MacBalt
Learnéd Fool
Pre-Play Plan:
[EDITS:] I changed the tech order from the original post. Also finished Fifthburg's build order.
- TURNS TO PLAY: Finish 167, play 168-175?, stop one turn before getting Liberalism.
- RESEARCH PATH: MUSIC FIRST, then finish Philosophy, then Liberalism. Stop one turn before getting Liberalism
- SCIENCE/GOLD/CULTURE:
- Current Gold = 186 (96 after upgrading the galley) [-12/turn]
- Science Rate: 70% (+134 beakers/turn) Will have to lower to 60% or trade for gold or run a turn of 0% science soon.
- Espionage Rate: 0%
- Gold Rate: 30% (-12 gold/turn)
- Culture Rate: 0%
- INHERITED TURN: Upgrade Galleon, re-position military, build fort/canal, move other workers.
- BUILD ORDERS:
- Fifthburg: Finish Oxford University (5t), begin Galleon, then military (maybe a longbow or two?)
- Parma: Switch to Galleon, then finish Maceman.
- Marbles: Continue Observatory (13t), whip in 3-4 turns, then cheap military.
- Engineering: Finish Maceman (1t), then 2 Ballista Elephants followed by Horse Archers.
- Stoneopolis: Finish Courthouse (1t), then Chariot or other cheap military.
- Farcanal: Finish Archer (1t), then Spearmen.
- Ulundi: Continuing Courthouse (10t).
- Nobamba: Catapults, Catapults, and more Catapults (to at least 8 total).
- Nongoma: Continuing Courthouse (18t).
- CITY PRIORITIES:
- Fifthburg: Growth. Pop=11 (happy = 13, health = 18). Work same tiles to get Oxford ASAP. Mine on unimproved forest hill will be ready in two turns; chopped hammers will speed Oxford.
- Parma: Growth. Pop=6 (happy=14, health=17). May refocus on production after next population growth (in 4 turns).
- Marbles: Growth. Pop=7 (happy=12, health=17). Will whip observatory and then just build cheap military (spears or chariots) as it re-grows. (Anyone have any other suggestions?)
- Engineering: Growth. Pop=8 (happy=12, health =19). Replace some of that jungle with workshops.
- Stoneopolis: Growth. Pop=5 (happy=12, health=17). Ugh. Just let it grow, I guess.
- Farcanal: Growth. Pop=7 (happy=11, health=17). Shouldn’t we be working the cottage instead of the forest? Production here is pitiful anyway.
- Ulundi: Growth. Pop=11 (happy=13, health=20). Work the rice to increase growth rate.
- Nobamba: Growth. Pop=4 (happy=12, health=15). Lots of cottages here. Wouldn’t workshops and farms be better for this military production city? (Doesn’t look like there is any easy way to irrigate though.)
- Nongoma: Growth. Pop=2 (happy=16, health=19).
- WORKERS:
- Immediately start building a Fort/Canal in the grass/forest tile 2N & 1E of Nongoma.
- Build workshops around Engineering.
- Build workshops around Nobamba; after empty grass tile, replace the 2 cottages that have no turn investment yet (1NW of city and 2W of city).
- MILITARY:
- Mass invasion troops in two locations.
- Iron Expeditionary Force: Positioned on Fort tile 2N/1E of Nongoma = 6 units: 2 Galleons, 2 Macemen, 1 Ballista Elephant, 2 Spear, 1 Longbow.
- Main Invasion Force: Positioned on hill tile 1W of Ulundi = All other units not for homeland defense.
- TECHNOLOGY TRADING:
- No obvious trades this turnset. May want to get some gold soon if possible though.
- Don’t trade for Theology.
- Technology gifts? – None this turnset.
- RESOURCE TRADING: Pericles will trade for wine, but he wants wheat or marble, so it probably isn’t worth it.
- CIVICS CHANGES: None this turnset.
- POLITICAL DEMANDS:
- Probably don’t give in to any demands.
- Do not give in to any demands that would require anarchy (religion or civics change).
- Do not join any wars.
- FINAL PLAY NOTES: If any significant new unexpected event occurs, stop and consult the team about our options.
[EDITS:] I changed the tech order from the original post. Also finished Fifthburg's build order.