T106 to T110 PPP
Espionage:
Start putting more
on Cyrus, while making sure we don’t lose eyes on Hatty and Hammy's demo data.
Research:
0% on Currency
Delhi:
Build trebs.
Grow to 10 pops. Work 2 more GRiv cottages as they become available. 20H base/turn. No whipping.
Zlat:
Switch to crossbow (
finish in 3T) -> barracks -> finish pike
Grow to 9 pops then work two GRivHill mines (one just finished and another on-line soon at Zlatorog E+SE). 21H base/turn (unless we chop the deer forest). No whipping.
GEL:
treb (1 turn) -> finish pike -> whip treb for 3 then swords and 3 pop-whipped trebs
When growing from 3 to 6, will work sheep, corn, gold and then farm -> GRivHill mine -> GHill mine. Whip 6 -> 3.
NC:
temple (whip for 2 pops) -> OF into ToA -> finish WB -> ToA
City is approaching happy cap at 7 and will be in 2 turns and has one citizen working an unimproved tile. Should we consider 2-popping a temple? 3-popping a forge here would allow us to grow to 9 pops eventually… The unproductive citizen could become a scientist too… Whip every 10ish turns 8 -> 6.
Marble:
Cats.
I’m not sure what to build here, but we need swords, cats and trebs. Since there isn't a barracks here, maybe cats are best.
Will grow on farms and GRiv cottages and eventually work the GHill
River and GHill mines. 6H base/turn. Whipping city from
7 -> 5 would work growing on the 2 farms and 2 cottages.
Osaka:
xbow (2 pop) -> cat
Grow on farm and cottage (hamlet).
Whip 4 -> 2. Grow city working farms and cottages.
Kyoto:
forge (3-pop) -> Great Library (T118/T119)
Citizens work
max food -> 2 sheep -> copper ->
cottages mines.
I will share the corn with Tokyo from time to time with the goal of always working the power tiles (sheep, corn, copper).
Tokyo:
Granary (1 pop) -> cats.
Work
corn (from Kyoto) copper -> farms
-> cottages.
Whip 4 -> 2. No whipping!
Deer Cow:
Granary
(one pop) ->
cats fail gold.
Citizens work deer, cow, GRiv cottages
, GRivHill (S).
Whip 4 -> 2 No whipping!!
Workers
Worker 0 (near Zlatorog):
mine Zlatorog-E+SE and then road toward Hammy partial cottage at Zlat-2W -> road choke point -> road toward Hammy if safe
Worker 1 (near NC): cottage PRiv at NC-E
-> finish grassland cottage ->
road toward Hammy cottage Delhi
Worker 2 (near Tokyo): chop Tokyo-S ->
road Tokyo-N+NE?? -> chop GLib ->
road at Tokyo-2NE
Worker 3 (near Osaka):
finish GEL partial farm shared with Osaka -> chop Glib
Worker 4 (near Delhi):
road cow -> road cow-SW -> GRiv cottages for Delhi partial road -> mine Zlat-E+SE -> road toward Hammy if safe
Worker 5 (near Marble): finish cottage @ Marble-W+NW -> complete mine GHill @ Marble-W ->
GEL for farms, mines, cottages
Worker 6 (near Deer Cow):
road deer -> finish cottage @ DC-SW -> mine DC-S ->more DC cottages partial cottage -> road cow -> road cow-SW -> cottages for Delhi and DC
Units:
4 axes and 1 pike fortify the choke point. Once Hammy’s SOD is gone, stay put within cultural borders (keep costs down) until we have a proper stack to open the Hammy front.
xbow and pike pair check out wheat city after Hammy's SOD is gone. Take out bowman before he can fortify the fishing village.
MP units in all but Osaka. Axe stays in Kyoto for
. Hopefully we have enough units coming up the road that we don’t have to worry about Hatty swarming with War Chariots around Tokyo.
All other units move toward Hatty with the plan of attacking on T110 with:
8 axes
7 cats
2 spear
1 xbow
1 pike
1 treb
Work boat explores around the southern edge of the land mass with the sheep, not cutting corners.
Leave 1 axe in Tokyo to capture Toku’s worker on T109. Axe/spear pair will capture Toku's worker on T109 if possible. Depending on what is in Toku's city, one of them will stay to threaten?? and the other will head toward Hatty. Leave the poor guy alone... for now!
Things to do each turn:
Manually save the game.
Watch F4 tech screen.
Watch sabotage building number in Elephantine
Watch for culture.
Keep enough
on Hatty and Hammy to see demo data.
Watch to see what Hammy will give us for peace. Stop playing and discuss if it’s CoL or better.
Stop playing if:
We lose more than one unit at the choke point
T110 just before declaring on Hatty
Anything interesting comes up
Things are busy this weekend, but I could play on Friday if the team agrees... after requested changes to the PPP of course.