Okay, if I'm reading things right here, we are to settle on the dye for the next city. I'm fine with that. The corn alone makes it worthwhile. Seems like we need to settle the copper in one of the next two cities, although crab/gold will be good.
I'm not bought for an early copper city; not only that city is utter crap, but we can easily manage barbs without axes.
And Monty can be choked for a certain moment with Q's.
Crabs+gold city is completely the next city in line because by that time, IW is teched and the gold is unvaluable in our tech race to Construction.
4th city is prolly that plain forested deer city or that unwet+clams city. I don't think copper is that needed that early. Don't forget we can block Monty passage on that plain riverside corn (not anymore the jungle hill as it goads Monty to mass produce units and via urgent whips).
I'm thinking we need to send the Q on the boat over to Columbia to walk around a bit and catch some barbs. He can start getting promos, possibly onlocking HE or us. The corn/dye city does not need defense at present. Ultimately though, keeping him near Columbia, possibly fortifying on hills SW of gold for barb catching.
Yes, barb fogbusting and XP farming is nice. Will have to think to improve that silver tile within capital once IW is online. And don't forget to use the over 9000 rivers network. IIRC, I only put 2 roads and presto the silver was connected. And that roaming Q will unveil those river tiles as it is obligatory to use the whole river network.
So if I'm reading things correctly here, and there is a lot of discussion, this is what I will do:
1) Put current OF into Settler, then switch to WB next turn to grow. At size 4, switch to settler and manipulate tiles to get to 69 hammers for 2 pop whip. OF into WB.
In fact, I played with the real game (I think it is correct since I'm not the current player) and surprisingly, the WB is out with a complete timing along pop 4. Then get as close as possible to 69
.
2) Dump current settler on dye.
Yup and consider taking the worker immediately the next turn while not forgetting to cancel roading this present turn. That way, you use the galley inside the newly founded city and dump the worker and he'll start right away to improve the corn.
Good way to fix the worker little mistake.
I thought again about corn city vs crabs city and I definitely concluded it is best to settle corn first. Not only real game shows only -1 city maintenance more
, but also the speedrun to IW is faster. IW is one capital technology to acquire. Without it, no advances into territory and good tiles and stolen workers are going to idle.
Perhaps, you may invest one more turn into full gold slider and then go for IW in one shot. The gold will help a lot once pop 3 is hit again.
In addition, crabs city is not that good without IW or border pop. Without IW, no gold and hills. Without border pop, no corn. Finally, the crabs city pre-IW is worth for the crabs only and crabs worth 4
, not 5
. The other aspect that pushes me towards crabs and clams are further levels of health cap. We must not forget that aspect yet. And finally, if crabs city is settled as second city, we need to use first pop for a monument, which is not efficient knowing the power of Terraces.
3) Worker starts moving immediately to corn next turn. (Too bad we did not put him in galley this turn)
Consider loading the galley with that worker next turn once the settle is unloaded.
4) 2nd Settler moves up to galley for dumping in Columbia, to settle next to Crabs such tha gold is in the first ring.
While waiting the second settlers, I recommend to make a small recon mission into Monty lands. He should get workers by that time. Earlier captured, stronger the blow.
5) Southern Q needs to move 1 tile S to effectively spawnbust the area.
Yes, good point.
6) Seems we should run binary for a while on IW
Indeed. IW has 20% multiplier coming from pre-requisite BW.
Things I'm not sure of:
1) Builds in Dye city. Do we grow on a LH for now, such that we can whip the LH later at 29H at size 4?
I thought about it and I concluded it will take too much time to wait while new pops will be automatically assigned to 1
coast tiles. It is inefficient.
So I thought invest into the lighthouse until one turn away from next pop. Then switch to a Q and with 1
invested, make a 1 pop whip (bad result in terms of unhappiness, but good results in term of food/hammers ratio). 14 hammers to remaining warrior and 15 OF for the lighthouse. 1 converted into wealth so a minimalized loss. After OF, we get (7+15+1) = 23
, thus we need to wait another 7-8 turns for another 1 pop whip for the lighthouse completion.
Yes, we stack 2 unhappiness, but in fact if we keep the whipped Q in the city, the effective unhappiness is only one and not only the lighthouse is built faster, but we work decent coast tiles. Once the unhappiness cap is hit (pop 4, which is enough for a worker or a settler), we switch to a development unit (a call workers and settlers that way). There's a bug that stipulates 1 unhappiness cost in term of eaten food is cancelled once switched to a development unit. Not only, we spare those 2
, but we still accede to the 2 pop whip.
2) What to do with the 2 Qs in Panama? Are we waiting for Monty to send a settler? Or should I start moving them?
Load into the galley and start wreaking havoc and snatch. Either that deer resource you plunder or make a surveillance of that riverside plain corn. If the Q's remain in the galley and a bit away from capital BFC, it shouldn't be a problem and Monty WILL settle that wished city eventually. We will hope an archer will guard that city and not a warrior. And ask our revision once you see that city settled. It is not advised to unload the Q's right away.
edit: It seems very possible that the WB is not actually the best thing to put the settler OF into. Question is what? Another settler? A worker? Barracks?
Raxes are not attractive right now. Development is all we need given the horrendous lands given to incans.
Binary for 1 or 2 turns on IW...then POT>Maths>Masonry>Construction (or should we throw Writing in there after POT first)
Still not sure about Writing, but bulbing math for faster Construction might be attractive, but not sure because Writing is not free. BTW, do not touch to any easily accessible huts until we unlock stronger tech paths. The possibilities to pop great techs is good.