I went and I made 4 moscows.... Starting from the practice save 4000 BC, NOT working the Copper this time... As we cannot count on it beeing there.
*Hey where did the Imageshack link go???*
A) Workboats, max food/optimal whipping
Tech path: Fishing, BW, Sailing, Masonry (151 beakers researched)
for a total of 730 beakers. 13 hammers into the Barracks + 11 to be added.
Outline:
Start building barracks, research Fishing
Turn 8 Learn Fishing start workboat
Turn 28 BW in, start sailing
Turn 30 WB #1 => WB
Turn 34 (near size 4) whip WB #2
Turn 35 WB #2, start warrior
Turn 41 1 unhappy face
Turn 42 Warrior => Settler (on size 4), start Masonry
Turn 49 Whip settler, for 2 pop
Turn 50 (what you see)
B) Workboats ASAP/"max" hammers
Same techpath as A. Except masonry has 155 beakers in it. => Total 734.
19 hammers into barracks + 1 to be added.
Settler one turn underway and 1 turn closer to growing.
Start building barracks, research Fishing
Turn 8 Learn fishing, start WB.
Turn 11 Work Plains Spices instead of Grass Spices (-1 fpt/+1hpt)
Turn 25 Finish WB #1, Start warrior
Turn 28 BW in, start WB#2
Turn 29 Whip WB#2
Turn 30 Start Warrior
I forget the timing of the warrior, but no unhappy and work barracks if needed.
Turn 41 Size 4, start Settler.
Turn 42 Sailing => Masonry
Turn 48 Whip settler for 2 pop.
C) Religious Russia
Tech Path: Myst, Poly, Fishing (I think we need this sooner rather than later), Masonry, Mono
No BW => No whipping...
Outline:
Turn 27 Hindu founded, revolt to Hindu
Turn 35 Fishing in Start WB #1
Turn 47 WB #1 finish, Start #2
Turn 49 Judaism founded (SPAIN)
74 beakers into Mono for a total of 674 beakers.
13/45 WB + 5 to be added.
46/75 Barracks.
This is the biggest city and we have +1
but we missed Judaism. So no fishing untill Mono? => Even less beakers + much less food?
Even taking out fishing, Spain would have beat me. (74 + 88) = 152 out of 268 for mono.
D) Worker
Outline
Research BW, Start warrior
Turn 11 start Worker
Turn 15 continue Warrior (to prevent decay and have the time to do this)
Turn 16 Continue Worker
Turn 20 BW in Revolt, research Fishing, Sailing, Masonry (108 for a total of 687)
Turn 21 Whip worker for 1 pop,
Turn 22 Finish and start warrior
Turn 42 WB #2 finish.
The worker chopped like mad, cutting down 4 forrests and working on #5 (ignoring the copper like I said). 38/150 produced on the settler, need 2 more turns then whip for 2 pop. Setller is 3 turns late vs B but we have an extra worker. Also lost 4 forrests in the process.
I think I favour B, maybe if indeed there is copper there... this may change things in favour of D.
About the tech path, If we do go for B, we can skip masonry a bit... and pick up some worker techs?
Next up in Moscow would depend I think... Either whip a Worker (for 2) or whip a Lighthouse (for 2).
After the Lighthouse, offcourse we want to have Masonry so we can start on the Great one.... Keeping the overflow from the barracks, worker and lighthouse destined for the Great one... That is about 60 hammers into TGL.
Lets not forget about Currency (+1 trade route) and Castles! (+1 trade route). Castles come with Engineering.
Mid term teching would seem to be:
Alpha, Currency, CoL, Engineering/CS
Are we still thinking Oracle? TGL is going to demand enough hammers I think... and should deliver more Commerce than 600-700 beakers worth in the long run...
*now on to Alg Ore
*
Oh allmost forget, do we want to setup a plan for GPs? Seems like in SGOTM2 bulbing techs was quite usefull. This month??
We dont (much) need Astronomy, except for the Observatories... maybe...
Techpath: Semi beeline Education??