here we go:
actual turn (45):
change capital from working 2 gems to work 1 gem + another farmed rice. city 2 works farmed dye and gems. rest without changes
46:
same
47:
2 gems for capital, second city works farmed rice + farmed dye.
capital now should be size 4, switches production to worker
worker 1 prechop roaded forest
-> we now need 3 workers to make it with 2 turns of running a priest. the bad road on the rice and another lost worker turns somewhere killed our micro... ...running a priest 1 turn isnt possible anymore, 2 turns only is possible, if we have 3 workers
48:
worker 1 on the foresthill (start chopping next turn)
worker 2 chop forest near river
49:
same
50:
worker 2 chop roaded forest
rest same (all forests now are down to 1 chop)
city 2 works rice, dye, gem
whip worker 3 in capital (pop1) - overflow into granary (we will do "some" whipping soon...)
mono should be in next turn
51:
capital works 2 rice, 1 gem (always focus on growth) builds granary
new worker chops roaded forest, worker 2 forest near rive, worker 1 hillforest (all go into forge)
adopt org.reli
city 2 works rice, dye, gem
52:
whip forge in city 2
city 2 works rice, gems (here we dont want to grow too fast, cause of stinky problem...)
capital works 2 rice, 1 gem, builds granary
worker 1+2 farm 2. rice for city 2
worker 3 road gems 9 from city 2
53:
city 2 switch to workboat
city 2 hire engineer, work rice (engineer in 17, priest in 16)
fishing done, sailing
54:
worker 3 start farming 2. dye for capital
worker 1 road 1. dye (on the way to 2. dye)
55:
worker 1 on 2. dye, farm
worker 2 finish road on 1. dye
capital grows to 4, workes 2. gem
56:
capital switch to settler
worker 2 road rice 8 from capital (1 turn)
57:
worker 1 finish road 8 from capital
worker 2 start mining hill 89 from capital
worker 3 road the dye
city 2 whip workboat (dont forget to reassing the engineer)
58:
sailing in research on ah or writing
capital switch to galley
city 2 switch to temple (to take the overflow)
59:
city 2 switch back to warrior
worker 3 road towards city 3 (another rice)
move both scouting warriors towards capital (they will be shipped soon and arent needed anymore on homland island
60:
capital switch 1 gem to farmed dye (growth in 1 turn)
61:
whipp galley in capital for pop2, working both rice, 1 gem
worker 3 farm rice for city 3, worker 1 road on rice 9 from capital, abort
62:
capital finishes galley, overflow into forge.
both warriors on galley, go central continent
city 2 finishes warrior, continues temple
worker 2 road on rice 9 rom capital, worker 1 on 2. gems
63:
unload both warriors on new land
worker 1 road 2. gems
worker 2 road both greenhills near capital (nothing better to do)
capital switches back to settler
64:
galley sails back
city 2 finishes temple, starts granary
65:
capital whips settler, works both gems
city 2 grows to 3, works both rice (and is stinky)
worker 1 into gally
66:
settler in galley, sailing over, unloading worker
capital puts overflow into forge and grows
city 2 hires priest
worker 3 road on dye towards city 3 on island
67:
unloading settler, galley back, worker 2 into galley
68:
capital grows to 3 (to for in 1 more turn)
we get an GE in city 2 (hopefully)
we dismiss the engineer and the priest and whip a granary in city 2 (-> we now have to whipping cities 4->2 for getting settlers out)
worker 3 road on 2. dye of city 2 (57)
from there on, in city 2, we put overflow and growing periods into units, in capital into forge untill finished, then into trireme 1
68-80 we go for extreme expansion and get 4 more settlers out (each of our 2 whipping cities 2 settlers), giving us 7 cities, catching up with the other nations
finished up to turn 68 (popping of GE... ...or GP)
im curious, if and how this can be improved...
things i put focus on:
1. avoid city 2 beeing bigger then 2 for long (city gets stinky and loses 1 food + we have to pay 1 gold more, so it only costs us)
2. get workboat out as soon as possible
3. get galley, settler, 2 warriors and 2 workers out to central continent as soon as possible
4. set up 2 whipping cities with granary and forge to keep up in expansion (we dont have to worry about growing cottages, so we dont care whipping our cities down a bit)