Sorry to post again, but something else occurred to me: I've seen before on archipelagos that sometimes the AI will settle a city a huge distance from its capital for resources. On a crowded map like this one, all those places on our island with lots of resources will look very tempting to the AI's city placement algorithms. An unrazeable foreign city on our island would be
very bad, so I think we need to focus everything we can on getting settlers to those four city sites. That means neglecting exploration for now. I'm loathe to do it, but the potential downside here is so big that I don't think we can avoid it.
Whip workboat immidiately --> Warrior -->Whip worker once anger has cooled.
Worker will chop forests towards a settler, while in between the city will work on either another warrior or another workboat.
If the first workboat goes for the clams, I'd really like to get another one out exploring.
Yes, that's right. There's really no good way to represent this, but let me try.
Workboat (whip immediately) -> Warrior (finish before growing) -> X -> Worker (whip after anger has cooled) -> Settler (use chops, don't build with hammers) -> X -> Settler (whip after anger has cooled)
The only immediate question is if we can afford to make X an exploring workboat, or if we need to make it a fog-busting warrior. Opinions?
Thinking about the danger of the AIs trying to drop a city on our island has made me think we need to rush settlers out the door. My intuition says that after whipping the first settler, we can grow back and hand-build a worker before it's time for another whipping. Should we whip another settler then (which would require two more chops) or delay by whipping another worker? I don't want to have to walk around the island to blue dot, so I think we want to fit a galley before blue dot, but I don't know if that will work if we go for a settler so soon. I know I'm getting far ahead here, but I want to look at what's possible, and what we need to do when.
Normally, I like to have three cities and then start a wonder, but will we need four here? I'd like to try for the Lighthouse too with blue dot, but I don't know how realistic that is. Once Moscow has a granary and mines up, it can generate a
lot of hammers from slavery and no-growth mine-working. Hopefully, that will help some with our start-up problems.
Kodii, I agree with most everything in the summary post. Thanks for writing it. I have one major disagreement, with the build order.
Build Order: This isn't raging barbs, we can afford to be slower about fog-busting. I definitely think we should whip the workboat to speed up our growth curve instead.
Some brief notes:
Diplomacy: Mao and Alex are both KoS with Aggressive AIs, IMO; I remember them as untrustworthy backstabbers. I don't think we should rush with axes.
Tech: Calendar is a ways off, since it needs Math as a prereq. I'm leaning towards Sailing after Pottery so we can put a galley in the water for blue dot, but I don't feel like calculating closely enough that far in the future to know for sure; after that, I think we'll need Masonry for the stone.
Dotmap: I'd push the eastern fishing village up one so it doesn't steal the stone from Moscow.
Great People: I'd make red dot our GP farm, barring capturing an AI capital with more food.