Dhoomstriker
Girlie Builder
- Joined
- Aug 12, 2006
- Messages
- 13,474
EDIT: A minor change was made in blue text to queue up a Settler ahead of time, so that we don't accidentally let overflow Hammers go into a Granary.
EDIT: A couple of minor changes were made to Workers 3 and 4 just before the end of the PPP3, to better leverage their positions.
PPP3
Note that there are certain factors that will be hard to predict--which Trade Routes we will get, what Great Person we will get, whether or not an AI Settler Party will show up--so the PPP intentionally stops partway through BLubmuz' turnset so that we can update the test game mid-way through the turnset. Also, we tend to lose focus during longer turnsets, so this way there will be a chance to address this lack of focus issue.
Primary Goals of this Partial PPP that are incorporated into the steps below
1. Get a Great Person and maximize the chances of getting a Great Scientist
2. Trade for Monarchy + Archery from Zara for Alphabet + Math ON THE TURN THAT Zara LEARNS Monarchy
3. Watch out for an AI Galley and stop play if one is spotted
Secondary Goals
4. Get the PCow at Wheaties Pastured quickly
5. Use Warrior 8 (who is Fortified in Bedrock) to explore the tip of the northern continent that we have previously missed seeing
6. Get 2 of our 3 western Settlers into position without settling their respective Cities (if an AI Galley appears, we'll pause play instead of settling)
Points to Keep in Mind for Each Turn
A] Check the F4 -> Tech screen on each turn to see if any changes occur. If something interesting appears, be willing to pause play and report it to the team
B] Check the F4 -> Resources screen on each turn to see if any changes occur. If something interesting appears, be willing to pause play and report it to the team
C] If a demand is made for either Code of Laws or Theology, refuse the demand
D] If you find that you made a deviation from the PPP, pause play immediate and report the deviation, so that we can decide if we'll need to alter the PPP to make up for the change
T151 (335 BC)
Delhi: Switch the GHRiv Mine to a Scientist (yes, I said a Scientist) and work: 2 Corn, Copper, and 6 Scientists [1]
Wheaties: Queue up a second Settler to come between the current Settler build and the Granary (hold the Ctrl key when selecting the Settler to put it at the start of the build queue)
Grt Person Farm: (not Silverado--it is easy to confuse the two since they are both Size 1) starts to build a Work Boat before the Granary
Wake and Move Warrior 8 (he is in Bedrock) 1NW GFor (1E of the PMarble)
Move Worker 2 1E GHRiv (E + E of Delhi and N + N + N of the Ice Iron) and Mine
Move Settler 6 to the FPCot 1SE of Bedrock (1W of the DStone)
Worker 3 Chops the PFor (1NE of Wheaties) into Wheaties' Settler
Move Worker 4 to the PCow (SW + S of Wheaties) and Pasture
Worker 1 Chops the Crab City's GFor (SE + E of the Crab and NW + N of the Fish)
Warrior 2 Skips turn (Spacebar)
Warrior 6 Fortifies in the Desert (S + S of the Fish and 1E of the GHorse)
T152 (320 BC)
Do not trade for Archery with anyone (let's wait until Zara researches Monarchy and get Archery on that turn, at the same time as getting Monarchy)
Delhi: Switch 1 Scientist to the GHRiv Mine (NE + E of Delhi) and work: 2 Corn, Copper, GHRiv Mine (NE + E of Delhi), and 5 Scientists [2]
Wheaties: Built Settler 7
Wheaties: Confirm that we are going to build another Settler before the Granary (complete in 13 turns, minus a few turns for a Forest chop)
Move Settler 6 to the Grassland 1N of the GPig (S + S + S + S of the PMarble)
Move Warrior 8 1N to the PCow (1NE of the PMarble)
Move Worker 3 to the PCow (SW + S of Wheaties) and Pasture
Settler 7 auto-moves to the Rice [3]
Warrior 2 Skips turn (Spacebar)
T153 (305 BC)
Do you see an AI Galley? If yes, pause play, as we may alter what our Settlers will do if you see a Galley
Did Zara research Monarchy yet? If yes, trade Alpha + Math to Zara in exchange for his Monarchy + Archery
Move Settler 6 to the GFor N + N of the Fish (W + W of the GPig) [5]
Move Warrior 8 1N to the Plains (NE + N of the PMarble)
Warrior 2 Skips turn (Spacebar)
T154 (290 BC)
Do you see an AI Galley? If yes, pause play
Did Zara research Monarchy yet? If yes, trade Alpha + Math to Zara in exchange for his Monarchy + Archery
Wheaties: Switch the Oasis to the PCow and work the PWheat + the PCow (the PCow will be complete by the end of this turn)
Worker 1 finishes the Forest Chop into the Work Boat for 20 Hammers into GFP's Work Boat by chopping the Forest at the Crab City location (SE + E of the Crab and NW + N of the Fish)
Move Settler 6 1W to the Grassland that Worker 3 just finishd chopping (SE + E of the Crab and NW + N of the Fish) and Skip turn (Spacebar)
Move Warrior 8 1S to the PCow (NE of the PMarble)
Move Worker 4 to the GHFor NE + N of Delhi (SW + SW of the PCow that is currently standing on) and CHOP/STOP (not Mine) [6]
Warrior 2 Fortifies on the PFor (E + E of the Crab) [7]
T155 (275 BC)
Do you see an AI Galley? If yes, pause play
Zara is scheduled to learn Monarchy. [4]
Trade Alpha + Math to Zara in exchange for his Monarchy + Archery--do so on an earlier turn if Zara researches Monarchy earlier--we must trade with him as soon as he learns Monarchy or else we will stand a good chance of not getting the trade deal (due to the AI's automatic trading away of Monarchy on the turn after they learn it)
Delhi: Fire the 5th Scientist and put him on the PHRiv Mine (1SE of Delhi) and work: 2 Corn, Copper, GHRiv Mine (NE + E of Delhi), PHRiv Mine (1SE of Delhi), and 4 Scientists
Move Worker 4 to the GHorse (SE + S of Bedrock and 1SW of the DStone) and Pasture/STOP
Move Worker 3 1W to the GFor (1W of the PCow that was just Pastured and SW + SW of Wheaties) and CHOP
Move Worker 1 1E GFor (N + N of the Fish and W + W of the GPig) and Chop/Stop
Move Warrior 8 1S GFor (1E of the PMarble and 1NW of Bedrock)
Settler 6 is on the Grassland (SE + E of the Crab and NW + N of the Fish) and Skips turn (Spacebar)
Settler 7 is on the Rice and Skips turn (Spacebar)
End the turn and find out what Great Person we got
T156 (260 BC)
A Great Person is born. If it is a Great Scientist, Lightbulb Philosophy (be careful not to click on the wrong button), found Taoism, but DO NOT switch to Taoism.
Save the game and report the results back to the thread
References
EDIT: A couple of minor changes were made to Workers 3 and 4 just before the end of the PPP3, to better leverage their positions.
Spoiler :
Specifically, Worker 3 might as well chop the Forest that it is next to now, since it can save a turn moving into that Forest now but will be unlikely able to save that turn later. Afterwards, Worker 3 can go to the PHFor NW of Wheaties with the same amount of movement wasted--an entire turn's worth of movement. So, overall, we gain 1 Worker action.
Worker 4 can push on towards the west a bit sooner. That leaves Worker 4 in a better position to chop the Three Clam City's Forest a lot sooner, which means that we will be able to whip Bedrock's Galley that much sooner, too!
Worker 4 can push on towards the west a bit sooner. That leaves Worker 4 in a better position to chop the Three Clam City's Forest a lot sooner, which means that we will be able to whip Bedrock's Galley that much sooner, too!
PPP3
Note that there are certain factors that will be hard to predict--which Trade Routes we will get, what Great Person we will get, whether or not an AI Settler Party will show up--so the PPP intentionally stops partway through BLubmuz' turnset so that we can update the test game mid-way through the turnset. Also, we tend to lose focus during longer turnsets, so this way there will be a chance to address this lack of focus issue.
Primary Goals of this Partial PPP that are incorporated into the steps below
1. Get a Great Person and maximize the chances of getting a Great Scientist
2. Trade for Monarchy + Archery from Zara for Alphabet + Math ON THE TURN THAT Zara LEARNS Monarchy
3. Watch out for an AI Galley and stop play if one is spotted
Secondary Goals
4. Get the PCow at Wheaties Pastured quickly
5. Use Warrior 8 (who is Fortified in Bedrock) to explore the tip of the northern continent that we have previously missed seeing
6. Get 2 of our 3 western Settlers into position without settling their respective Cities (if an AI Galley appears, we'll pause play instead of settling)
Points to Keep in Mind for Each Turn
A] Check the F4 -> Tech screen on each turn to see if any changes occur. If something interesting appears, be willing to pause play and report it to the team
B] Check the F4 -> Resources screen on each turn to see if any changes occur. If something interesting appears, be willing to pause play and report it to the team
C] If a demand is made for either Code of Laws or Theology, refuse the demand
D] If you find that you made a deviation from the PPP, pause play immediate and report the deviation, so that we can decide if we'll need to alter the PPP to make up for the change
T151 (335 BC)
Delhi: Switch the GHRiv Mine to a Scientist (yes, I said a Scientist) and work: 2 Corn, Copper, and 6 Scientists [1]
Wheaties: Queue up a second Settler to come between the current Settler build and the Granary (hold the Ctrl key when selecting the Settler to put it at the start of the build queue)
Grt Person Farm: (not Silverado--it is easy to confuse the two since they are both Size 1) starts to build a Work Boat before the Granary
Wake and Move Warrior 8 (he is in Bedrock) 1NW GFor (1E of the PMarble)
Move Worker 2 1E GHRiv (E + E of Delhi and N + N + N of the Ice Iron) and Mine
Move Settler 6 to the FPCot 1SE of Bedrock (1W of the DStone)
Worker 3 Chops the PFor (1NE of Wheaties) into Wheaties' Settler
Move Worker 4 to the PCow (SW + S of Wheaties) and Pasture
Worker 1 Chops the Crab City's GFor (SE + E of the Crab and NW + N of the Fish)
Warrior 2 Skips turn (Spacebar)
Warrior 6 Fortifies in the Desert (S + S of the Fish and 1E of the GHorse)
T152 (320 BC)
Do not trade for Archery with anyone (let's wait until Zara researches Monarchy and get Archery on that turn, at the same time as getting Monarchy)
Delhi: Switch 1 Scientist to the GHRiv Mine (NE + E of Delhi) and work: 2 Corn, Copper, GHRiv Mine (NE + E of Delhi), and 5 Scientists [2]
Wheaties: Built Settler 7
Wheaties: Confirm that we are going to build another Settler before the Granary (complete in 13 turns, minus a few turns for a Forest chop)
Move Settler 6 to the Grassland 1N of the GPig (S + S + S + S of the PMarble)
Move Warrior 8 1N to the PCow (1NE of the PMarble)
Move Worker 3 to the PCow (SW + S of Wheaties) and Pasture
Settler 7 auto-moves to the Rice [3]
Warrior 2 Skips turn (Spacebar)
T153 (305 BC)
Do you see an AI Galley? If yes, pause play, as we may alter what our Settlers will do if you see a Galley
Did Zara research Monarchy yet? If yes, trade Alpha + Math to Zara in exchange for his Monarchy + Archery
Move Settler 6 to the GFor N + N of the Fish (W + W of the GPig) [5]
Move Warrior 8 1N to the Plains (NE + N of the PMarble)
Warrior 2 Skips turn (Spacebar)
T154 (290 BC)
Do you see an AI Galley? If yes, pause play
Did Zara research Monarchy yet? If yes, trade Alpha + Math to Zara in exchange for his Monarchy + Archery
Wheaties: Switch the Oasis to the PCow and work the PWheat + the PCow (the PCow will be complete by the end of this turn)
Worker 1 finishes the Forest Chop into the Work Boat for 20 Hammers into GFP's Work Boat by chopping the Forest at the Crab City location (SE + E of the Crab and NW + N of the Fish)
Move Settler 6 1W to the Grassland that Worker 3 just finishd chopping (SE + E of the Crab and NW + N of the Fish) and Skip turn (Spacebar)
Move Warrior 8 1S to the PCow (NE of the PMarble)
Move Worker 4 to the GHFor NE + N of Delhi (SW + SW of the PCow that is currently standing on) and CHOP/STOP (not Mine) [6]
Warrior 2 Fortifies on the PFor (E + E of the Crab) [7]
T155 (275 BC)
Do you see an AI Galley? If yes, pause play
Zara is scheduled to learn Monarchy. [4]
Trade Alpha + Math to Zara in exchange for his Monarchy + Archery--do so on an earlier turn if Zara researches Monarchy earlier--we must trade with him as soon as he learns Monarchy or else we will stand a good chance of not getting the trade deal (due to the AI's automatic trading away of Monarchy on the turn after they learn it)
Delhi: Fire the 5th Scientist and put him on the PHRiv Mine (1SE of Delhi) and work: 2 Corn, Copper, GHRiv Mine (NE + E of Delhi), PHRiv Mine (1SE of Delhi), and 4 Scientists
Move Worker 4 to the GHorse (SE + S of Bedrock and 1SW of the DStone) and Pasture/STOP
Move Worker 3 1W to the GFor (1W of the PCow that was just Pastured and SW + SW of Wheaties) and CHOP
Move Worker 1 1E GFor (N + N of the Fish and W + W of the GPig) and Chop/Stop
Move Warrior 8 1S GFor (1E of the PMarble and 1NW of Bedrock)
Settler 6 is on the Grassland (SE + E of the Crab and NW + N of the Fish) and Skips turn (Spacebar)
Settler 7 is on the Rice and Skips turn (Spacebar)
End the turn and find out what Great Person we got
T156 (260 BC)
A Great Person is born. If it is a Great Scientist, Lightbulb Philosophy (be careful not to click on the wrong button), found Taoism, but DO NOT switch to Taoism.
Save the game and report the results back to the thread
References
Spoiler :
[1] We are going to push for as high of a chance of getting a Great Scientist as possible. We'll switch back to 5 Scientists on the next turn, but for now we are going to run a 6th one for those extra Great Scientist GPP.
[2] We need to work the GHRiv Mine starting on this turn in order to maximize our Bureaucracy bonus. But otherwise, we're going to be pumping out as many Great Scientist GPPs as possible.
[3] We won't mess up any Forest regrowth chances by sending Settler 7 straight to the Rice, but we want to avoid messing up Forest regrowth chances with Settler 6, so Settler 6 must be moved turn-by-turn. Also, since we aren't building Roads during the turnset, we can auto-move a unit without risking losing potential movement points. Otherwise, we would want to complete all Roads in a turn before units were moved, in case the units being moved could gain more movement points from said newly-built Roads.
[4] However, Zara might learn Monarchy sooner or later than this turn, as I didn't get Zara's Science level exact in the test game. However, the goal is to trade with him AS SOON AS as learns Monarchy.
[5] This location was chosen to avoid disrupting Forest regrowth chances
[6] Since we started to both Chop and Mine, we must finish the Chop first or else we will lose invested Worker actions
[7] We feel safe in fortifying Warrior 2 (the Warrior on the west coast) since we don't need to keep skipping his turn as well as Settler 6's turn on each turn
[2] We need to work the GHRiv Mine starting on this turn in order to maximize our Bureaucracy bonus. But otherwise, we're going to be pumping out as many Great Scientist GPPs as possible.
[3] We won't mess up any Forest regrowth chances by sending Settler 7 straight to the Rice, but we want to avoid messing up Forest regrowth chances with Settler 6, so Settler 6 must be moved turn-by-turn. Also, since we aren't building Roads during the turnset, we can auto-move a unit without risking losing potential movement points. Otherwise, we would want to complete all Roads in a turn before units were moved, in case the units being moved could gain more movement points from said newly-built Roads.
[4] However, Zara might learn Monarchy sooner or later than this turn, as I didn't get Zara's Science level exact in the test game. However, the goal is to trade with him AS SOON AS as learns Monarchy.
[5] This location was chosen to avoid disrupting Forest regrowth chances
[6] Since we started to both Chop and Mine, we must finish the Chop first or else we will lose invested Worker actions
[7] We feel safe in fortifying Warrior 2 (the Warrior on the west coast) since we don't need to keep skipping his turn as well as Settler 6's turn on each turn