galley near Gems City: move along coast in our culture NE, cross over to North witch area; move SW to Barbarian city.
Great Spy moves to infiltrate North Witches.
Espionage:
Spy in Boston waits there for infiltration of North Witches; Will steal Engineering if the opportunity arises.
Spy near Trojan Horse will be moved there and wait; possibly steal Civil Service after waiting there 5t.
Lost Spies will be replaced ASAP in the nearest Hammer city to the city where the Spy will do his Espionage work.
Game Changing Situations:
Unless it is an Emergency, I will use my own judgement on what to do, giving special consideration of possible negative effects on diplomacy between us and West, South and North Witches.
Please let me know of any omissions.
Sun Tzu Wu