I was not clear on how many cities we wanted before NC, and I figured pop6 w/ Granary or WM is not much of a delay (as compared to pop5 cap w/o Granary/Watermill).
Also, because it generates hammers, WM >> Granary. Only real advantage of Granary over Watermills is (1) is unlocked earlier, and (2) allows internal TR.
I still take Granary's +1f for Bananas, Wheat & Deer as a noticeable bonus over WM
And the smaller upkeep if/when one is poor.
@T60 Slavador had 3.15 hammers which in Gran vs WM means 5 turn difference or prolly only 4 if it starts working that Copper with 4 pop. By the time Gran finishes the city has expanded to 2nd Bananas & Salvador will do 16f more than if it where still building MW - that's also 4 turns worth of hammers put into something else. To keep it simple as I can't be bothered to do this in absolute terms that extra food should give an extra pop relatively soon which could be running the Copper so Gran gets effectively same food, +2 hammers, + 3 gold, +1 Faith & +1 beaker over WM - or just more f/h when WM can also run the Copper. The difference is even greater if/when city gets that 3rd Bananas. Also with the growth Salvador is the only city that can feed Rio for more pop within our rules. Same goes with Fortaleza is we so wanted. So I still don't get the WM over Gran part.
Rio WM vs Settlers. I don't remember us anywhere agreeing to stay with just 5 either and I thought the consensus was to get more cities but that's partly irrelevant - to stay with just 5 cities would've been a bad decision anyway. We got religion, we got Pagodas, we should get the most out of those which means cities.
Still keeping it simple, WM in Rio takes 5 turns to build, offers only limited hammers to Rio if it's building Settlers and +2f/1h if something else. For Settlers let's say it'll save a turn from the 2nd & 3rd and has +2f/1h over Settlers first -way for ~2 turns while costing 30G for having it for 15 turns.
The difference in Rio are miniscule either way but that's a loss of production over 5/4/4 turns respectively for the new cities and lots of lost religious pressure while our cities are growing and Hiawatha is about to start spamming Piety boosted cities so he'll have enough Missionaries to convert a city on settling. We'd like to use our limited Faith on Pagodas or even spreading rather than defending.
T80-90 played two days ago, huah
T80
- Rio starts Granary
- Sao Paulo starts Archer
- Salvador starts Spearman
- bought Horses in Manaus
- bought a CA in Fortaleza
T81
- DoF with Hiawatha
- converted Sao Paulo
- Belo H adopts religion
T83
- Rio starts Worker
T84
- rip Horseman & Spearman
- met Ur
- Panama has a Worker on a platter but can't take it
T85
- Brasilia starts Library
- Sao Paulo starts Granary
- Fortaleza starts Archer
T86
- Embassy to Washy
- Guilds, bought a Mountain @Forta & switched to MP - 24 turns
- renew Copper-Dyes with Hiawatha
T87
- rip Archer & return Kievan Worker
- Piety opener for kicks
- Rio starts Shrine
- 2/3 Incan cities without a mountain
- pillaging Barcelona Wine
T88
- met Valletta which offers Impis
- Masonry finished, starts Construction
- Rio starts Caravan, Salvador Library
- Washy has identity crisis & founds Islam
- Lizzy builds Borobudur
T89
- rip Archer & keep Spanish-Kievan Worker assuming Isa ran out of nearby Horsemen
- Riga wants America & appreciates Faith so I'll buy embassy
- Maria & Isa are willing to DoW each other for semi-reasonable price
- Monte isn't gathering friends, we had offers to co-DoW him from Lizzy & Washy
- Pacha isn't too happy with us
- we really need Spearmen/Pikes on the Spanish front before Conqs arrive and one-shot everything
- I'd like to get to CS faster rather than later to avoid the Theo game situation where I felt that I was in a cult seriously avoiding CS
- city build queues are a bit of mess as I have Libs everywhere to keep timing easier - I tend to switch the order quite a bit so stuff in queue may or may not have hammers put on it. Viewer discretion is advisable
- Panama units inc. Workers are popping in & out but even taking pot shots without tanks feels risky
- Isa has at least one Caravan to Panama from somewhere through that mountain passage
- rather than buying a Pagoda I've been saving for a Prophet to enhance shortly
- Rio has few options, kick out a fast unit & or two & then grow and get a Market before NC or just focus on growth before NC
- Salvador is getting Lib out of the way to start WG/AG
- Brasilia has a lot options after LIb LH being one of them but I'm a bit hesitant to detour Optics atm - I'd rather beeline CS or if it's very peaceful on the Spanish front take Sailing
- Fortaleza's immediate future is tied to MP and if it fails I'd kick out some Spearmen first & CBs after that
- Belo H has lots of hammers in forests which are fine to chop now when we're sort of friends with Hiawatha - either units or a Guild
- Manaus would be lovely for NC but it'd need some serious help with that. TR would help with pop but it's still short of hammers and those will take some time
- Curi can chop those off-border forests to catch the others with Libs if we'll have Philosophy in time, otherwise I'd clear that Cocoa jungle and build a pasture or the other way around
- I'd still prepare dropping that Incense city before Hiawatha comes as I'd rather take Pacal before Pacha though Cusco is in the easiest spot to take in my Pacha games - no hills, nice river & no mountains to see so far. I think Pacha was dropped on his head & kicked around for few turns after birth.
- if we go for Pacha before Pacal a city on any of the riverside by Wheat tiles would function well. Also it'd make the Incense city less mandatory
- Hiawatha wasted hi Reformation but Pacal took JE which leaves TtGoG still available so next policy could be Organized Religion as Monte is mixing Piety with Liberty. After that properly going for Reformation or just opening Aesthetics for safety. As Vada said earlier pretty much all the available policies are lovely to a degree. It's a matter of how many we think we can get in the end or pre-ideologies anyway