Alright, with nothing new of interest, is anyone against moving 1S to settle, while revolting to Environmentalism?
I propose the following opening:
T0: Move 1S, revolt to Environmentalism. Could anyone calculate how early Police State would start costing money? +25% is not an insignificant bonus to unit production.
T1: Settle, start worker, work 3-yield tile. Research on Agriculture obviously.
T3: Borders expand. Hopefully they would encompass a 3-yield +1C tile, but I won't count on it.
T7: Finish Agriculture - we need to discuss what comes next so I think this would be a good place to hand off the first turnset.
T11: Worker completes, start farm on Corn. Capital starts warrior.
T14: Corn farm complete.
T15: Worker starts farm on second Corn, growth to size 2, switch out warrior (4 hammers) for a second worker.
T18: Second Corn farm complete.
T19: Worker moves onto hill to start a windmill (2F 2P 3C - yummy).
T20: Second worker complete, moves to other hill to start a second windmill.
T21: Complete the warrior.
T22: Growth to size 3, work forest one turn.
T23: Windmill #1 complete, switch to work that instead.
T24: Growth to size 4, second windmill complete, work it. Switch to build a third worker. First worker goes to a riverside forest for preservation (2F 1P 3C - almost as yummy, but with the +1
...).
T25: Second worker goes to another riverside forest for preservation.
T27: Third worker completed, go to another forest to preserve.
T28: Growth to size 5, work forest.
T30: Growth to size 6, forest preserve completed raising happy cap to 6. Work it.
T31: Forest preserve completed raising happy cap to 7. Work it over forest.
We can keep growing quite a bit like this, staying one or more steps ahead in happiness, the question is when we stop to build a settler, but that should be quite fast. We're making +10 fpt and +7 hpt at size 6 for instance (and an impressive 21 commerce per turn!).
Tech route: Agri -> AH -> Writing, or Agri -> Wheel -> Pottery -> Writing? The sooner we can work scientists the better. But I wonder if Wheel would not be a tech we want sooner rather than later, to help avoid excessive worker moves. Building a road is still 2 turns though...
If we go the Wheel route to Writing, we could have it on turn 27, and a library on 36. Would be nice if we could speed that up though, test games needed! I challenge you all to have a library up before turn 36, using any method, and we can compare general development.
I propose the following opening:
T0: Move 1S, revolt to Environmentalism. Could anyone calculate how early Police State would start costing money? +25% is not an insignificant bonus to unit production.
T1: Settle, start worker, work 3-yield tile. Research on Agriculture obviously.
T3: Borders expand. Hopefully they would encompass a 3-yield +1C tile, but I won't count on it.
T7: Finish Agriculture - we need to discuss what comes next so I think this would be a good place to hand off the first turnset.
T11: Worker completes, start farm on Corn. Capital starts warrior.
T14: Corn farm complete.
T15: Worker starts farm on second Corn, growth to size 2, switch out warrior (4 hammers) for a second worker.
T18: Second Corn farm complete.
T19: Worker moves onto hill to start a windmill (2F 2P 3C - yummy).
T20: Second worker complete, moves to other hill to start a second windmill.
T21: Complete the warrior.
T22: Growth to size 3, work forest one turn.
T23: Windmill #1 complete, switch to work that instead.
T24: Growth to size 4, second windmill complete, work it. Switch to build a third worker. First worker goes to a riverside forest for preservation (2F 1P 3C - almost as yummy, but with the +1
...).T25: Second worker goes to another riverside forest for preservation.
T27: Third worker completed, go to another forest to preserve.
T28: Growth to size 5, work forest.
T30: Growth to size 6, forest preserve completed raising happy cap to 6. Work it.
T31: Forest preserve completed raising happy cap to 7. Work it over forest.
We can keep growing quite a bit like this, staying one or more steps ahead in happiness, the question is when we stop to build a settler, but that should be quite fast. We're making +10 fpt and +7 hpt at size 6 for instance (and an impressive 21 commerce per turn!).
Tech route: Agri -> AH -> Writing, or Agri -> Wheel -> Pottery -> Writing? The sooner we can work scientists the better. But I wonder if Wheel would not be a tech we want sooner rather than later, to help avoid excessive worker moves. Building a road is still 2 turns though...
If we go the Wheel route to Writing, we could have it on turn 27, and a library on 36. Would be nice if we could speed that up though, test games needed! I challenge you all to have a library up before turn 36, using any method, and we can compare general development.


, which are an 8-range, 4-strength, 54-hammer air unit with a max damage of 20%. Useful for recon? Who knows. Also reveals uranium, so if we have any, that'll be a few extra coins.
Forest preserves will also take 6 turns each.
Too bad we don't see any river hills, but one can always hope.