Well, I guess it will have 5hpt at least. I thought Deer Cow would mainly be a cottage-working city, since we need the commerce.
Actually, so did I.
@Mitchum/OPEN ITEMS plus+
1. First, a bit of a reality factor. Our deficit is currently
-3gpt. I calculated that on T110, this will increase to about
-11gpt, including unit costs, supply costs, hamlet/cottage growth, and citizens working tiles. On T110 we'll probalby have about 70g in reserve, so -11gpt lasts ~6t. Presumably we'll capture Memphis on T112 or T113, depending the number of units and whether it has walls and is on a hill, etc. Memphis, while under resistance, will increase our costs by ~5gpt, empire wide. (Costs increase somewhat in all of our cities.) Out of resistance, our cost will rise another 7gpt, not including inflation, which is now upon us.
Thebes will increase costs another 6+9=15gpt after resistance.
So in the next 10-12 turns our
deficit spending will increase roughly
40gpt.
That will burn through CaptureGold like wildfire.
Food for thought. Our CaptureGold will be sporadic because the map dictates slow warmongering. Basically, we'll have to rely mostly on
not having a deficit. That means we need to increase our cottage income by another 40gpt or so in the next 12 turns. After that, expenses are going to mount only more rapidly.
2.
Looking at our new cottage possibilities:
Delhi = +2
NC = +1 (already being worked for +1cpt)
Marble = +1
Osaka = +1 hamlet on T113
Kyoto = +2 hamlets, but not worked till T116 at the earliest, plus Kyoto is underpopulated without a forge
Tokyo = ?
Deer Cow = ?
That's a grand total of 7 new cottages = 14 gpt
<< 40gpt.
My conclusions are:
I.
Marble: Grow to pop8 (~17t), work fp+2farms+2cottages+3mines, the worker there cottages, then mines
Osaka: Whips a xbow, then grows and works farms/cottages (plus corn as often as possible)
Kyoto: 3pops forge, completes GLib, grows to work cottages (+fancy MM to get GLib T117)
Tokyo: whips granary, slowly grows, using the 2 farms mostly, and works cottages when possible
DC: whips granary for optimal overflow, grows, works cottages, builds FailGold
II. Figure out how to get Currency asap, despite all odds, so we get more TRs, rip AIs off for gold, build gold, etc.
III. Find out if the western landmass is an island and if so, settle for 2X TRs.
IV. Keep warmongering.
3.
Zlatorog
Hammy is sending a shock bowman, probably to garrison Fishing Village. He will obliterate our axe at 74% odds. Solution: Immediately build xbow in Zlat, either completing in 4t + road the chokepoint -or- completing in 3t (= work 2f1h instead of 3f1c). Our xbow will obliterate the bowman at 98.97% odds.
4. OPEN ITEMS:
Tokyo/Kyoto: This is a complicated optimiaation problem. I haven't figured out what's best for Tokyo in terms of when or if to whip the granary.
Zlatorog: our axe/spear should stay away from killer bowmen.
Steal Toku worker: Play it safe, I guess. Problem is, will Hatty bribe Toku to war? Then we have 2x the WillingToTalk interval. If the worker moves to road the northern forest, then our spear/axe pair could capture and join our SoD on T110, btw.