in sgotm2 we didn't have a system at all and i still think we should worry that much about the number of turns played. I vote for letting everyone decide when they want to end - after 19, 21 or 25 turns, whenever they reach a milestone of some sort.
I am fine with a more flexible approach, although I will admit that there is a part of me that likes the systematic nature of ending on 0.
I agree with dV - st. pete shouldn't be building any military units - it's not a production city and a warrior takes 20-something turns. I think that after the settler we should start on a library to expand the borders.
Assuming we are all in agreement, Ronnie1 should be sure to take that warrior out of the St.Pete queue. I think we should go library, pop rush it, and put a couple of scientists to work making flasks and GP points when the pop recovers. We can also chop the library. I have a choping question ... do you get more hammers from a chop if the forest is inside your cultural border? If so, we should not chop the spice forest until we get the pop expansion.
we should settle on that island to the SW as soon as possible, even before we settle they city to the north. I guess this will be quite a strategic place, especially with that iron.
I agree with the strategic nature of the SW island, but I don't know if we are ready to settle there any time soon. Would need sailing and a galley to get there, and it might tempt Rome in to declaring war on us if they have the military. So I would want to be able to garrison it well from the start.
We have a settler coming in 4 turns. Do we want to save it until we are ready to go SW? Sailing is 7 turns, 12 on 70% science. Then a galley, seems like alot of idle time if the settler waits to go SW. If we do settle the isthmus, we have all its resources excep one (gems) in the skinny square.
If we settle the isthmus, our current WB could go north to work its clams right away, giving it a food boost to eventually pop rush its library. Also, if we do settle there, I think we might want to pause alph for agric, so that the workers can farm the rice (now two of them) and speed pop growth.
If we go 80% science, we will be -1 which we can do for 6 turns. Alphabet will be 26 more turns away at 80%, and 30 away at 70%, a lot of turns to go without agric I think. At 80% we can get agric in 7 (one more than we can sustain 80%, but maybe we get help from the cottage?) I think we need to get the food in Rostov to pop rush some culture, whether it's the obelisk or a library.
Any thoughts about what promotions we want for our units after barracks? I think with Rome close, we need axes that eventually get the 25% vs melee bonus, which I think requires combat 1 as a prereq. And perhaps a 2 or 3 to 1 mix of axes and spears? Spears often end up being my medic units.
Mao has swords avail (so he says), five cities besides capital. He lacks stone, has two cow. He is pleased with Alex.
Gandhi has three cities besides capital (like us). We show even resources. He is cautious to Caesar.
Caesar has three cities besides capital (like us). We show even resources. He is cautious to Gandhi.
Alex only has Sparta besides capital !! We show even resources. He is pleased with Mao. Interesting how +1 relations gets pleased for some, just cautious for others. Are some leaders just more friendly by nature to other AI?
I am tempted to get agric quick, settle the isthmus, and work our infrasturcture and military while we get alphabet. After alphabet, try to trade for sailing, and look into settling SW with a strong garrison.
dV