Somehow we are on Turn 163; I'll try to get us back to a 5 or a 0.
[Preflight]
Invention in 12
118 gold, +3 gpt
Republic
40% tax
40% science
20% luxury
City Builds:
Beijing (7): vMace in 3, grows in 6.
Delhi (5): worker in 8, grows in 5.
Shanghai (4): vHorse in 7, grows in 1.
Watery (3): library in 3, grows in 1.
Soduku City (6): courthouse in 60, grows in 4.
Canton (6): vHorse in 2, grows in 9999.
Bapedi (1): vSpear in 19, grows in 1.
Nanking (6): vHorse in 3, grows in 4.
Bangalore (4) settler in 16, grows in 13.
Tsingtao (6): vHorse in 5, zero growth.
Tatung (3): settler in 12, grows in 10.
Irony (5): vMace in 1, zero growth.
Hangchow (5): courthouse in 12, grows in 3.
Intombe (1): rSpear in 11, zero growth.
Xinjian (5): library in 7, grows in 15.
Swazi (2): worker in 1, shortage.
GrapeVille (6): settler in 10, grows in 1.
Tugela (1): rSpear in 20, grows in 10.
Macao (2): vMace in 39, grows in 9.
Anyang (6): vHorse in 5, zero growth.
Mountain View (3): vMace in 10, grows in 7.
Forestville (4): library in 2, grows in 19.
Desert Marsh (1): courthouse in 37, grows in 7.
Desert River (1): worker in 4, grows in 2.
Spacious Meadows (4): library in 56, grows in 1.
Sea (3): harbor in 9, grows in 9.
Great View (4): library in 33, grows in 13.
Barbarian Outpost I (3): settler in 14, grows in 3.
ShoreLeave (5): settler in 6, grows in 6.
Riverside (4): vGalley in 14, grows in 2.
Nana-Na-Nana (1): temple in 59, grows in 9.
Ice Camp (1): worker in 9, grows in 9.
City Production:
vMace [4] (Beijing, Irony, Macao and Mountian View)
worker [4] (Delhi, Swazi, Desert River and Ice Camp)
vHorse [5] (Shanghai, Canton, Nanking, Tsingtao and Anyang)
library [5] (Watery, Xinjian, Forestville, Spacious Meadows and Great View)
courthouse [3] (Soduku City, Hangchow and Desert Marsh)
vSpear [1] (Bapedi)
settler [5] (Bangalore, Tatung, Grapeville, Barbarian Outpost I and ShoreLeave)
rSpear [2] (Intombe and Tugela)
harbor [1] (Sea)
vGalley [1] (Riverside)
temple [1] (Nana-Na-Nana)
Military:
01 Settlers
22 Workers
07 Slaves
01 Warrior
07 Archers
11 Spears
15 Swords
16 Horse
02 Galleys
01 Army
01 Mace
Allowed Units: 23
Current Units: 77
Cost per turn: 86 gpt
Resources connected to Beijing
01 Wines
02 Silks
01 Iron
01 Horse
Wonder Races
- The Great Lighthouse
- Sun Tzu's Art of War
- Salamanca (Iroquois)
- Athens (Greece)
International
Greece - peace
Iroquois - peace
Zulu -
War
Long Term Goals
Conquer the world.
Mid Range Goals
Subdue our continent, which means killing Zulus.
Build more cities in up north.
Short Range Goals
Zimbabwe.
Read and follow my own advice.
City Build Tweaks
First, to set up the corrupt cities to more sensible builds. Rough guide 66% or more red shields.
(city, good shields / bad shields / total shields)
Sea (1/4/5): harbor -> settler in 9; wake eArcher.
Spacious Meadows (1/2/3): library -> settler in 6; wake vArcher.
Great View (1/3/4): library -> settler in 1 (lose 17 sheilds)
Soduku City (1/4/5): courthouse -> settler in 10; fishermen become farmers for faster growth.
Mountain View (1/4/5): vMace -> settler in 1.
Macao (1/2/3): vMace -> trebuchet in 29.
Bapedi (1/1/2): rSpear -> worker in 9.
Intombe (1/0/1): rSpear -> trebuchet in 21.
Tugela (1/0/1): rSpear -> rWorker in 10 (city is in resistance).
ShoreLeave (1/5/6): clown -> geek, hire 2nd geek, zero growth, settler still in 6.
Nana-Na-Nana (1/0/1): temple -> harbor in 29 (Need harbor to enjoy luxuries).
These cities are now building non-barracks units, that is, units that cannot be improved by a barracks. The one exception is Nana-Na-Nana, which needs a harbor to connect to our mainland. Without a harbor, it cannot benefit from the happiness that comes from luxuries.
Second, fix some other city builds.
Hangchow (4/2/6): courthouse -> market in 17 (a courthouse would only reduce 1 of 2 red shields. Too early to tell if a courthouse would really be a help here or not.)
Desert Marsh (2/1/3): courthouse -> library in 37 (too soon to tell if a courthosue is worth while).
These two cities
may need a courthouse but until we know how corrupt the city will be a courthouse is the wrong build. Give these cities some time to grow and we can better determine if they need a courthouse. Remember, a courthouse cost 1spt in upkeep. A courthouse is most effective where it reduces corruption by 2 or more shields per turn. If it reduces corruption by 1spt, the upkeep of 1spt cancels out the reduced corruption and the net result in no change in the city's productivity.
Anyang (3/5/8) could use a courthouse.
Garrsion Units in Cities
Cycle through the cities and activate all units in cities.
Mountain View: vSpear heads NE to join SettlerThatWantsGrapeJuice. rSpear heads NW, looking to stand on a city site.
Macao: vSpear moves into Mountian View.
Irony: vSpear moves into Macao.
Beijing: vSpear moves towards Mountain View, several turns to get there.
Nanking: vSpear moves to Hangchow, to disband for the Market build.
Hangchow: vSpear disbands; adds 5 shields to the market, now due in 15, down from 17.
Watery: rSword heads to Soduku City, to disband towards the settler; miskeyed SE into desert.
Shanghai: vSpear heads West towards Desert Marsh; may disband towards library build.
Tsingtao: vSpear moves into Barbarian Outpost 1, to disband towards the settler.
Canton: vSpear moves towards Desert Marsh; may disband towards library build.
Desert Marsh: eWarrior heads toward the Zulu war.
Spacious Meadow: move vArcher outside of city; fortify.
Sea: eArcher heads towards the Zulu war.
Bangalore: vArcher moves to outside Spacious Meadows.
Great View: eArcher heads towards the Zulu war.
Desert River: vArcher moves to Desert Marsh.
Bapedi: vSpear, fortify.
Tugela: vSword, fortify.
We need units in cities on the front lines. In the core we don't need them. We do need some near the barbarians, too.
Worker Tasks
NE of Ice Camp two workers are planting a forest, one turn to finish. When chop, this forest will benefit Ice Camp. This is a good thing to do, but not right now. I'll let this complete.
NW of ShoreLeave, one worker and two slaves are making a mine, finish in 3. Stop the mine, will focus on irrigating the grass around ShoreLeave.
East of Nana-Na-Nana one worker is chopping a forest to help build a harbor, finish in 3. Makes sense; no change.
East of Anayang are three workers mining a mountain, finish in 4. This tile is worked by Anayang. I think it is a bit early, but I make no changes.
3NW of Soduku City one worker is mining a grass tile, finish in 3; stop the mine, will focus on water. Move to W of Soduku City, irrigate in 3.
South of Desert River are two groups of workers that just moved onto grass tiles this turn.
N of Desert River is a stack of 4 workers, not assigned a task.
E of Forestville are two workers and a slave, connecting a 2nd source of Iron, finish in 2. No change here.
SW of Shangha 2 workers are roading a hill. This will straighten out the path from Old India to Beijing; no change.
SE of Irony 2 workers are mining a hill, finish in 4. No change.
NE of Mountain View one slave is roading a forest, finish in 3. No change.
4NW of Mountain View one slave is roading a plains, finish in 2. No change.
In Bapedi is one slave. It cannot move anymore this turn.
In Intombe is one slave. If it leaves the city it will be captured by Zulu forces. Intombe has only 1 vSword; too risky to try anything fancy this far north.
Invention in 11
118 gold, +5 gpt
[End of Preflight]