I'm here. .... I like E as well, for the horses, but I have a suspicion that our game hosts placed the bronze juuuuuuuuust out of reach of the nice central spot. So we'll get to have a choice. Just my guess.
I was thinking we would not get any resource to be forced to use protective to its fullest, but... there you go... nothings is as it seems lets wait and see.
Even tho I am quite focal in posting, please add comments if only short stuff like you did now. Just to let me/us know we are not alone and we are moving in the right direction accoording to our team.
I have updated my first "short cut" post on the first page to my TS and the Dotmap. So hopefully if you ever get lost, just go to the first page and you should find the most important info.
Capitol EARLY (Pre Calander)
Banana (+2), Cows (+2), CC (+2), Farmed Dye (+1), Gold mine (-2) 4 Grass hills (-4) for a total of +1 food... not to great in the food dept, but this is allready size 8. We are currently capped at 6.
We will be working the Banana (+2), Cows (+2), CC (+2) and the Gold hill (-2) for +4 food at size 3 ALLWAYS I think.
Then comes the question what to do with the other 3, 4 or 5 pop extra. Beeing capped at 7 (once the gold is roaded)... or capped at 8 if we build an Obelisk or even greater hights should happiness allow it.
How should the city be improved?
We could make a cottage on the second Banana for an added commerce, but we are (I think) going to replace that by a plantation later on, so is that usefull?
Do we want to put a cottage on the Dye or farm it? Once the cottage is a town it will be the same as having a planation on it, we have Dye else where as well for happyness we only need one... And a town gets better with PP or Free speech (should we ever get there)
A relative beeline to Calander requires the following techs (in order of beaker cost):
127 Wheel
171 Pottery
214 Sailing
256 BW
256 Writing
429 Iron Working (need this soon-ish for jungle clearing)
535 Mathmatics
750 Calander
===
2311 beakers
Soon we should be making 9 (default) + CC (1) + Banana (1) + Goldmine (7) + Trade route to new city (1) + Riverside Dye (2) + Riverside mine (1) = 22 (at size 5) Or something like that. Which makes Calander something of a 100 turns away, maybe a little less cause we add a library, but we also have to drop science from 100% once we settle the new city... and we are not there yet... so 100 turns from now is not that bad a guestimate I think?
Cottage (15) => Hamlett (30) => Village (45) => Town
Overall a cottage takes 90 turns to grow to a Town -if we work it all the time-, which is right around the time we get Calander.
In the meantime to calander we either get:
Cottage it:
15 turns +1 commerce +15
30 turns +2 commerce +60
15 turns +3 commerce +45
30 turns -1 commerce -30 (just guessing it wont make it to town before calander)
for a total of 90 extra commerce (not counting slider or library).
Or Farm it
For an extra food per turn
It all comes down to this question: To what end should we focus our (early) captitol for the time beeing and to what in the future? Toward production ... Or Finance? So lets see the options...
We currently have 3 happiness resources visible, meaning we have a hard cap of 7 pre-calander and 9 post-calander. (not counting an obelisk for now)
Once we get Monarchy offcourse all bets are off... because happiness is determined at that point by military.
The basic "must work tiles" for our capitol CC 2/1/1, Banana 4/0/1, Cows 4/2/0, Gold Mine 0/3/7, at size 3 for 10/6/9 food/hammers/commerce at +4 food (growing nicely)
(offcourse dont forget the 9 default beakers/commerce you get for your capitol)
Finance: We need cottages on those riverbanks and work them
basicaly add as much commerce/cottages with (probably) no hammers but stay at +4 so we can occationaly hit the whip for some units
Something like cottage the Dye and the 3 other riveside flat grasslands, which adds 2/0/2.5 (on average) to the (early) city.
At size 4: 12/6/11.5
At size 5: 12/6/14
At size 6: 12/6/16.5
At size 7: 12/6/19
All the commerce is excluding the default 9 and offcourse grows into the future.
Production: We need mines on them hills and work them
For hammers you need hills 2 Grass hill 1/3/1 (riverside), 2 more grass hills 1/3/0 (no river)
At size 4: 11/09/10 (+3 food)
At size 5: 12/12/11 (+2 food)
At size 6: 13/15/11 (+1 food)
At size 7: 14/18/11 (Stagnate!)
Capitol Later (Post calander)
Must work tiles: 2 Banana (+6) Cows (+2) CC (+2) Gold mine (-2) 4 Grass Hills (-4), city still producing +6 food.
Add the 2 plains tiles (-2) and we are still +4. If we can ever work all the tiles. Which looks like it means that one of the nieghbouring cities can borrow the banana's from time to time to grow/support specialists.
But we can do this a bit later I think.