Kodii
Ka ICE
I know what binary science rate is, but I probably do not know the details. If someone is able to dig them up, I'd be glad to read into it 

The granaries don't do us any good until we grow. In fact, I don't think they kick in until we grow once after they're built.
What I understand about binary science rate is the following:
You run at 0% science until you have enough gold on hand to let you fully research a tech at 100% science. For example, if tech A would take 10 turns to research at 100% science, and you'd be at -10 gold each turn, then you keep science at 0% until you have 100 gold, then research tech A at 100% science.
The benefits are:
1. Tech discounts - since techs cost less if other civilizations have them, letting as many AIs research the tech before we start cuts down on the price.
2. Gold on hand for upgrades/rushing.
3. Flexibility in tech choice. If we suddenly get into a war, we can change to military techs without having "wasted turns" in a half-finished growth tech.
4. Saves rounding errors... Haven't studied the math in detail, but basically all numbers are stored as integers, so running non-binary science makes your libraries, etc slightly less efficient.
I think that's the gist of it, let me know if I've missed anything, or if anything isn't clear.
Not exactly. Granaries begin storing food from the time of their completion, so having them finished sooner does help. However, they don't actually return any food until you grow once after they've been finished, so in that respect, you're correct.
That's a great summary. The article on CivFanatics about it emphasizes the rounding errors, but honestly, that's not the reason I bother with it. The most important factor is the strategic flexibility from having cash on hand and not committing to a tech until you can finish it in minimum time. On this map, the discount from AIs knowing is liable to play a larger role than usual: if the AIs do the usual business of trading around a tech all at once, the research cost for a tech could drop quite dramatically over a single turn once everyone has Alphabet and contacts with each other.
Speaking of Alphabet and tech trading, I've become convinced that not trading Alphabet for as long as possible (i.e., until some AIs have it and have started trading it around) is a powerful strategy for the human player: you not only get to serve as tech broker, but the AIs often ignore important techs, slowing down their growth if they can't trade for them.
On the game, I suggest we let Moscow complete the granary, then put a turn into a settler and whip it. We can send the St. Pete warrior down as a city garrison for the iron isle city. St. Pete will be small enough for a while (with all that jungle) that it doesn't need an MP. Or, we can move the one from Rostov over there.
That will give our galley time to verify whether that's an island or just a thin peninsula. Regardless, it's an incredible site. We could put workshops on all the flatlands and still feed them, though I'm not sure the game will last long enough for workshops to become truly good tiles.
We should decide whether we want to go for writing at full speed or keep some cash stored up in case we need to upgrade a warrior or two in a hurry.
Not exactly. Granaries begin storing food from the time of their completion, so having them finished sooner does help. However, they don't actually return any food until you grow once after they've been finished, so in that respect, you're correct.
A size 2 city which is a turn or two away from growing to size 3 whips a granary. The next turn it is size one, and will grow the next turn; however, when it grows, it will have no food from the granary stored?
I believe I have made this mistake in some of my SP games - IIRC in previous versions finishing a granary the turn before growing, or the same turn as growing was ideal.
I thought it was more expensive, but I can't argue with the test game.I checked on a test game, and it costs 110 gold to upgrade a warrior to an axe.
At this time Moscow is the only city with enough commerce due to the palace.To me, I think the question is will any cities be ready to build libraries in 8 turns? (Is there anything else we need to rush to writing for?)
I agree 100%.Moscow ... After the settler I'm thinking some turns into barracks, then start on an axe as soon as possible.
I agree with worker, as we really need them. St. Pete doesn't have the tiles right now for growth until some jungle is cleared.St. Pete's can whip its granary two turns before it's due to grow to 3. After growing back to size two, I think it's next build should be a worker, which can be whipped ASAP (not coming near the happy cap for a while, I don't think the -2 will hurt at all).
This is where I disagree. I don't want a stray city on the Roman island.Our galley can make one move west to further scout iron island and then turn back to pick up the settler and warrior from Rostov. To me it looks like it will probably be separate from the Romans, but it's impossible to be 100% certain. Even if it is connected, I think we should still move to settle there.
I somewhat know what it is. I have never used it as I think it is a PITA that adds extra MM to the game.The other micro technique that I think may be useful from here on out is binary science rate. It takes a bit to explain it, so I'll just pose the question: Does everyone know what this is and how to use it? If not, I'll try to explain it or point to a link that does so.
I fully support this one. With stone I feel it would be crazy to pass this one up.Hanging Gardens (More engineer points, more health, more population for whipping and specialists, we have the necessary stone--one of my favorite wonders in any game, and well-suited to this one.)
How about low income city for the description? If "iron city" has NO income besides the water tiles, then how about Heroic Epic there? LK124 is the perfect example why I like better cities. 2 turn maces, 1 turn catapults, and 1 turns spears in the Middle Ages. That one city has been awesome for building military.Junk city: Heroic Epic
Game goal: Backdoor domination (vote ourselves diplomatic victors) ASAP
Overall game plan: (Tentative)
Phase I: Early expansion with razor-thin defense. Build Pyramids.
Phase II: Consolidate defenses to repel and dissuade AI attacks.
Phase III: Quick early wars to eliminate long-term adversaries and build up land power.
Phase IV: Tech ramp up to Cossacks. Build infrastructure that can support large empire.
Phase V: Rapid Cossack-fueled expansion to acquire necessary population which researching post-Cossack UN techs.
How about low income city for the description?
I sure hope we get that city. Any national wonder suggestions for it?
I checked on a test game, and it costs 110 gold to upgrade a warrior to an axe.
Currently, writing will take us 7 turns at 100%. We have 43 gold on hand right now, and would need 56 to sustain 7 turns of research. One turn at 0% would give us +21 gold, so a total of 8 turns to research writing. It would take 6 turns at our current pace to get enough gold to be able to upgrade while researching writing. By this time, I think we'll have another gems mine and the floodplain online, so a turn _might_ be shaved off there. This would be a total of 12 or 13 turns to research writing. To me, I think the question is will any cities be ready to build libraries in 8 turns? (Is there anything else we need to rush to writing for?)
Moscow will produce, as suggested, a granary by hand (3 turns), a whipped settler (2 turns). With the two workers on the copper, it should be online in around 6 or 7 turns, if my math is right (doubtful, but I'll use that number anyway). After the settler I'm thinking some turns into barracks, then start on an axe as soon as possible.
St. Pete's can whip its granary two turns before it's due to grow to 3. After growing back to size two, I think it's next build should be a worker, which can be whipped ASAP (not coming near the happy cap for a while, I don't think the -2 will hurt at all).
Rostov will also whip a granary out ASAP. Currently, the next build is an Obelisk, but I think it could whip out an axe as well when it regrows.
Even if get writing in 8 turns, our copper would be hooked up by then, give or take a turn. With our current military situation, I would much rather be building an axe or two at that time than a library. Since there's no rush for libraries, I'd prefer to be safe and stock up some gold before writing starts.
Our galley can make one move west to further scout iron island and then turn back to pick up the settler and warrior from rostov. To me it looks like it will probably be seperate from the romans, but it's impossible to be 100% certain. Even if it is connected, I think we should still move to settle there.