TimTheEnchanter
I...am...an Enchanter!
Viking has had his plan put into motion. Now its my turn
You said you wanted to do lists, so heres one for you. I hope I got the math right on several of these things as they all kinda work together timing-wise. This should get us to the point where almost every city has either built, or is close to completing, the camel for its third trade-route. It also addresses preparing Dou for the next celebrations by building a harbor, a sewer, and Shakespeares theatre in 4 turns (taking advantage of the existing food caravans, plus a few others as soon as they can all reach Dou)
As those camels move and trade routes get established, we will be getting frequent boosts in both gold and beakers, allowing further spending on improvements for celebrations, etc.
As the plan gets farther out, it is harder to project exact gold totals, so the instructions become more vague. However, the science ministry still expects heavy IPRB expenditures on the in-progress camels in later turns even if not explicitly called out in the plan. The sooner these camels are on the road, the sooner we get the extra trade as well as the delivery bonuses. When a city completes the camel for its third route, you can start building the necessary improvements for the next round of celebrations.
The science ministry cares little about Berlin Barb Farm at this time, so no rushbuying should occur there. Fort Jayne and Blenheim Palace get Rushbuys for their harbors to speed growth, but nothing else at this time. The focus of this plan is the main continent.
Calculations assume that science is kept around 50% during this time. There may be a time (particularly in 1080ad) when an adjustment may be needed to complete a tech and insure we dont waste too many beakers delivering caravans the next turn. Caravan delivery payments were calculated assuming maximum trade in both cities, even when this involves moving workers from other cities (Just don't forget to move them back after delivering!)
The plan starts by, I believe, completing EVERY thing that has shields started on the main continent plus FJ and BP (mostly by RB or IRB). This costs about 920g, but is necessary to move the plan along in a timely fashion.
One caveat to this plan: If at any point we get the message that someone (France) is about to complete Shakespeares Theatre, dump the plan and make sure we rush buy the thing in Doughnutia that turn at all costs. First choice is to dump food caravans, then non-demanded caravans, or cash into it.
Science 1020
1020 - before ending the current turn
Keep 50% science. Start harbor in Dou this turn (no change)
Rush Camel in LC for shakes (food) 36g
Rush camel in PB for shakes(food) 94g
Rush camel in BS for Shakes(food) 36g
Rush Camel in LP 88g
Rush camel in RF 36g
Rush Market in VM 150g
Rush caravan in Ipec 84g
Rush Naer Caravan 36g
Rush fW camel 100g
Rush igloria camel 122g
rush camel in EF 113g
rush dip in BP (25g)
allow FJ to complete dip
This spends 920g, leaving 450 in the pot.
Start Dou Hides caravan moving towards Naervana (Demanded) Like the RF delivery we made a few turns ago, its going to pay well enough to be worth it and we dont have another ship ready to take it offshore. It appears as though Dou can always create another hides camel for offshore delivery
1040
Camel in Barb sucks, Point Blissful and Lucy's Crossing should be food caravans each continue to build more camels
Other camels should all be trade goods
Deliver Hides camel to Teotihuacan should give 558g and fill beaker box almost exactly. (giving 1150g at this point)
Hold on to the trade camels near Dou for next turn do not deliver them.
Move food caravans towards Dou.
Start moving trade vans to Dou.
Rush harbor in dou 100g
IPRB camel in Neu (to 40s) 75g
Disband warrior in LP as he is relatively useless and keeping production at 0
Start moving Dou gold caravan to RF to catch boat to India.
Start Market in RF
Start harbor in FJ
Start Harbor in BP
Start more camels in BS, PB, LC,EF, LP, Igl, Fw, Nae, Ipec, VM
1060
Sanitation should be complete start new tech. about 30% beakers complete
Complete harbor in dou -Start Sewer
Neu complete caravan trade goods start another caravan
Deliver non-food caravans to dou: Ipec Copper (demand ~148g), LP Hides (nd ~58), FW Beads (nd~72g)
Should have about 1200g at this point
Rush harbor in FJ (112g)
Rush harbor in BP(116g)
IPRB caravans where possible making sure we keep enough gold to rush sewer in Dou next turn. (Costs approx, depending on resource/worker assignments):
-BS rush 111g to 50s rush entire van since this will be its 1st route and we want to start another asap
-PB rush 119g to 50s Rush entire van since this will be only its 2nd route - start another next turn
-LC rush 111g to 50s rush entire van since this will be only its 2nd route - start another next turn
-EF rush 19g to 10s
-LP rush 22g to 10s
-Igl rush 122g to 50s rush entire van since city needs many improvements as well
-FW rush 16g to 10s
-Nae rush 11g to 10s
-Ipec rush 16g to 10s
-VM rush 11g to 10s
VM, 1st Neu, LC, PB Food caravans should all reach Dou this turn Have them wait.
Dou gold caravan should reach RF, board ship to India.
1080
BS and 2nd Neu food caravans should be outside Dou now ready to deliver next turn.
Ipec Beads arrive in Dou (~72g)
Should have about 500g
Rush sewer in Dou 230g
IPRB another row of shields all around.
Rough guess, I think we'll be about 80% done with research on tech. Set tech rate to ensure that it is completed this turn.
1100
Complete tech, start new one.
Complete Dou sewer, change to Shakes in Dou.
6 food caravans (VM, 1st and 2nd Neu, LC, PB, BS) dumped into Shakes.
- Caravans from 1020/1060 rushbuys start arriving in Dou starting with RF (~68), LC(~46), and PB (~38g)
- Dou Hides caravan reaches Naervana - ~160g
- Continue to IPRB caravans with gold from caravan payments.
You said you wanted to do lists, so heres one for you. I hope I got the math right on several of these things as they all kinda work together timing-wise. This should get us to the point where almost every city has either built, or is close to completing, the camel for its third trade-route. It also addresses preparing Dou for the next celebrations by building a harbor, a sewer, and Shakespeares theatre in 4 turns (taking advantage of the existing food caravans, plus a few others as soon as they can all reach Dou)
As those camels move and trade routes get established, we will be getting frequent boosts in both gold and beakers, allowing further spending on improvements for celebrations, etc.
As the plan gets farther out, it is harder to project exact gold totals, so the instructions become more vague. However, the science ministry still expects heavy IPRB expenditures on the in-progress camels in later turns even if not explicitly called out in the plan. The sooner these camels are on the road, the sooner we get the extra trade as well as the delivery bonuses. When a city completes the camel for its third route, you can start building the necessary improvements for the next round of celebrations.
The science ministry cares little about Berlin Barb Farm at this time, so no rushbuying should occur there. Fort Jayne and Blenheim Palace get Rushbuys for their harbors to speed growth, but nothing else at this time. The focus of this plan is the main continent.
Calculations assume that science is kept around 50% during this time. There may be a time (particularly in 1080ad) when an adjustment may be needed to complete a tech and insure we dont waste too many beakers delivering caravans the next turn. Caravan delivery payments were calculated assuming maximum trade in both cities, even when this involves moving workers from other cities (Just don't forget to move them back after delivering!)
The plan starts by, I believe, completing EVERY thing that has shields started on the main continent plus FJ and BP (mostly by RB or IRB). This costs about 920g, but is necessary to move the plan along in a timely fashion.
One caveat to this plan: If at any point we get the message that someone (France) is about to complete Shakespeares Theatre, dump the plan and make sure we rush buy the thing in Doughnutia that turn at all costs. First choice is to dump food caravans, then non-demanded caravans, or cash into it.
Science 1020
1020 - before ending the current turn
Keep 50% science. Start harbor in Dou this turn (no change)
Rush Camel in LC for shakes (food) 36g
Rush camel in PB for shakes(food) 94g
Rush camel in BS for Shakes(food) 36g
Rush Camel in LP 88g
Rush camel in RF 36g
Rush Market in VM 150g
Rush caravan in Ipec 84g
Rush Naer Caravan 36g
Rush fW camel 100g
Rush igloria camel 122g
rush camel in EF 113g
rush dip in BP (25g)
allow FJ to complete dip
This spends 920g, leaving 450 in the pot.
Start Dou Hides caravan moving towards Naervana (Demanded) Like the RF delivery we made a few turns ago, its going to pay well enough to be worth it and we dont have another ship ready to take it offshore. It appears as though Dou can always create another hides camel for offshore delivery
1040
Camel in Barb sucks, Point Blissful and Lucy's Crossing should be food caravans each continue to build more camels
Other camels should all be trade goods
Deliver Hides camel to Teotihuacan should give 558g and fill beaker box almost exactly. (giving 1150g at this point)
Hold on to the trade camels near Dou for next turn do not deliver them.
Move food caravans towards Dou.
Start moving trade vans to Dou.
Rush harbor in dou 100g
IPRB camel in Neu (to 40s) 75g
Disband warrior in LP as he is relatively useless and keeping production at 0
Start moving Dou gold caravan to RF to catch boat to India.
Start Market in RF
Start harbor in FJ
Start Harbor in BP
Start more camels in BS, PB, LC,EF, LP, Igl, Fw, Nae, Ipec, VM
1060
Sanitation should be complete start new tech. about 30% beakers complete
Complete harbor in dou -Start Sewer
Neu complete caravan trade goods start another caravan
Deliver non-food caravans to dou: Ipec Copper (demand ~148g), LP Hides (nd ~58), FW Beads (nd~72g)
Should have about 1200g at this point
Rush harbor in FJ (112g)
Rush harbor in BP(116g)
IPRB caravans where possible making sure we keep enough gold to rush sewer in Dou next turn. (Costs approx, depending on resource/worker assignments):
-BS rush 111g to 50s rush entire van since this will be its 1st route and we want to start another asap
-PB rush 119g to 50s Rush entire van since this will be only its 2nd route - start another next turn
-LC rush 111g to 50s rush entire van since this will be only its 2nd route - start another next turn
-EF rush 19g to 10s
-LP rush 22g to 10s
-Igl rush 122g to 50s rush entire van since city needs many improvements as well
-FW rush 16g to 10s
-Nae rush 11g to 10s
-Ipec rush 16g to 10s
-VM rush 11g to 10s
VM, 1st Neu, LC, PB Food caravans should all reach Dou this turn Have them wait.
Dou gold caravan should reach RF, board ship to India.
1080
BS and 2nd Neu food caravans should be outside Dou now ready to deliver next turn.
Ipec Beads arrive in Dou (~72g)
Should have about 500g
Rush sewer in Dou 230g
IPRB another row of shields all around.
Rough guess, I think we'll be about 80% done with research on tech. Set tech rate to ensure that it is completed this turn.
1100
Complete tech, start new one.
Complete Dou sewer, change to Shakes in Dou.
6 food caravans (VM, 1st and 2nd Neu, LC, PB, BS) dumped into Shakes.
- Caravans from 1020/1060 rushbuys start arriving in Dou starting with RF (~68), LC(~46), and PB (~38g)
- Dou Hides caravan reaches Naervana - ~160g
- Continue to IPRB caravans with gold from caravan payments.