Krill
Deity
And by which turn right?
The current plan goes to turn 76 (maybe 78 now that we are going to get a gold reserve). In that plan we have...
- 5 cities
- commerce is binary (either 0% or 100%) but with 2 galleys exploring it would run about 60%.
- Religion has not yet been seriously discussed.
- Iron Working, Writing then Sailing is the tech plan so far.
- Maybe the question should be what wonders don't we want? Our plan is flexible enough that a decision is not yet imminent.
Alot depends on how many teams we meet by turn 80; that could have a massive effect on what techs we should research because of possible trades; it also affects how much we should risk spamming cities.
That said, I think we should get the Collosus @ sheep; we can get a granary in there at size 2 with a half full food bar and a workboat from IS for the fish, and have 2 workers mining the hills in time with growth. It's something like 30 turns from settling to size 6 with the Collosus, then we can either just leave it making workers/settlers/units at size 6, or throw in a lighthouse and lib and get it working all of the now 2/0/4 coastal tiles, making use of the happy cap at size 10 from rep (Collosus and pyramids would fall within a turn of one another) and then working all of the hills, food and a further 3 coastal tiles. Settle the two coastal sites I outlined above (no one has commented on that for quite a while BTW...) using galleys to ferry over the settlers and axes and workers (2 workers minimum, 3 would probably be enough) and then chopping out granaries and lighthouses and make them grow by working the coast.
CK and IS can easily make enough settlers workers and military to just plant cities everywhere. So long as we have 2 axes and 2 spears minimum for a front city, we could just keep on roading forward with 2 workers and shuffling a garrison forward into the next city every 5-10 turns, letting newly built units garrison the cities (so researching archery or trading for it could be very useful; archers are one turn builds in IS with just a forge at size 8). When we then put sheep onto expansion duty between turns 103 and 115 (growth is quick there with a lighthouse, t115 would be around the latest wee coudl get it to size 10), and maybe city 5 if it is working the four hills, then we are capable of something like an axe, spear, settler and 2 workers (well, 8/3 workers...), from those four cities every four turns; that's not even taking into account the cities that we can get up between t75 and t115.
We would also need to get a sentry net up. This is best accomplished with a mixture of archers on hills with sentry chariots underneath them. The chariots can kill any barb axes that get too close, and the archers can defend against the barb spears. Because of the extra line of sight of a sentry unit, we wouldn;t need as many units in the sentry net, so it would be cheaper in gold terms, if at most a little more expensive in hammers than using axes as sentries.
Religion will be useful, but is in no way critical to our success. Maths would be useful for better chops. But honestly, after IW, so long as we get those two wonders, we don't need anything else to be successful other than not to get dogpiled. Anything else we can get is just icing on the cake...
EDIT: There is one wonder that we want to consider from an annoyance PoV though...the SoZ will screw over any team that tries to attack us with WW. We have Ivory so it only costs us 150 hammers. We could easily build it in CK while growing it to size 8. It does require 3 monuments though, so we would have to pay an extra 90 hammers for those. Best cities would be CK, IS because they are 1/2 turns builds depending on when they are built and city 5, as theat would let it pop the borders that little bit quicker and claim horses.