The problem offcourse with Petes is the lack of production that is available...
You can whip a worker and a settler and have 80 or so overflow
Chop 3 maybe 4 (if the 4th doesnt go to Moscow) forrests = 3*20 = 60 hammers.
Total of a 140 hammers, where is the rest going to come from? 200+ hammers at 40 hammers overflow/15 turns = 3 per turn, + 1 per turn for the CC = 4 per turn.
200 / 4 = 50 turns with allready 2 whips overflowed => 50 + 2*15 = 80 turns.
We are looking at turn 180 at the earliest! Probably more like turn 200...
Is that going to be good enough?
Something new to consider: Whipping/Settler
If we whip Moscow at size 4 for 2 pop, it takes about 10 turns to grow back.
5 Turns at size 2
5 Turns at size 3
Once the stone is up and the mine is down on the hill, the whip gains us 90 hammers on something else (2nd Settler?).
And costs us 5*(3 + 4) = 35, 5*3=15 => 50 hammers, that we cannot/are not putting into the Mids. Just to regrow, also it costs some 45 hammers we have to put into the Settler prior to whipping.
Which means we could finish the Mids some 8-9 turns earlier by not whipping a second settler. But it cramps our expansion.
In the test game I was not that far behind on the AI, some had cities allready but most still were at 3 due to a lack of navy to expand their empires.
I guess it is about time to start going in this game, so lets try counting ideas
I think Fishing => BW is a gimmy and is agreed by all.
In a race for the Mids we may want to change the techpath from
Fishing
BW
Sailing (Lighthouse)
Masonry
The Wheel (roading for the stone)
Mysticism (for a Obelisk in St. Petes)
Pottery (to get to writing)
Writting
Alpha (with 19 turns left)
To:
Fishing
BW
Masonry
The Wheel (roading for the stone)
Mysticism (for a Obelisk in St. Petes)
Sailing (Lighthouse)
Pottery (to get to writing)
Writting
Alpha (with 19 turns left)
Tho not having sailing makes for no auto trade route for a while = 2 lost commerce (atleast) per turn.
Sailing is 223, / 15 beakers a turn = 15 turns
Masonry 178 + Wheel 133 + Myst 111 = 422 beakers/ 15 = 28 turns * 2 = 56 commerce lost...
Getting out 2 workboats ASAP in both cities is also good and agreed by all.
Settling
Furrie: In place
Bob: Scout
Cosmic: In place
Me: Scout
Foxxy: Anywhere, just settle allready
(In place or??)
Robo: ?
Dot: ?
Scowler: ? (Have not yet seen him?)
Frankcor: ? (If he has any vote in this
)
@ Cosmic
1) Yes Agree.. need to scout ....
2) Moving palace is quite some hammers (200 or so?) we could save if Moscow/scout is indeed our new capitol.
3) If we on the scout site do produce a Worker/Settler the settler is delayed 4 turns vs a Settler only from the original site.
If we copy and do only a settler from both moscows ASAP, the settler is delayed a full turn, which we get back due to the route he has to take. (asuming we settle the same 2 spots), finishing on either a hill or FP tile. => Timing of the settler doesnt matter.
Edit:
We could also consider founding on the Plains due South west of the scout (in the blue circel).
Downside:
The settler site is blocked, which potentially is a great/good early GP Farm.
Upside:
We can mine the Plains hill. Down again, we lost the (now) jungle grass hill. so hammer wize it doesnt much matter.
@Dot
It doesnt look to be a hill 2 North of the scout to me... Shouldnt it light up if it was a hill?