PPP Turnset #3
Here are some assumptions first regarding the situation:
1) We are dangerously approaching T40 being the usual landmark of the barb invasions and guys like Suryavarnam certainly won't help the situation (mass expander) by making the barb invasions earlier. Thus, by the time I finish the settler and settle it by the gold, yes, I start to improve it, but take huge risks the time we finish the archer and bring it to Gold city. So Archer first to take place to its position first. Anyways, it seems the team micro worked out very well to make the next growth timing with an archer.
2) Although initially wondering the semi-dangerous fogbusting of the northernly warrior, allowing a fatal barb spawning around the sugar, but thought it was rather well thought as I guess he had in mind barb cities. That grass hill is a perfect spot to stop any barb city to spawn to our second strong city. Will keep that position until a barb show up and I can't complete a defender and thus lure the (archer) towards the plain hill. Should be sufficient to trigger the attack. Nonetheless, we shall be careful. The barbs are more dangerous than stock BTS ones as they can totally ignored strongly defended units to gun towards cities. Nonetheless, one constant is when next to a city, it almost always attack. And btw, it seems Karadoc modified the pathfinder as barbs prefer to attack diagonally now or simply remain the longest possible outside enemy culture.
UNITS
Warrior 1: Keep the position against possible barb city spawns as we all know the 2-tiles don't work for barb cities.
Warrior 2: Keep the position unless a barb archer stands by him.
SinoWorker: Continue the PH mine. Then, I think, given the lack of work, perhaps use it for temporary southern fogbusting. We know animals aren't there anymore.
Archer (T36): Will head south while being between potential gold city site and capital to be able to intervene if a barb unit decides to show up too early and beeline the capital.
Settler (T39): Will settle Gold city 1W of the gold tile. Minimum maintenance and no point to push into icey lands.
CITIES
Capital: Archer ==> Settler ==> Decide between warrior to fogbust near sugar (risky) or archer (secure play). Nonetheless, our cows are an endangered specie. Those barbs will raep them.
Gold City: Archer while working Gold. We never know what kind of bad luck might happen upon us. I have seen K-mod barbs attempting to gather units to attack all at once. And two archers are the perfect secure play. If the archer is badly wounded, the warrior won't be that efficient. And the other interesting use would be to put the archer on top of the gold mine, for a similar defense bonus and no chance the barb decides to pillage it.
TECHS
Sailing ==> Masonry