Definitely need to now what is to the east of Persia. Next player should scout to the east.
Settler factory isnt working the way it should, probably because the last BG hasnt been mined. The mine completes next turn, and the factory should then be on autopilot. The citizen on the forest should be moved to the BG so that the extra shield is gained when the mine is completed. That way the city will grow the same turn the settler completes.
Grand River is set up nicely to grow and produce a worker next turn.
Why do you have two warriors just sitting in Niagara Falls? Same with a warrior in Allegheny. Those units could be up north of Tokyo running a block or down on one of the southern choke points. At a minimum they could be out suppressing barbs. We really dont need MPs right now.
Lux could be lowered 10%, saving 2 gpt. That is without the two MPs in Niagara.
Hopefully that Japanese warrior wont attack the unguarded settler. A lot of people will escort a settler with a military unit. I cant say that I will. Last night, playing Epic 40, I didnt escort a settler on several occasions. My rule of thumb is to escort the settler if there is a good chance that he will run into a barb. In this situation the Japanese have probably taken care of any barb camps in our north. They love collecting that 25G.
Now lets look at how we got to where we are now (Solar Knights entries will be noted with >>>
.. <<<:
>>> Pre - Turn: Look at our situation. We are up Mysticisim on the zulus and persians. The Japanese are level.
We are 20 turns to researching Polytheism.
My Plan: 1) Once the settler comes in I will move it to position 4 on the dotmap to allow our units to get closer to japan.
2) I will try to get the worker factory going.
3) If i get a unit in time, I will move it south towards the choke to block the persians.<<<
This sounds reasonable.
>>>IBT: We don't lose the threatened scout, the barb is killed by the Mongols. The problem now is we have a barb warrior incoming towards Niagra.
There are two options here, move a unit from the capital, or whip a warrior in Niagra. I'm half tempted to whip the warrior as i don't really want to mess up the settler factory, but i'll leave it for the team to decide.<<<
No Mongols in this game. That was a Zulu dude.
>>>Turn 1 2110 BC: Reg warrior from capital to Niagra, lux to 20% thanks scoutsout - worker builds road. - scout N onto hill. - rescued scout S then SW.
scout in persia SE then S. <<<
That was excellent head work asking for help from your teammates. I would have built the mine first since getting the shield was a higher priority than getting the extra commerce from the road.
You should check F1 here and bump your lux to 20%. I assume you did since the settler built on time.
>> Turn 2 : Niagra Falls: Warrior -> Warrior - Worker NW to next floodplain.
Scout N to next hill. - Scout W. - Scout SW then W. <<<
Since you have two warriors now in Niagara, I would have attacked with one of them.
With the scout in Persia, I would have moved him w-w. But I can see the benefit of moving him to the coast. It is a judgment call.
>>>Turn 3: The barb dies, another appears. Salamanca: Settler -> Settler<<<
When I saw the second barb come up from the south I would have sent a warrior out in that direction. Well he would be subject to attack next turn, you might say> The barb would be attacking across the river. Dont know what you did with your scouts, your settler, or your worker. AAAAHHH I see. You combined turns 3 & 4 together.
>>>Turn 4: Will move the settler to position 4, it should arrive there next turn.
Worker builds road. - Scout N to mountain. - Scout W then S (emergency move south as it was right next to a barb camp. - Scout in persia W then N. <<<
Thats why I put the year numbers in my turn log. Again, I would have irrigated first and then built the road. This isnt a formula. You just need to decide what you want to have more. In the last two cases, I wanted shields/food over gold. Sometimes you want the road for travel purposes. You can also drop your lux to 0% here.
>>>IBT: See Japanese Settler pair move south into zulu territory, zulu archer kills barb in camp, doesn't destroy camp .
Turn 5: Worker (capital) builds mine. - Scout W then W. - Scout NE then NE.
Scout in persia. W then NE. - Settler arrives on position 4. <<<
You could have MM, your settler factory here to get an extra food so you have five extra. If you had the mine completed, your settler factory would now be on autopilot. The scout in Persia could have gone w=>w and learned six more tiles of information. You would normally bump your lux to 10% here to keep from rioting since the capitol grew.
X-man, Shaka and Tokugawa have discovered Iron Working this turn.
>>>Turn 6: Scout NW onto hill, barb camp is no more.
Persian scout W. - Allegheny founded on position 4 of the dotmap. set to warrior.
Scout SW then W. <<<
How about the other two scouts?
>>IBT: A persian warrior appears south of Grand river. Could be bad, could be nothing. There will be a second warrior in Grand River next turn just in time.
Turn 7: Trade IW for Mysticism with the X - man (persia for the newbies out there) - Niagara worker build irrigation. - Scout N then NW - Persian Scout W then N. - Scout W then W. <<<
I wouldnt have sweat having the Persian approaching. What I would be bummed about is having a unit get past the check point. Once I get a tech like IW, I always look to see where it is. You do that next turn. More importantly, does X-man have it? - Yes Does Japan have it? No Does Shaka? Yes I always do Ctrl-Shift-M just in case a resource is under a city.
>>Turn 8: Salamanca:Settler -> Settler. - Niagra: Warrior -> Worker.
Grand River: Warrior -> Worker (next player veto if you want.) (Warrior is being sent south to block the chokepoint. NOT on goto order.)
We have iron but Allegheny will need a temple to get it, so im moving a warrior from niagra to allegheny then switching allegheny to temple.
Settler sent to Allegheny so that it can be moved up towards the japanese.
Scout W. - Scout NW. - Persian Scout N then N. <<<<
The horse is out of the barn but at least we can keep part of the herd in. Why do you need the warrior in Allegheny? Put those warriors out where they can be of use. Dont know where these scouts are now.
>>> Turn 9: The Zulu begin the Oracle. There is that wonder you were talking about scoutsout - Everyone is even on tech now. we have 14 turns to go to get mysticism at current rate. (until the lux is dropped again.) - Persia scout E then NE. - Scout E then E. - Scout Ne then E.
Actually you are researching Poly, but minor point. Lux should be at 10% right now.
>>> Turn 10: Scout in persia N then NE. - Settler 1 E from Allegheny to avoid a jap warrior, probably just a scout. - Scout NE - Scout NW then N.<<<
By adjusting the slider, I was able to come up with 391G at the end of my turns as opposed to 376G at the end of Solar Knights turns. Thats 15G that might make a difference in a trade some time. Nuff said.
Think about why you are doing something and when you have a choice, think about your options. Dont just do something because thats the way youve always done it.
With the iron, do you need the temple right away or will you get it with a future city? Need to check that on the dot map.