namliaM
Deity
No need... Looking at the save... Looks like the land West of london is a dead end. But also looks like it could fit a nice city will fit 2 west of the banana grabbing the cows... and can work 2 cottages... No hammers thoAppologies,
aside from the cows offcourse.Axemen are 7 turns (Stop farming the Dye and get to the hill, mine it) + 3 turns for the road away = 10 turns total.
London is producing 6 hammers 4 food. Which makes a total of 10 production for the Settler.
For 2 pop whip it needs 60 production into the settler which is 6 turns.
This warrior we are producing (overflow of 3) + the following one will take a total of 4 turns (22 - 3 = 19 / 3 = 3+ => 1! Hammer short!)
I propose the following:
- Finish this warrior (we then have 3 at home) (This turn)
- Revolt (turn 1)
- Start the settler and get it to <90 hammers left (> 60 hammers invested) turns 3,4,5,6,7 (Wheel finished), 8 and 9
- Switch to a warrior, at which time we should be producing more hammers due to the Coppermine (+5 Hammers) At 11 hammers/turn it should take only 2 turns. Turn 10 and 11, while making SURE not to finish the road before the warrior finishes. If need be continue the farm on the dye for 1 turn, but make sure!
- Copper online. Start AXEMEN and start harrasing the AI. If copper is not online, get 1 more turn of production into the settler.
- Build axemen to 1 turn before growing to size 5 (Maximize hammers and commerce, while delaying the settler 1 or 2 turns), whip the city for 2 pop
With axes only, unfortunatly no Worker steal
Best we can hope for right now is a pillage or two. If I am right about the techs the AI researched we should find Skirmishers and Achers in the cities. BUt hopefully prevent them from getting cottages/resources.I think we need to delay infra for now, unless maybe a Monument in the new city. To get the border pop.
About the new city I would REALLY like to see what that Banana/Horse city looks like to our south east, maybe we want that over Horico up north? The southern city is on the river, no need to worry about many roads. Plus it is closer to the AI, meaning less movement time to get to them. Moreso if we (finaly) do get a road thru that jungle to it... getting the road south instead of north + the horses = Win win

With Infra delayed and no Granary, while our city is going to be stagnate at size 7 (and the happy cap for the time beeing), No more whipping I dont think after the settler. Unless we limit the city to size 5.
Must work tiles I think are now changed to add the copperhill:
02/01/01 CC
04/00/01 Banana
04/02/00 Cows
00/03/07 Gold
01/05/01 Copper
11/11/10 total city size 4 for +3 food.
At 3 food surplus it will take the city 42/3 = 14 turns to grow (without the granary) to size 5.
At size 5 adding a grassland would still be +3 food, but 45/3 = 15 turns to grow.
Adding the farmed Dye, make it +4 food = 45 / 4 = 12 turns to grow. With only 15 turns for a whip to disappear, whipping does not seem the way to go.
Whipping mostly is a good idea if the city can grow (atleast) the 2 pop it loses within the 15 turns of the whip disappearing.
So for maximum hammerage from London we want it Stagnate at size 7 working the 3 other (mined) grass hills. Ergo NO farm on the dye needed
Bad call on my part to suggest the farm in the first place... We could have allready mined the Copper even before we knew it was there
saving us some turns to get to Axemen. As well as some hammers...Our exploring warrior needs healing... for 6 turns, if it doesnt heal a wolve will kill it, let alone the warriors/archers/lions and more evil things that are wondering around out there. Still I would like to see the Banana/Horse city surroundings, so I suggest using one of the (soon to be) 3 warriors to head on southeast and scout around there a bit before (potentially) heading back. Before producing the settling we will insert (see plan layout above) another warrior to defend London, while the other 2 still in London can scout ahead of the Settler (either Horico or due Southeast) to get it to its spot.
Every 5 turns after the settler there should be an Axe roling down the London production line (5 turns at size 4, 4 turns at size 5, 3 turns at size 7). So any "barbs" (no matter what flag they bare) we should be able to handle.
I think we shouldnt bother with a barracks before we have 3 maybe even more axemen.
Only Chris really spoke out about his oppion about cities. I like Dotmap 1 the best too.

So unless someone has strong concerns against this, lets stick to this -for now-
Cities G, H and K is the location I was talking about. We need IW to get at that banana.
H is the weakest city short term (untill the border pop) but is also the strongest city of the three in the medium term.
E or (G,H,K) is the first target for the settler I think, maybe we can make due with only London churning out Axemen? If we can keep the AI pinned down a little while. This would allow us to get A, C and the western city up ASAP and start serious research (requires IW tho!)
The Gold X west of our city could be used to run atleast 1 scientist to start generating a GS. Hopefully we find some seafood too for another scientist. Which is why I would have like to have seen that entire strip of land scouted. Right now we cannot do it anymore I dont think because in 10 turns we need the warriors in another place to go escort the settler.
At this point I am hoping a bit that we meet other AI soon, or we may be stuck on this peace of nice land with these 3 AI. With another 3 AI (free to tech away and trade
) stached away on another continent someplace.Regarding the border pops, getting a religion would be great for border pops. Any religion is going to be to far away to help with either city #2 or #3 I think. Atleast if we assume Buddism/Hinduism/Judaism to be gone allready/soon.

