Dhoomstriker
Girlie Builder
- Joined
- Aug 12, 2006
- Messages
- 13,457
Suggested PPP
Diplo Policies
If an AI asks us to Stop Trading with their Worst Enemy, tell that AI "no"
Refuse requests to switch Civics/Religions
Refurse Demands/Requests for these techs:
Monarchy
Machinery
Education
Feudalism (if we get it)
Engineering (if we get it)
If an AI Demands/Requests a tech which is not in the above list, give that other tech to that AI
If an AI Demands a Resource, give the AI that Resource
If an AI Demands/Requests Gold:
less than 100 Gold = give it
more than 100 Gold = don't give it
If a tech trade comes available, stop play to discuss the opportunity
If Mansa is researching a tech that we already know which is not Education, sell/gift it to him. Do not sell/gift Education to Mansa if he starts to tech Education (he is allowed to get all other techs from us if he starts to research them)
If an AI Demands/Requests our World Map, say "no"
Do not sell our World Map to any AI
On every turn, check the F4 TECHS screen to see if there are AIs who we are not at war with who have 50+ Gold available.
Sell "older and cheap" techs to any AI who has 50+ Gold to trade to us, as long as we are not at war with that AI (i.e. don't accidentally make Peace with Willem). Here is a suggested order:
Polytheism
Monotheism
Aesthetics
Literature
T118, 75 AD
Set Research to Liberalism
Set Espionage Slider to 0% (we're at 10% right now) so that we're making 100% Gold
Trade:
Drama + 150 Gold + World Map from Mansa <-> Optics
Try begging:
90 Gold from Elizabeth (Could you spare this for a good friend?)
If the begging failed, don't sell Compass to Elizabeth (she could go for Optics for yucky Caravels and she could sell Compass to Willem who could also then go for Optics)
City 4: Click on the Library in the build queue to remove it so that the build queue shows Forge -> Catapult as the first 2 build items
Hippos: Shift + click a Horse Archer
Hippos: Shift + click a Work Boat so that the build queue shows War Elephant -> Catapult -> Horse Archer -> Work Boat
Sleepy Sheep: Shift + click another Galley into the build queue
Wake up Worker 8 (on the "FORT?" square) and skip his turn so that we can give him a new duty next turn
Wake up Spearman 1 (on Willem's Deer) and move him 1SW G For Riv (1SE of Utrecht) to allow Subutai to move this turn
Wake up Subutai on the G For Riv (1SE of Utrecht) and move him 1NE G Deer and then attack the Horse Archer 1N of there which is guarding the Settler
Wake up Spy 2 and move him 1NE, to make it easier to get back on our Galley next turn using Willem's Roads
Queen Elizabeth Galley does NOT move this turn (we want to see what Willem's boats will do... if they stay inside of Amsterdam, we can dare to stay on this square next turn, too)
Be careful here to only select one Warrior at a time from X-ops:
Wake up Warrior 9 in X-ops and move him toward Gems City (2NW for now)
Wake up Warrior 11 in X-ops and move him toward Surfin' Turf (2NW for now)
Wake up Warrior 1 in Gems City and move him 1N Gems, 1NW Gems (SE + S of City 4)... be sure that he doesn't attack the Scouts on the way to City 4
Wake up Warior 6 in City 4 and move him 1NW G Corn, Promote him to Combat II, and then upgrade him to a Spearman
Wake up Warrior 3 (on the GH For Road that is NW + NW + W of our G Cow), move him 1SE GH Road, and upgrade him to a Spearman
T119, 100 AD
Check if AIs other than Willem have 50+ Gold available to give us for our "older and cheap" techs
Assuming that your plan is to move War Elephant 2 and War Elephant 3 1N to attack the Horse Archers on the G Riv For that are 1S of Utrecht this turn, then I would suggest that we do not Bombard with our Catapults that are 1SE of Utrecht but instead move the stack that is 1SE of Utrecht to 1S of Utrecht to join the 2nd War Elephant (or to kill off the second Horse Archer if we lost one of the two battles)
War Elephant 4 (Promote to Combat I), Chariot 3, Cat 5, and Cat 1 can then form a new "mini stack" 1SE of Utrecht
Catapult 7 (one of the Cats attacking the Scouts) can take the City Raider I Promotion to partially heal himself so as to be able to continue attacking a Scout
Catapult from Gems City: Move toward the GH Riv Mine that is 2S of City 4... once Catapult 8 has 10 XP, Catapult 8 can head westward and this new Catapult can start attacking a Scout
Worker 4: Move 1E G Riv Horse and complete the Road
War Elephant from Hippos: Before he moves, have Worker 4 complete the Road on the Horse first, to give our War Elephant a free movement point in his march to the north-west
Warrior 1: Move 1NW GH Riv Mine (1S of City 4)
Warrior 9: Move into Gems City, where he can stay
Warrior 11: Move into Surfin' Turf, where he can stay
Caravel 1: Make our way to Niani, but be sure to end each turn in an Ocean square
X-ops: Switch to building the Forge
X-ops: 1-pop-whip the Forge
X-ops: Ensure that the build queue shows Forge -> Crossbowman (I don't mind if you remove the other build items from the build queue to make this step easier)
X-ops: Merchant -> GH Riv Mine (I'm assuming that whipping will consume the 2nd Merchant, but if whipping consumes a Cottage instead, switch the other Merchant to that Cottage)
Gems: Build the University (very important)
Gems: Make sure that the build queue shows University -> Odeon
Gems: Focus on growth here, so work the 2 Gems + 2 Farms at Size 4
Surfin' Turf: 2-pop-whip the Library
Surfin' Turf: Focus on growth, so keep working Farms
City 4: Switch to building the Library
City 4: 2-pop-whip the Library
City 4: Build queue should should Library -> Catapult
City 4: Focus on growth, so work the Corn + Farm at Size 2
Athens: Nothing to do here as long we have 4 Hammers in our University already
Piscatorium: Build the University (very important)
Workers:
W1: Mine the GH Road (1W of the G Corn) -> Move 2E G (1N of City 4) and Farm -> Move 1SW GH (1NW of City 4) and Windmill
W2: Camp the TH Riv Fur -> Road the TH Riv Fur -> Move 2NE to the G and Farm it
W3: partial Road the GH For that is 2W of the G Corn and STOP!!! -> On T120 we must Chop this Forest into City 4's University on the turn after we completed City 4's Library -> complete the Road on this GH (now Forestless) square -> Move 1W G For (3W of the G Corn) -> Chop that G For
W4: Move 1 E G Riv Horse and complete the Road -> Move 1NW TH For (1NW of the Horse) -> Road that TH For (1NW of the Horse) -> If it is safe to do so, keep Roading toward Utrecht from the Hippos area
W5: Move 1SW P Riv and partial Watermill -> if New Amsterdam only has 1 unit, move 1NW G Riv Cot (1SW of New Amsterdam) and partial Road -> complete the Road on the next turn if there is still only 1 unit in New Amsterdam, otherwise move 1SE and continue Watermilling the P Riv (2S of New Amsterdam) -> If we completed the G Riv Cot Road, move 1SE and continue Watermilling the P Riv (2S of New Amsterdam)
W6: Camp the TH Riv Fur -> Road the TH Riv Fur -> Move 2NE to the G and Farm it
W7: Farm the G Riv that is 2N of Surfin' Turf -> Move to the GH Road that is 1SW of Gems City and Windmill
W8 (the captured Worker who is on the "FORT?" square): Last turn, we should have woken him up, so send him to the GH Riv For that is 3W of City 4 and Chop it -> We might as well complete this Chop at the same time as Worker 3's Chop -> If it is safe to do so (due to us having Spearmen nearby), move to the GH For that is 1SE of Willem's Deer -> Road that GH For square; otherwise, move 1W G Riv For (SW + W + W of the G Corn) -> Chop that G Riv For
T120, 125 AD
Check if AIs other than Willem have 50+ Gold available to give us for our "older and cheap" techs
Our Great Merchant can then check Mansa's larger-sized Cities this turn or next turn to see which one will give us the best Trade Mission value, probably comparing these Cities:
Kumbi Saleh
Djenne
Timbuktu
Walata
Awdaghost
Warrior 1: Move 1N into City 4, where he can stay
Catapult from Hippos: Head toward the Scouts at City 4
Warrior 2: Should be healed by this turn, so if you want, we can move him 1 square along a Road (in whichever direction he will be most needed) and then promote him to a Spearman
X-ops: Switch to building the War Elephant
X-ops: 2-pop-whip the War Elephant
X-ops: Ensure that the build queue shows War Elephant -> Crossbowman
Surfin' Turf: Build the University (very important)
City 4: Build the University (very important)
City 4: We should receive the GH For Chop from Worker 3 (2W of the G Corn) this turn
City 4: Focus on growth at Size 3 (Corn + 2 Farms) so that we'll grow to Size 4 this turn (as per the earlier calculations)
City 4: The build queue should show University -> Catapult
Piscatorium: Switch to building the Forge
Piscatorium: 3-pop-whip the Forge
T121, 150 AD
Check if AIs other than Willem have 50+ Gold available to give us for our "older and cheap" techs
X-ops: Switch to building the University
X-ops: 3-pop-whip the University
X-ops: Ensure that the build queue shows University -> Crossbowman
Gems: 2-pop-whip the University
Gems: Work 1N Gems + G Riv Farm
Surfin' Turf: 2-pop-whip the University
City 4: 1-pop-whip the University
City 4: Ensure that University -> Catapult is in the build queue
City 4: Steal the G Riv Gems Mine from Gems City and work it
Athens: 3-pop-whip the University
Piscatorium: 2-pop-whip the University
Hippos: We should have Camped the Fur by this turn, so work the Fur
Ensure that all 6 Universities will get completed this turn!!!
T122, 175 AD
Set Science Rate to 100% on Liberalism, now that we have our Universities
Check if AIs other than Willem have 50+ Gold available to give us for our "older and cheap" techs
Now would be a turn on which we could risk begging from Mansa again
X-ops: Switch to building Oxford
X-ops: Work 2 Mines instead of 2 Cottages this turn
Gems: Build a Confucian Missionary
Surfin' Turf: Build Barracks (hopefully we'll come close to completing it without fully completing it so that it can be whipped next turn for overflow Hammers going into the Heroic Epic)
Piscatorium: Build Moai Statues to catpure the overflow Hammers
Diplo Policies
If an AI asks us to Stop Trading with their Worst Enemy, tell that AI "no"
Refuse requests to switch Civics/Religions
Refurse Demands/Requests for these techs:
Monarchy
Machinery
Education
Feudalism (if we get it)
Engineering (if we get it)
Spoiler :
Only Catherine might be lacking Monarchy, but if we meet her and she asks for Alphabet, she can have Alphabet as she can already trade with any other AI that she meets due to the fact that only 1 player needs to know Alphabet in order to enable trading
If an AI Demands/Requests a tech which is not in the above list, give that other tech to that AI
If an AI Demands a Resource, give the AI that Resource
If an AI Demands/Requests Gold:
less than 100 Gold = give it
more than 100 Gold = don't give it
If a tech trade comes available, stop play to discuss the opportunity
If Mansa is researching a tech that we already know which is not Education, sell/gift it to him. Do not sell/gift Education to Mansa if he starts to tech Education (he is allowed to get all other techs from us if he starts to research them)
If an AI Demands/Requests our World Map, say "no"
Do not sell our World Map to any AI
On every turn, check the F4 TECHS screen to see if there are AIs who we are not at war with who have 50+ Gold available.
Sell "older and cheap" techs to any AI who has 50+ Gold to trade to us, as long as we are not at war with that AI (i.e. don't accidentally make Peace with Willem). Here is a suggested order:
Polytheism
Monotheism
Aesthetics
Literature
T118, 75 AD
Set Research to Liberalism
Set Espionage Slider to 0% (we're at 10% right now) so that we're making 100% Gold
Trade:
Drama + 150 Gold + World Map from Mansa <-> Optics
Spoiler :
Yes, Mansa will start meeting the other AIs, but 150 Gold is too big of a sum to pass up
Try begging:
90 Gold from Elizabeth (Could you spare this for a good friend?)
Spoiler :
Now is probably the last time in the game that we can try begging from her, so we might as well give it a shot. When we're getting close to finishing off Willem, we won't want 10 turns of enforced Peace with Elizabeth, and after we defeat Elizabeth in a war, she will be unlikely to ever have a large enough sum worthy of begging... plus, at the end of the war, we may simply Cease Fire her, gift her the boat, then redeclare war and capture her last remaining City, which would again mean not wanting 10 turns of enforced Peace
If the begging failed, don't sell Compass to Elizabeth (she could go for Optics for yucky Caravels and she could sell Compass to Willem who could also then go for Optics)
City 4: Click on the Library in the build queue to remove it so that the build queue shows Forge -> Catapult as the first 2 build items
Hippos: Shift + click a Horse Archer
Hippos: Shift + click a Work Boat so that the build queue shows War Elephant -> Catapult -> Horse Archer -> Work Boat
Spoiler :
That Catapult should head toward Willem's 2 Scouts so that when it arrives, one of the Catapults that is there can head westward with its City Raider III Promotion
We can work the Fur at Size 5 so that we'll have time to sneak in a Horse Archer before building our Work Boat... our Work Boat isn't necessary to get right away if we don't yet need to work the Whale square
We can work the Fur at Size 5 so that we'll have time to sneak in a Horse Archer before building our Work Boat... our Work Boat isn't necessary to get right away if we don't yet need to work the Whale square
Sleepy Sheep: Shift + click another Galley into the build queue
Wake up Worker 8 (on the "FORT?" square) and skip his turn so that we can give him a new duty next turn
Wake up Spearman 1 (on Willem's Deer) and move him 1SW G For Riv (1SE of Utrecht) to allow Subutai to move this turn
Wake up Subutai on the G For Riv (1SE of Utrecht) and move him 1NE G Deer and then attack the Horse Archer 1N of there which is guarding the Settler
Wake up Spy 2 and move him 1NE, to make it easier to get back on our Galley next turn using Willem's Roads
Queen Elizabeth Galley does NOT move this turn (we want to see what Willem's boats will do... if they stay inside of Amsterdam, we can dare to stay on this square next turn, too)
Spoiler :
If our Galley does get chased, we should probably abandon the plan to drop off the Spy, but do recall that the Spy could also be dropped off on Willem's Pig (1E of Amsterdam) instead of directly on the Horse (1N of Amsterdam)... doing so would delay our Sabotage Mission but if doing so means keeping our Galley safe, then we would at least be able to send in our Spy while keeping our Galley out of battle. If Willem's boats don't leave his Cities, though, we should be able to drop off our Spy on Willem's Horse Resource directly and still have enough movement points to retreat our Galley
Be careful here to only select one Warrior at a time from X-ops:
Wake up Warrior 9 in X-ops and move him toward Gems City (2NW for now)
Wake up Warrior 11 in X-ops and move him toward Surfin' Turf (2NW for now)
Wake up Warrior 1 in Gems City and move him 1N Gems, 1NW Gems (SE + S of City 4)... be sure that he doesn't attack the Scouts on the way to City 4
Wake up Warior 6 in City 4 and move him 1NW G Corn, Promote him to Combat II, and then upgrade him to a Spearman
Wake up Warrior 3 (on the GH For Road that is NW + NW + W of our G Cow), move him 1SE GH Road, and upgrade him to a Spearman
T119, 100 AD
Check if AIs other than Willem have 50+ Gold available to give us for our "older and cheap" techs
Assuming that your plan is to move War Elephant 2 and War Elephant 3 1N to attack the Horse Archers on the G Riv For that are 1S of Utrecht this turn, then I would suggest that we do not Bombard with our Catapults that are 1SE of Utrecht but instead move the stack that is 1SE of Utrecht to 1S of Utrecht to join the 2nd War Elephant (or to kill off the second Horse Archer if we lost one of the two battles)
War Elephant 4 (Promote to Combat I), Chariot 3, Cat 5, and Cat 1 can then form a new "mini stack" 1SE of Utrecht
Catapult 7 (one of the Cats attacking the Scouts) can take the City Raider I Promotion to partially heal himself so as to be able to continue attacking a Scout
Catapult from Gems City: Move toward the GH Riv Mine that is 2S of City 4... once Catapult 8 has 10 XP, Catapult 8 can head westward and this new Catapult can start attacking a Scout
Worker 4: Move 1E G Riv Horse and complete the Road
War Elephant from Hippos: Before he moves, have Worker 4 complete the Road on the Horse first, to give our War Elephant a free movement point in his march to the north-west
Warrior 1: Move 1NW GH Riv Mine (1S of City 4)
Warrior 9: Move into Gems City, where he can stay
Warrior 11: Move into Surfin' Turf, where he can stay
Caravel 1: Make our way to Niani, but be sure to end each turn in an Ocean square
X-ops: Switch to building the Forge
X-ops: 1-pop-whip the Forge
X-ops: Ensure that the build queue shows Forge -> Crossbowman (I don't mind if you remove the other build items from the build queue to make this step easier)
X-ops: Merchant -> GH Riv Mine (I'm assuming that whipping will consume the 2nd Merchant, but if whipping consumes a Cottage instead, switch the other Merchant to that Cottage)
Gems: Build the University (very important)
Gems: Make sure that the build queue shows University -> Odeon
Gems: Focus on growth here, so work the 2 Gems + 2 Farms at Size 4
Surfin' Turf: 2-pop-whip the Library
Surfin' Turf: Focus on growth, so keep working Farms
City 4: Switch to building the Library
City 4: 2-pop-whip the Library
City 4: Build queue should should Library -> Catapult
City 4: Focus on growth, so work the Corn + Farm at Size 2
Athens: Nothing to do here as long we have 4 Hammers in our University already
Piscatorium: Build the University (very important)
Workers:
Spoiler :
mostly doing what we'd already planned, with changes to Worker 4, Worker 5, and Worker 8
W1: Mine the GH Road (1W of the G Corn) -> Move 2E G (1N of City 4) and Farm -> Move 1SW GH (1NW of City 4) and Windmill
W2: Camp the TH Riv Fur -> Road the TH Riv Fur -> Move 2NE to the G and Farm it
Spoiler :
We will get the Fur as soon as it gets Camped, since it is on a River, so look for trading opportunities... perhaps we can sell it to Mao if Mao still has his Wine available
That said, we still want a Road here as the Road leads toward Shaka's City for help with a future war
That said, we still want a Road here as the Road leads toward Shaka's City for help with a future war
W3: partial Road the GH For that is 2W of the G Corn and STOP!!! -> On T120 we must Chop this Forest into City 4's University on the turn after we completed City 4's Library -> complete the Road on this GH (now Forestless) square -> Move 1W G For (3W of the G Corn) -> Chop that G For
W4: Move 1 E G Riv Horse and complete the Road -> Move 1NW TH For (1NW of the Horse) -> Road that TH For (1NW of the Horse) -> If it is safe to do so, keep Roading toward Utrecht from the Hippos area
W5: Move 1SW P Riv and partial Watermill -> if New Amsterdam only has 1 unit, move 1NW G Riv Cot (1SW of New Amsterdam) and partial Road -> complete the Road on the next turn if there is still only 1 unit in New Amsterdam, otherwise move 1SE and continue Watermilling the P Riv (2S of New Amsterdam) -> If we completed the G Riv Cot Road, move 1SE and continue Watermilling the P Riv (2S of New Amsterdam)
Spoiler :
We could use the +1 Commerce from working a G Riv Farm in place of a G Farm and we've already put 1 turn into Farming the G Riv square, so we might as well complete the Farm for now. Later, we can replace that Farm (the one 2N of Surfin' Turf) with a Watermill, which will be a powerful square under State Property, but for the short term, growing our Cities is important
W6: Camp the TH Riv Fur -> Road the TH Riv Fur -> Move 2NE to the G and Farm it
W7: Farm the G Riv that is 2N of Surfin' Turf -> Move to the GH Road that is 1SW of Gems City and Windmill
W8 (the captured Worker who is on the "FORT?" square): Last turn, we should have woken him up, so send him to the GH Riv For that is 3W of City 4 and Chop it -> We might as well complete this Chop at the same time as Worker 3's Chop -> If it is safe to do so (due to us having Spearmen nearby), move to the GH For that is 1SE of Willem's Deer -> Road that GH For square; otherwise, move 1W G Riv For (SW + W + W of the G Corn) -> Chop that G Riv For
T120, 125 AD
Check if AIs other than Willem have 50+ Gold available to give us for our "older and cheap" techs
Our Great Merchant can then check Mansa's larger-sized Cities this turn or next turn to see which one will give us the best Trade Mission value, probably comparing these Cities:
Kumbi Saleh
Djenne
Timbuktu
Walata
Awdaghost
Warrior 1: Move 1N into City 4, where he can stay
Catapult from Hippos: Head toward the Scouts at City 4
Warrior 2: Should be healed by this turn, so if you want, we can move him 1 square along a Road (in whichever direction he will be most needed) and then promote him to a Spearman
X-ops: Switch to building the War Elephant
X-ops: 2-pop-whip the War Elephant
X-ops: Ensure that the build queue shows War Elephant -> Crossbowman
Surfin' Turf: Build the University (very important)
City 4: Build the University (very important)
City 4: We should receive the GH For Chop from Worker 3 (2W of the G Corn) this turn
City 4: Focus on growth at Size 3 (Corn + 2 Farms) so that we'll grow to Size 4 this turn (as per the earlier calculations)
City 4: The build queue should show University -> Catapult
Piscatorium: Switch to building the Forge
Piscatorium: 3-pop-whip the Forge
T121, 150 AD
Check if AIs other than Willem have 50+ Gold available to give us for our "older and cheap" techs
X-ops: Switch to building the University
X-ops: 3-pop-whip the University
X-ops: Ensure that the build queue shows University -> Crossbowman
Gems: 2-pop-whip the University
Gems: Work 1N Gems + G Riv Farm
Surfin' Turf: 2-pop-whip the University
City 4: 1-pop-whip the University
City 4: Ensure that University -> Catapult is in the build queue
City 4: Steal the G Riv Gems Mine from Gems City and work it
Athens: 3-pop-whip the University
Piscatorium: 2-pop-whip the University
Hippos: We should have Camped the Fur by this turn, so work the Fur
Ensure that all 6 Universities will get completed this turn!!!
T122, 175 AD
Set Science Rate to 100% on Liberalism, now that we have our Universities
Check if AIs other than Willem have 50+ Gold available to give us for our "older and cheap" techs
Now would be a turn on which we could risk begging from Mansa again
X-ops: Switch to building Oxford
X-ops: Work 2 Mines instead of 2 Cottages this turn
Gems: Build a Confucian Missionary
Spoiler :
We're soon going to want to be building a lot of Confucian Missionaries, such that we're building them nearly non-stop
Surfin' Turf: Build Barracks (hopefully we'll come close to completing it without fully completing it so that it can be whipped next turn for overflow Hammers going into the Heroic Epic)
Piscatorium: Build Moai Statues to catpure the overflow Hammers