Kodii
Ka ICE
LKendter said:I am going to suggest you either move the summary post forward, or post a link when updated. It took me forever to find the summary.
One step ahead of you. We have an index on page one.

LKendter said:I am going to suggest you either move the summary post forward, or post a link when updated. It took me forever to find the summary.
One step ahead of you. We have an index on page one.![]()
Lurker's comment :
You're contradicting yourself.![]()
Btw, Bureaucracy works also for the hammers of a merged priest, IIRC.
Where is masonry within these plans? No quarry means we lack stone for Pyramids. Why mysticism? I couldn't find why we had this one the list, but if we have no interest in religion or Stonehenge, what good is this?Technology -
Wheel - Agriculture - Pottery - Animal Husbandry - Mysticism - (Writing/Iron Working)
Has someone worked out how many turns before we start the Pyramids? My gut fail says with other industrious civs out there we WON'T get it. Without whip anger are looking at another 105 turns at least. With whip anger, and NO happy sources until after iron working the other possibility is we start the Pyramids with Moscow stuck at a very small size.Builds -
Workboat (whip), Warrior (to grow), Worker (whip), Warrior, Granary (whip), Warrior, Worker (whip), Settler (whip), Settler (whip), Pyramids
Keep in mind that the tech order and build order are taken directly from Compromise's last post. There is a definate need of revision from everyone.
The number one thought I agree with is ASAP for those 4 settlers, and ASAP cultural border expansions. It is too easy to get screwed with a really stupid city location with no city razing.
While the dot-map has a problem of lack of cultural coverage allowing a dumb AI city, I can't offer a better idea with the location of copper city being so restricted to get the fish. I agree that without the fish, the copper city would be useless.
Where is masonry within these plans? No quarry means we lack stone for Pyramids. Why mysticism? I couldn't find why we had this one the list, but if we have no interest in religion or Stonehenge, what good is this?
Has someone worked out how many turns before we start the Pyramids? My gut fail says with other industrious civs out there we WON'T get it. Without whip anger are looking at another 105 turns at least. With whip anger, and NO happy sources until after iron working the other possibility is we start the Pyramids with Moscow stuck at a very small size.
Could we move the settler way up, and let red dot city supply some of the military and workers?
But a strong counter move could be an Oracle->Metal Casting slingshot that nets an early Colossus in the iron city. Both won't work, but after Literature a beeline to Metal Casting will probably still net the somewhat less valuable Colossus (this really wonder decreseaes in value over time) (if Mansa gets the colossus- watch out!). However I would favor a move towards the Hanging Gardens for more engineer points.
With that knowledge, I prefer the workboat first. Then build warriors until we can whip a worker.
I think the most valuable service the worker can provide is roads. Both to new city sites and on forests.
I think the forests should be saved to chop the pyramids after stone is hooked up. With all our seafood, we can produce workers and settlers pretty darn well at size 2 or 3 while waiting for whip penalties to abate.
I think we want to whip the worker as soon as we get to size 4 and not worry about the whip anger.
My preference would be to save the forests for the pyramids after we have stone hooked up (open to debate, though). Roads to the forests would be great though. Pre-chopping is okay, but I usually end up forgetting and chop the forest on something I don't want chopped.
Super early settlers won't help terribly much before we have mysticism. I think getting two workers out first and having animal husbandry will be best before settling a city.
For our second city (red dot) to be productive, we need animal husbandry. We could save a little in research cost for pottery by researching agriculture before pottery. So, the tech path could be: Wheel, Agriculture, Pottery, Animal Husbandry, Mysticism, (Writing/IronWorking). While granaries rock, we could probably spend the 10 or so turns getting Agriculture first.
I suggest moving Iainuki's red dot (the cow city) one tile west. It's a net loss of one grassland and an ocean for a coast, but it brings the fish in range, sharing it with the copper city. This is good for two reasons:
First, it lets our GP farm support 2 more specialists.
Second, we can probably whip a library (or maybe an obelisk) there much more readily than in the copper city. This means we don't need a cultural border pop to have food in copper city.
Ah, I wondered if you knew this (based on your other posts).This is really important!
On a sidenote: is religion more likely to spread to us across the coasts if we don't meet the other civs? If we have closed borders and they are annoyed with us, will that slow the spread of religion?
I think we need to do two things re: the pyramids: 1) Estimate when we think they'll fall on this map. And 2) figure out how long it will take us to build/chop/poprush them once we start with stone hooked up.
That would give us a Must-start-by date for the pyramids and focus our preceding build discussion.
Pyramids are 675 hammers on epic....
Workboat (whip), Warrior (to grow), Worker (whip), Warrior (to grow), Settler (whip), [Granary/Worker (whip), warrior]?, Pyramids
Wheel - Pottery - AH - Masonry (not particularily in that order)
The only thing that matters for religion spread is if you have trade routes with another civ. War cuts trade routes, but it's the only diplomatic status that matters: annoyance, closed borders, and even not having not met them don't make any difference.
As a quick comment, I think I would go for Masonry first. I'm started to get paranoid about losing the Pyramids...