General things:
- Wake the sleeping worker in Dushka start using it.
- Get some <10xp Mace/pike down to Cold harbor to 'support' the settler and pick up some XP.
- Start transporting from New sealand to the mainland, then start transporting from Joao to Gandhi.
3 macemen can jump on the Galleon, while the Galleys send 3 trebs and a Mace down to Bleak. The galleys head east towards the capitol, i.e. to take the MP Archers out of Marble and put them to better use elsewhere (East point?)
- Allocate 100% EPs back to Gandhi to get city visibility (4 turns) this does allow us to see his production too right??
- We dont have OBs yet with Boudica!! That is 8 traderoutes we are wasting untill offcourse such time Boudica is to die... but that wont be my turnset. 8 intercontinental traderoutes for +1 commerce each.
Trades
- Sell DR + Optics for Philo + WM + 70 gold to Gandhi (dont think this can wait despite giving up a monopoly (optics) and helping Gandhi a little.... Philo will help us more than Optics him)
- 'Sell' Optics to Joao for his 40 gold (or gamble a little and hope he still pays 40 gold for the last turn?)
- Cancel both deals with Joao we have plenty happy right now so Re-sell him the clams for 8gpt
or re-sell him the Copper for Wine + 8gpt (should work, for +1gpt overall)
* Question *
When did we enter into the deals with the other AI? There should be 8 or 9 turns past right now right? Which means we can cancel some of those deals.
I.e.
We are trading fish and clams to Charlemagne for Dye and Corn.
CD is most unhealthy city we have at +6
Cottage Island is the most unhappy at +5
We can stand to lose a few of those surplusses in exchange for gold.*/Question*
* Cancel Fish<>Dye trade with Charly, sell fish for 6GPT
* Cancel Sheep <> 9 gpt to Pericles, resell for 10gpt
* Sell Ceasar Wheat for 7 gpt (or stone, but we need that for Spiral)
* Sell Boudica Rice for 1gpt
+15GPT from deals + 8 commerce OBs.
Great Person
We have another GP due in 2 turns, what do we do with him if it is another GM/GA? GM/GA we dont need at this point.
GE we store for future use
GP builds Christian shrine.
Research
Nationalism
Run 2 turns at 0% to get +360 gold and a total of 1140
Run 4 turns at 100% getting Nationalism at -248gpt.
Run 4 turns at 0% towards Education getting 720 + remaining gold 140 for 840 gold. Needing one more turn for enough gold to get Education in 4 (at 100%) possibly 3 at that point because of the free UoS beakers, but that is another turnset.
Central Dispatch
Spiral (7)
Wall (1)
Castle (+1 traderoute) (1)
Christian Monastary (+10% Beakers) (1)
MM Plains hill to coast and cottage the 2 remaining tiles ASAP, chopping the forest in the mean time
Take 3 MP (now down to only +7 happyness) and relieve some of the Mace MPs in Zulu land.
Jericho Hills
Insert Temple for the hammers and beakers. Plus the Observatory will not help much in the mean time at 0% research after Nationalism
14 turns ATM for Temple + Observatory, this will speed up because of
1) Temple and 2 hammers/turn
2) Chopping the forest
3) Working the grass hill when it grows in 4 turns.
Arcadia
Insert Harbor finish Observatory (12 turns)
Possibly chop and replace the forest by a Cottage.
East point
Finish the harbor with whip overflow and continue the forge. East point needs to grow to max out Maoui
Stone Valley
Insert Harbor for +Commerce and continue the Observatory.
Total at 10 turns, exchanging the stone for a coast to stimulate growth.
Marble Island
Whip Temple, Whip Market, Whip Courthouse for 36, 35 and 16 overflow.
For a total of 65 +150% = ~160 + 60 normal production = 220 out of the remaining 250 done. Build Globe and grow Grow GROW (for now) untill we see something worth whipping...
Baray for more food, Observatory, missionaries... lots to whip
Cottage Island
Whip the Monastary (removing the 2 coastal pop) overflow to Temple.
Deque temple letting CI grow while building the Forge, waiting to whip the Temple...
Gun Gun Lover
Finish the forge, build library (total 8 turns) MM to add the plains cottage when finished for 8 raw hammers per turn instead of 7.
Then what?
Courthouse for 4 GPT saved?
Harbor for +4 commerce? (or 5 beakers at 100% with the library)
Observatory for +6 beakers at 100% (3 beakers @ 50%)
Dushka
Confu Temple > Library (+7 beakers) total 12 turns.
Mastiff
Grow it working the coast, start a Baray for food (8 turns) and start a Monastary for the hammers/beakers/gold.
Stroganof
Finish the temple, worker goes to cottage at stone valley.
Then returns to Farm the grass forest(s), start Barrey after Temple for food.
Pony park
Finish the Theatre before the hammers start to decay then start Baray.
The extra food of the Baray will allow us to whip the confu's later on when Confu has spread. 25 food = 60 hammers.
Ulundi
Prepare Ulundi to "rush" Taj.
There are 4 pop not working the food or hammer tiles, I intend to whip them.
Finish the Galleon, generating 15 overflow. Go kill the barb galley. (turn 1)
(15 + 25) * 1.5 = 60 hammer towards the Courthouse leaving 60 for a 2 pop whip and 20 raw overflow (Turn 2)
MM down to 18 hammers/turn (27 real) for 2 turns to leave 46 hammers left on the Baray to whip for 2 and generate 28 raw overflow. (Turn 3 and 4)
Max out hammers, while finishing both (turns 5 and 6) taking 2 times 23 base hammers plus 20 and 28 hammers towards the Taj Total 46 + 48 = 90 (give or take a rounding hammer) base hammers to Taj, +150% and another 23 base on the first turn.
113 + 150% = 280-ish hammers on the first turn. Also STOP the chop going on NE of Ulundi so we may add the hammers to Taj later instead of messing with my beautifull que here.
*edit* Hmz, never mind the chop will go to Gun Gun Lover... no sence in stopping it */edit*
Leaving 420 / 35 hammers/turn = 12 turns to Golden age + 6 turns to get started = GA in 18-19 turns = the time available to take MoM ....
Tight but doable... In particular if we can see Gandhi's production and time Taj to the turn.. hopefull.
Nod Wink
It is going to be a long while before it needs a lighthouse. Start a baray for extra food (so we can work that mine @+2 food).
With +2 food at the moment it takes 7 turns to grow. Then to grow another pop and work the windmill, another 7.
Then another 7 to grow and work the mine to "rush" the Baray, i.e. we dont need the worker here for atleast 21+ turns, it can go do something usefull elsewhere i.e. Cottage at Arcadia or something.
Bleak hills
Work the fish and windmill grow to work the plains and grass cottage while continuing the Forge build.
Insert Confu's if applicable.
Flood Hazard
Finish Monastary, start Temple whip it for 2, start forge.
New Sealand
Whip the granary and Lighthouse in that order while improving the sheep and cottaging alround. Grasses first, then forests and ultimatly plains.
Any comments? Answers to the trade question? Suggestions? etc??
Barring any large discussions/Disagreements/important suggestions I will be playing in about 24 hours