Okay preflight check.
Ohio - looking good. We will finish the library in 5 turns at the happy cap and move right on to a settler.
Texas - also looking good. We will "convince" the citizens to stop being unhealthy and finish that granary right quick (more on that later).
But we have worker troubles (in blue)! Southern worker has wasted a turn moving to the top of a hill that he can't do anything on (Because we don't have iron working to chop that jungle). Should have built another farm (or cottage). Moses Cleaveland is mining that hill which is okay, but plains hills aren't that great (grass hills are better)
Turn 44: I revolt to Slavery, and sign open borders with Joao (so our warrior can use his roads)
Turn 46: I kill a bear, and meet Sitting Bull to the far SW. He also does not have a 2nd city (Pericles is the only AI that does)
Turn 47: After mining that hill, I road it. Reason is that we need a road going this way anyways, and if I leave the hill now, I have to waste another worker turn going back up it to road it. Plus, it only costs me one turn because the road will connect me to the city center, which means I can move to the tile S of the city in just 1 turn (instead of 2). Though actually I really want to move to the unforested hill SE of the city center, which will take me 3 turns regardless if I start now, or start after building the road and hey, free road!
Turn 48: Now
THIS is how you build stuff in high food low hammer towns! Library queued up next.
Turn 49; Library finishes in Ohio and I queue up a 1 turn warrior, even though we will grow into unhappiness at size 6.
Turn 50: I meet Lincoln in the SE. And then I configure Ohio like this
Kinda weird, right? First of all the scientists - we do want to be running scientists. We're Philosophical, so we get double Great Person points (GPP). But normally you don't run them often when you're building workers or settlers, because you want to minimize the amount of time that you are not growing. But I wanted to make sure that we put in 9 or fewer hammers into the settler on the first turn. Because...
Because when you whip, you get 1 unhappy for 10 turns, it's not something you can overdo. But the beauty of it is that you only get 1 unhappy no matter how many population you whip. Normally you get 30 hammers per population, but because we're whipping a settler while Imperialistic (50% bonus), we get 45 hammers per pop. A settler costs 100 hammers, so if you have 10/100, then you have 90 to go and it would be a 2-pop whip. But I configured it to only have 9/100, so 91 to go, which means it costs 3 pop, which is 135 hammers. So that will put a LOT of overflow into our next build (probably a worker).
I also signed OB with Sitting Bull so I could explore his territory. He's Hindu, so we'll want to be careful with that, since Pericles is Buddhist. They'll probably end up hating each other so we'll want to pick sides at some point.
Turn 52: Settler->Worker in Ohio. As you can see, we got 42 overflow hammers (plus 11 from base production), so almost enough to complete another worker right off the bat. We could have actually completed a barracks in 1t, but a worker is much more valuable. Triple whipping settlers is usually a good early strategy.
I tried to configure the tiles to squeeze out the extra beakers to get Iron Working this turn (so we'd know if we need to settle it, but I'm sending our settler out to the west). We're actually being somewhat risky by only sending it with one warrior. But probably not an issue on Prince.
Turn 53: I put a worker in the queue at Texas, since it's unhappy due to our whipping :whip: You can see it will be unhappy for 5 more turns. Then we can figure out if we want to whip the worker or let it complete naturally. We're also going to be able to get those gems online before too long (though we need the library to pop our borders)
Turn 54: IW comes in and..... we have 2 irons nearby, neither of them particularly convenient.
We could settle by the gold / iron which are 2 great resources, but there are no (visible) food resources over there. Lot of grassland and river, which is good, but not sure. It also moves towards Portugal, which is good strategy. Or we could settle the northern iron where there are pigs. There's also an iron to the SE of Texas - the warrior down there just nearly lost a fight to a barb and needs to heal, but he found some good stuff down there.
In any case, on to you! I have queued up Mathematics next, but we may want to consider detouring to Mysticism so we can build monuments as a cheaper way to pop borders. Actually a WAY better idea is to go Mysticism and build Stonehenge! in the capital. It's a cheap wonder anyways, we have stone, and a massive production capital - it shouldn't take more than 5 or 6 turns. Though actually I think we need Masonry before we get the stone pre-req. Still, we should go Mysticism first, because it's an optional pre-req of Masonry (check the tech tree) so if we know both Mining and Mysticism when researching Masonry, we will get an additional 20% towards our research. So I'd go Myst->Masonry->Math, and start Stonehenge about when we finish Masonry.
Aaaaaaand I typed all that jibber jabber about Stonehenge and then checked and saw that it was already built by Korea
