Start: 24 citizens, 5 settlers, 4 vans 420+g
producing 51g (50 net) at 60% tax 40% luxuries. Mfg: 24MT
520ad (Turn 0)-tweak some workers - get Rome producing some sheilds again.
- tax 5/0/5 to get a couple celebrations rolling
- rush harbors in Neaoplis, Ravenna, Antium
- Carthage (6) - fuss about Indians; give navigation - up to worshipful; update maps
- dang - they immediately go down to cordial again. I seriously wonder if we shouldn't build the Eiffel Tower.
- My idea to send vans overland to demanding Carth cities seems doomed due to the huge number of C troops standing around, blocking the way. Going by sea will take too long to get to the bigger cities.
- Hmm
after some quick counting, it looks like we can make it to at least one Indian city in 10 turns. Off we go!
- Those who disapprove of map clicking analysis, um...don't read this next part
540 (1)-Japan republic
- Harbor: Ravenna, Neapolis, Antium
- WLTCD in Neapolis, Veii
- Thought about diverting one van to carts, but with them in despotism, payouts will likely be tiny. The next player should have a ton of money at their disposal since I won't be able to deliver anything until the very end.
560(2)-Germans develop physics
- War between Germany and Carthage ends.
- WLTCD in Ravenna
- Luxuries up to 60% for even more happy-fun-time!
- build settler back into rome to get to size 3
- rush harbor in Veii
580(3)-largest civs? We are 7- hopeless
- Veii harbor
- WLTCD in Rome
600(4)-Carthage develops war code
- Germans back at war with Carthage.
- Indians abandon Leo, then restart it
- Indians get University from Japan (->Aztec GL) for Gunpowder, Peace
- WLTCD in Cumae
- Pompeii builds a ship for the eastern side of the island
- Germans: Exchange feudalism for Physics; Carthage war? No; Demand gunpowder? No. gift? 100g
620(5)-German camel approaches Hispalis, wants to chat: blah, blah, Carthage, blah, gunpowder, NO!
- build settler back into Hispalis to size 3.
640(6)-Indians develop monotheism
- Hispalis Dye
- WLTCD in Hispalis
- Celebration cancelled in Veii (workers were reassigned once it reached size 8)
660(7)-Settlers: Antium
- Pop > 2M
- 2 settlers set sail from Antium to start colonizing the south. Note: Veii settler has 2 or 3 turns precharged. Antium settler has 1 turn precharge to improve the new locale before settling
680(8)-WLTCD cancelled in Ravenna(size 8), Cumae (Out of food - needs harbor to grow further)
- Neapolis market
- Rome Silk
- Ravenna builds horse which jumps on board with the southbound settlers.
- Food surplus stopped in Pompeii to get more shields there and in Antium (should have done this a couple turns ago) - need to improve food and trade for pompeii to grow, or build its settler back into the city. Until then, food surplus isn't really helping
- Persians develop astronomy
- Germans not giving while camel is in our territory
700(9)-Cumae Dye
- Settlers: Veii
- Celebration growth has all stopped.
- taxes back to 6/0/4 - now making 97g/turn (91 net)
- Another German caravan is at Hispalis - could bribe for 120g.
- Hire an einstein to pick tech
720(10)-Germans nearly complete Leo
- virconomium disorder at size 3 hire an elvis to keep working shield squares
- remaining celebrations end
- Research -> Theology
- Veii copper to Madras (D-484) - Very nice, that should be more than enough to finish current tech.
- do NOT deliver silk until after current tech learned next turn.
- Well, my goals were not lofty, but at least I achieved them. Mainly I felt we needed some major growth in our core cities and get some gold for improving our infrastructure. We went from 24 citizens to 58. Production is now 51MT, taxes net 91g/turn. I was hoping to end with more settlers than I started with, but at least we are back to the same number. 4 vans are out in boats - two are near India, while 2 are sailing out from our eastern side near carthage. These vans should give the next player a significant cash infusion for the next set of turns if delivered well. (There are also a couple vans looking for the next boat out of town)
- My recommendations for that cash is to invest in more vans, possibly Bach, marketplaces, and maybe harbors in the smaller towns to get them growing as well. Some more settlers will be needed too. They'll probably need to irrigate their home cities to get food to support them.
- Do NOT deliver any more vans until next turn. We should have enough beakers to finish Theology this turn. (Make sure we have at least one einstein to finish the tech.) One thing I didn't consider until the last turn or so: at this level, the extra arrows from good trade routes can practically make the difference between disorder and celebrations. Delivering to good trade civs like germany and india might be worth more than making a demand delivery to carthage where the routes are only +1 or +2. Just something to consider when deciding what to do with the dye vans near carthage. One was originally going to Gades, but at this point I'm not sure. That one is probably ok, but I'd probably send the second down towards india even if there's no demand.
- If you want to, the dip still has movement so if you want to bribe the german caravan, you can still do it for 122g. Now that I think about it, we have a house rule against AI unit bribes, don't we? Eh, forget what I just said.
- Germany wouldn't give gifts last time I checked. I'm assuming it's because they have camels walking through our territory - I've found that to be a factor for gifts in the past. Also, for what it's worth, Germany is scheduled to complete Leo's workshop next turn.
- There's a boat with 2 settlers heading south to start colonizing the empty portions of the Indian continent. - it's the only large swath of available land left. Note the comments from turn 7 above that both settlers have some work precharged on them, so improve a little before founding the city. They have a horse with them for a feeble attempt at protection (or more likely you can use it for hut popping). Personally I would probably found a city with one settler, then improve around that city with the second. Once the city reaches size 2, build the 2nd settler into the city to push it to size 3. RB a harbor (may also need a market) so it can celebrate and grow quickly, giving us a settler factory for our colonization efforts.
- I've got a couple settlers trying to give Neapolis a few shields by planting a forest (mining) the grassland/river square. It's such a potentially strong city, I don't want it to languish too long with only one shield.