MacBalt
Learnéd Fool
Here is the *DRAFT* plan. I'll play tomorrow, unless something comes up in discussion that requires more time.
*DRAFT* PLAN for Turns 191-201:
*DRAFT* PLAN for Turns 191-201:
- Turns to Play: Finish 191, play 192-201, stop before ending turn 201.
- Research Path: Refigeration or Artillery, depending on trades; then start Genetics (hopefully).
- Build Order: Finish Laboratory, then build beakers. (Supermarket when we get Refrigeration. If we get Communism, should we build Scotland Yard/spy?)
- City Priority = Growth & Health: Population = 18
- Tiles to Work: 2xCrab, Sheep, Deer, Fur, Marble/windmill, 6xGrass Towns, Plains Town, 3xCoast, 1xScientists, Stone Quarry (this is our current configuration); growth in 18.
- After Laboratory, shift from stone to new plains/hill windmill tile (1NE of Beijing).
- Inherited Turn: Finish Windmill on forest hill 1NE of Beijing. Make trades with Cyrus & others (see #8). Get Defense Pact with Asoka.
- Worker: After finishing Windmill, should we pre-build Windmills on the two remaining plains/hill/forest tiles, or just Lumbermill them (Advice, please)? Then roadspam??? (for BLub?
)
- Military: No changes to current configuration. Should we upgrade our catapults to cannons when we get Steel or wait for Artillery?
- Technology Trading:
- Trade Cyrus Electricity for his Steam Power + 30 gold + World Map.
- Try to trade Asoka Steam Power for his Biology.
- Try to trade Liz Steam Power for her Steel. If that fails, try to give her Radio for her Steel. If neither of those works, then try to trade Cathy Steam Power for her Steel. Do not trade Radio to Cathy.
- Whether Liz takes the deal for Steel or not, I will trade or gift Radio to her before my turnset is over, in order to give her the opportunity to research Mass Media and take the "Let Liz build the UN" gambit. (Does anyone have advice on when to do this? Should it be as soon as possible, or wait a few turns? I'm leaning toward waiting about 5-7 turns.)
- No trades for Horseback Riding or Theology.
- No trades or gifts to Alex or Louis, who appear to be disliked by our friends.
- Technology gifts? -- Will gift or trade away Rifling, Biology, Steel, and (if we get it) Artillery within one to three turns of getting them. Will try to pick up Communism & other techs on path to things like Combustion, Plastics, & etc. Doesn't look like there is any reason to get Democracy, is there? (Advice, please?) For that matter, since Liz already has Communism do we really need to get that one either?
- Resource Trading: No new resource trades. Will not windmill over the stone as we are currently selling it to Asoka.
- Civics Changes: None this turnset.
- Political Demands:
- Do not give in to any demand for Radio (unless it comes from Liz).
- Do not give in to any demands that would require anarchy (religion or civics change).
- Give in to all other demands for resources or techs.
- Do not join any wars.
- Do not give in to demands to cancel any deals (unless the request comes from Liz, Asoka, or Cyrus and it appears to make sense for us).
- Final Play Notes: Monitor Liz, Asoka, & Cyrus for new DPs & note the turn anything new appears. If any significant new threat develops (from George, for example), I'll plan to stop and consult the team about our options.