haphazard1
Dancing Bear
A few thoughts:
- We should be using binary science. Running at 90% research means we are losing 1/19 -- better than 5% -- of our total commerce. We should run one turn at 0% immediately, then go back to 100% until the money runs out.
- I like the 1S of the stone site for city #3. Gets stone without needing a border pop, and will be able to work the grass copper which is a very strong tile. Our capital will expand borders in 17 turns, covering the copper tile. Should be in time for the third city to use it quickly.
- The 1S of the stone site is short on food, but we can farm both the flood plains tiles it can reach. With the city center that will be +6 food, +4 when working the stone. Not fast growing, but enough to be OK especially once we get a granary built.
- The 1S of the stone site also leaves room for a filler city on the coastal desert tile by the two incense, with the fish for food and a number of grass tiles for cottages. Not a prime spot, but it would be a decent commerce city in the future.
- West along the flood plains...hmmm. Not sure exactly where to put a city here without overlapping other planned cities, but we should be able to do something useful.
- The mega-food site...wow. +17 food at size 6...even better than before I knew there was another fish present.
- We probably want to build cities to east and west of it which will share the respective fish tiles. East would have game and fish, west would have crab, fish, and one flood plain (the anomaly tile not on the river). The east and west cities can borrow the fish for initial growth, then give them back to the mega-city as it gets larger and needs to support specialists, whipping, drafting, etc.
- There is land to the west of the crab tile. We need a coastal city so we can get some ships out exploring, but that looks like it will have to wait for city #4. But at least we know there is more land within galley range.
- Once our warrior in the northwest finishes healing, he should explore to the north and see what land exists.
- Similarly, we should send our warrior on the silver mine southwest and check out the southern coast past the game tile. It is unlikely there is more land to our south, but there could be more seafood which would mean a good city site. In any case, we need to know what is down there. But watch out for out-of-territory supply costs when you do this. Maybe wait until the settler founds city #2 and gets that warrior and worker back inside our territorial boundaries first.
- Tech path. With city #2 founded our costs will be going up, and I agree with Sleepless that we should plan to raise cash while completing our capital's library and running scientists to get our academy GS. Properly planned that is about 14 turns after Writing finishes -- 1 to start a library, whip/chop to finish the following turn and start running scientists, then 13 turns for the GS. We need to grow the capital at max food for it to be large enough to run 2 scientists and still work our best tiles, and maybe some extra to help whip the library. This would mean no additional workers or settlers during this period.
We could chop more and whip less, although this will mean fewer chop hammers later for the Pyramids.
Or we could delay city #2 and finish the settler without a whip, although that risks Zara beating us to the site.
- Once Writing is done, we should get OB with Zara and send a warrior to explore his territory. Maybe there is someone to the east to contact? Or did Zara's scouts meet someone to the north where we have not yet explored?
Anyway, those are my thoughts for now. The binary science is especially important -- later in the game when we produce several hundred commerce per turn it won't matter, but right now rounding is eating 5+% of our total commerce every turn we do not run binary.
Have a good trip, ianw1610! And good luck with the turnset, Sun Tzu Wu!
- We should be using binary science. Running at 90% research means we are losing 1/19 -- better than 5% -- of our total commerce. We should run one turn at 0% immediately, then go back to 100% until the money runs out.
- I like the 1S of the stone site for city #3. Gets stone without needing a border pop, and will be able to work the grass copper which is a very strong tile. Our capital will expand borders in 17 turns, covering the copper tile. Should be in time for the third city to use it quickly.
- The 1S of the stone site is short on food, but we can farm both the flood plains tiles it can reach. With the city center that will be +6 food, +4 when working the stone. Not fast growing, but enough to be OK especially once we get a granary built.
- The 1S of the stone site also leaves room for a filler city on the coastal desert tile by the two incense, with the fish for food and a number of grass tiles for cottages. Not a prime spot, but it would be a decent commerce city in the future.
- West along the flood plains...hmmm. Not sure exactly where to put a city here without overlapping other planned cities, but we should be able to do something useful.
- The mega-food site...wow. +17 food at size 6...even better than before I knew there was another fish present.

- We probably want to build cities to east and west of it which will share the respective fish tiles. East would have game and fish, west would have crab, fish, and one flood plain (the anomaly tile not on the river). The east and west cities can borrow the fish for initial growth, then give them back to the mega-city as it gets larger and needs to support specialists, whipping, drafting, etc.
- There is land to the west of the crab tile. We need a coastal city so we can get some ships out exploring, but that looks like it will have to wait for city #4. But at least we know there is more land within galley range.
- Once our warrior in the northwest finishes healing, he should explore to the north and see what land exists.
- Similarly, we should send our warrior on the silver mine southwest and check out the southern coast past the game tile. It is unlikely there is more land to our south, but there could be more seafood which would mean a good city site. In any case, we need to know what is down there. But watch out for out-of-territory supply costs when you do this. Maybe wait until the settler founds city #2 and gets that warrior and worker back inside our territorial boundaries first.
- Tech path. With city #2 founded our costs will be going up, and I agree with Sleepless that we should plan to raise cash while completing our capital's library and running scientists to get our academy GS. Properly planned that is about 14 turns after Writing finishes -- 1 to start a library, whip/chop to finish the following turn and start running scientists, then 13 turns for the GS. We need to grow the capital at max food for it to be large enough to run 2 scientists and still work our best tiles, and maybe some extra to help whip the library. This would mean no additional workers or settlers during this period.

Or we could delay city #2 and finish the settler without a whip, although that risks Zara beating us to the site.
- Once Writing is done, we should get OB with Zara and send a warrior to explore his territory. Maybe there is someone to the east to contact? Or did Zara's scouts meet someone to the north where we have not yet explored?
Anyway, those are my thoughts for now. The binary science is especially important -- later in the game when we produce several hundred commerce per turn it won't matter, but right now rounding is eating 5+% of our total commerce every turn we do not run binary.
Have a good trip, ianw1610! And good luck with the turnset, Sun Tzu Wu!