CommandoBob
AbstractArt
We learn Writing in 1 turn and we are losing money. Talk to the Domestic Advisor, F1, and drop science from 100% to 60% and we now are making +5 gpt and we still learn Writing in 1 turn. At 50% we made more money but learned Writing in 2 turns instead of 1.
Zulu and India are both near broke (10 gold each) and dumb.
City Builds
Beijing (3) settler in 2, grows in 5. Beijing will drop down to size 1 once the settler in made. Beijing has 5BGs in it's city radius but only two are mined. Need to change that. After the settler I favor building a barracks. I'm not real comfortable with the Zulus so close around. We'll need some Vetaran units to help protect us from the Impi Scout. But Beijing can also produced settlers quite well, too, so we might want to alternate military and settler builds.
Shanghai (2) granary in 24, grows in 2. Once the new citizen is born, the granary will only take another 7 turns to complete. A barracks would only take 3 or 4 turns to complete, and then we could have vArchers and vSpears shortly to defend us from the Zulu attack.
Canton (1) granary in 23, grows in 3. I think a Curragh would be a better investment than Granary. With a Curragh (which we can make in 1 turn), we can make more contacts with other civs. In turn, that means more chances to sell and trade techs. Each new civ we meet reduces the cost of learning a new tech.
Our new City should go 1N of the Silks East of Shanghai. This will ensure that it gets the river bonus.
Worker Moves
The two workers irrigating 1W of Beijing will complete their irrigation this turn. They will move 1S onto the forest on Turn 1. On Turn 2, they will chop this forest, which will complete on Turn 3. 10 shields will go to either Beijing or Shanghai. Once the forest chop is done, they will irrigate the tile (Turn 4 and 5), road the tile (Turn 6 and 7), move south (Turn 8) and irrigate the plains 1N of Shanghai (Turn 9 and 10).
The other worker is building a road for our settler to use to get to the Silks faster. He is S-SE of Beijing and will complete the road on the IBT. On Turn 1 he moves SE onto grass; that grass is roaded on Turns 2, 3 and 4. On Turn 5, after the new city is built, this worker will move onto the Silk forest and spend the next six turns building a forest road.
Settler Moves
The settler will be built on Turn 2. On that turn it will move SW on the road and then S on the road, crossing a river and stopping. On Turn 3 it will move east along the road (currently under construction) and then SE onto the grassland. On Turn 4 it will move 1E onto plains and will become a city on Turn 5. It will probably being to train a warrior.
Next Tech
I favor Code of Laws over Philosphy. I think we have a good shot at the Philosphy to Republic slingshot. In any case, we need to get to Republic as quick as we can. The beaker cost for Republic is greater than the combined cost of Philosophy and Code of Laws combined, according to CivAssist II.
India
We have two cites in the middle of plains. Not good. India has lots of green around it and we need it. I don't think we would need more than 10 vArchers to remove India from the game. With two barracks up and running, we could have that many units built in about 20 turns or so.
Zulus
They are close, which I don't like because they are unpredictable and they have a good early Ancient Age UU that can be a real pest. We can focus on them after India is gone.
Overall Changes
The only change already made is reducing the Science slider down to 60%. Everything else is up for discussion.
Zulu and India are both near broke (10 gold each) and dumb.
City Builds
Beijing (3) settler in 2, grows in 5. Beijing will drop down to size 1 once the settler in made. Beijing has 5BGs in it's city radius but only two are mined. Need to change that. After the settler I favor building a barracks. I'm not real comfortable with the Zulus so close around. We'll need some Vetaran units to help protect us from the Impi Scout. But Beijing can also produced settlers quite well, too, so we might want to alternate military and settler builds.
Shanghai (2) granary in 24, grows in 2. Once the new citizen is born, the granary will only take another 7 turns to complete. A barracks would only take 3 or 4 turns to complete, and then we could have vArchers and vSpears shortly to defend us from the Zulu attack.
Canton (1) granary in 23, grows in 3. I think a Curragh would be a better investment than Granary. With a Curragh (which we can make in 1 turn), we can make more contacts with other civs. In turn, that means more chances to sell and trade techs. Each new civ we meet reduces the cost of learning a new tech.
Our new City should go 1N of the Silks East of Shanghai. This will ensure that it gets the river bonus.
Worker Moves
The two workers irrigating 1W of Beijing will complete their irrigation this turn. They will move 1S onto the forest on Turn 1. On Turn 2, they will chop this forest, which will complete on Turn 3. 10 shields will go to either Beijing or Shanghai. Once the forest chop is done, they will irrigate the tile (Turn 4 and 5), road the tile (Turn 6 and 7), move south (Turn 8) and irrigate the plains 1N of Shanghai (Turn 9 and 10).
The other worker is building a road for our settler to use to get to the Silks faster. He is S-SE of Beijing and will complete the road on the IBT. On Turn 1 he moves SE onto grass; that grass is roaded on Turns 2, 3 and 4. On Turn 5, after the new city is built, this worker will move onto the Silk forest and spend the next six turns building a forest road.
Settler Moves
The settler will be built on Turn 2. On that turn it will move SW on the road and then S on the road, crossing a river and stopping. On Turn 3 it will move east along the road (currently under construction) and then SE onto the grassland. On Turn 4 it will move 1E onto plains and will become a city on Turn 5. It will probably being to train a warrior.
Next Tech
I favor Code of Laws over Philosphy. I think we have a good shot at the Philosphy to Republic slingshot. In any case, we need to get to Republic as quick as we can. The beaker cost for Republic is greater than the combined cost of Philosophy and Code of Laws combined, according to CivAssist II.
India
We have two cites in the middle of plains. Not good. India has lots of green around it and we need it. I don't think we would need more than 10 vArchers to remove India from the game. With two barracks up and running, we could have that many units built in about 20 turns or so.
Zulus
They are close, which I don't like because they are unpredictable and they have a good early Ancient Age UU that can be a real pest. We can focus on them after India is gone.
Overall Changes
The only change already made is reducing the Science slider down to 60%. Everything else is up for discussion.