OK, well The-Hawk is
definitely a much better militarist than I am, so I'm going to go with what he suggests militarily, which is a hybrid plan and sounds good. The temples ... yeah, I know. They're expensive for what they give and I have also not taken into account war-weariness, which will disappear once we take that city and peace is declared. So I'm going to drop the temples and attempt a turn plan, based on a synthesis of the views so far, so that we can agree the plan before playing. I haven't used quotes, because it confuses the issue, but a lot of this is The-Hawk's:
Military: The stack with our super medic can pillage the mine it is on, then go sit on the cows to deny them from Shaka. The other stack can split up. One part pillages the current mine, then moves to a western mine (don't need to pillage, just sit on it). the other swings around to sit on the other mine.
Ulundi: Finish courthouse then switch to sword, followed by cat, followed by Mausoleum of Mausollos
Nobamba: Switch from forge to sword, then back to forge.
Angkor Wat: Finish library, then missionary, missionary, courthouse.
Angkor Thom: Stop working cottage, let Yas take that over, and run a scientist, plus convert the existing specialist to a scientist. When size 6 (4 turns) run a third scientist. Finish granary, then start library
Yas: Start working cottage instead of 1f3h mine. Continue with forge, then monument, then Statue of Zeus
Hari: Spear, then market, but work 3 scientists in Hari by running just the pig and the best cottage.
Nagara : Work the 1H stone and build an archer. When built, let him go fogbust from the hill 1W of the hut. Don't pop the hut yet. Once the archer is built (13 turns), we can work a specialist.
Worker actions: Worker at Yas finishes mine there (it's only one turn, Sam, and we will be able to use it) then asap to quarry stone, followed by pasturing sheep etc.
Work boats: To clams at Stone City and fish at Angkor Thom.
Trade: Joao will give us Monarchy + 25 gold for Code of Laws.
Once Shaka's last city on our land is taken, scout to the south.
Decisions:
The-Hawk is suggesting we build the 2 missionaries in Hari, but he's also saying we should generate the GS there. My plan says we build the missionaries in Angkor Wat (4 turns each). If we try to build the missionaries in Hari, they are 20 turns each and, in any event, we want the market there as soon as we can to capitalise on the income from the shrine.
WONDERS: Now this is really key. The-Hawk is saying:
I think your plan for Yas opens up a strategic discussion. As this point, do we build "crappy" wonders, or do we leave for AI's to build? Obviously, leaving them for AI's means more war later. But building them now will slow our growth rate down considerably which will extend the end date of the game. I think SoZ has no value and MoM has little.
I think we skip crappy wonders and plan on capturing later. I would build a forge, monestary, market. Also need a granary in this city and we should consider a baray too.
and this has merit. However, Yas is 4 turns away from the happiness cap, so baray/granary are not viable at the moment, since they just add food and health and we have no way of addressing the happiness issue, other than switching to monarchy and building units, which impacts our research rate. Once peace is declared, we can use the units we have left over from the war for extra happiness - and by that time, we will have built the Wonder in Yas.
I think we should build as many wonders ourselves as we can, because this will limit what we have to do at the end (which is why I've left them in the plan

)
I know erikthecelt is strong on the Mausoleum. I just like the Statue of Zeus because we can build it in around 7 turns - bet we can't conquer it that quickly, especially if it's in the centre of a far-away AI empire.
Finally, as The-Hawk has mentioned, we need to start considering where we will build the Forbidden Palace. He is suggesting Nobamba, if there are good city sites to the south that Joao doesn't snap up.
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