Ugh, I never realized that we get at least FLOOR(1.2 * (beakers + 1)) towards a tech if the tech has at least one prerequisite. You learn something new everyday (from
http://www.civfanatics.com/civ4/strategy/tech_research.php). This basically throws my time estimate out the window! One of these days I must write a program to do these things for me, argh.
Good thing I was testing out my build with a test game and noticed the discrepancy!
Every time I feel like I'm done, there's a new improvement to make. New PPP up soon with an actual time estimate.
EDIT: NEW PPP
PPP Round 2.1
The Plan: Block ZY and get to REXing! In 12 turns we will have barb city barring spectacular bad luck. In 13, we will have Alpha and an Incensed Cow.
**Incensed cow will be 1SW from current spot, as by now majority agreement**
Religion: Stay NSR. No need for Confu right now.
Espionage: Stay focused on Toku. Still have 27 EP margin for viewing ZY research.
Diplomacy: No optional trades except a miracle OB from Toku. Accept all NON-WAR demands, including cancel deals (which will hurt a bit health-wise in cap). Hopefully Toku doesn't know ZY for a little longer. In the unlikely event of a tech demand, accept unless tech is one of {Monarchy,CoL,CS}.
**PLEASE CONFIRM THIS OR CHANGE THE SET OF TECHS TO REJECT**
Research: Monarchy>Alphabet. All at 100% to get Monarchy in 5, and Alpha in another 8. (It might be 7 if I get another pleasant surprise in research calculation).
Civics
5 turns (until Monarchy): Stay in Caste
Swap to HR+Slavery
Whip Settler
Swap back to Caste right after pushing the whip button!
Will still be in Caste at end of Turnset.
Cities:
New City (Bunyanville)
Will be settled and start working at end of turn 106.
Set on WB>WB.
Artist for 4 turns (border pop).
Then:
Work Oasis. Whip WB. Rinse (the dead body of Bunyan) and repeat(edly burn the body of the barb warrior).
Bombay
Finish Axe>Axe>Worker
I have decided that Bombay will eventually get 1 more GS before a GP farm swamps it.
I will take one scientist off and work copper, stagnating with 2 food left in the bin. We need 75 scientist-turns for the next GS. It won't happen in the 25 turns because of swap to slavery.
Because of the worker chop (see below, it's not the forest you think!), it turns out I can get 2 axes out in 8 turns from Bombay alone, meaning we have 7 axes and can use one to fogbust. No more lost workers for me!
Need 104-13 = 91 hammers
First 4 turns
3 sci, corn + copper = 5 hammers/turn. 91-20 = 71.
Next 7 turns
Lake, 2 Forest, hill, Copper. = 9 hammers/turn.
After 4 turns, 71-36 = 35. Forest gives 36, so we are set on that. 8 turns for 2 axes. Yeah, that's right.
Next turn (after swap back to Caste)
1 Corn, copper, 3 sci
One more turn
Lake, 2 Forest, hill, Copper
Delhi
NEW Finish Granary>Finish Axe>Start Warrior (growth) {1t}>Settler (whip)>Worker>Finish Warrior>Warrior* until end of turnset for growth
Plan is to work max commerce and grow to time Monarchy in 5 turns so I can swap to both HR and Slavery. Grow to size 7 and 2-pop settler with max overflow. This has the flexibility of slaving earlier if ZY puts one out there quickly.
First 4 turns:
Corn + Silver + 4 most developed cottages.
Next 2 turns:
2 Corn + Silver + 3 most developed cottages. After this, growth to 7, will be a happy citizen after HR swap.
Granary produced on 3rd turn (chop), Axe on 5th (which will synchonize with 2nd axe from Bombay), need 1 warrior turn to grow.
----
Next turns as list (so I don't forget!):
1) 2 corn, 2 cot, sil, 2 min
2) ditto
3) ditto
4) 2 corn, 4 cot, sil => (gets us to max overflow point in only 4 turns)
5) 2-pop WHIP -> 2 corn, 2 cot, sil =>Produces Settler
6) 1 corn, 3 cot, silver =>Produces Worker
7) 2 corn, 2 cot, silver => Research Alpha
Units:
GS goes to make Academy after 1 turn of walking (darn river crossing penalty!).
I will keep the missionary where he is right now. Borders pop 1 turn slower, but information is worth it. I will think about moving it towards Incense as next settler pops. Or we might just leave him there. Quite useful spot that hill is.
Two eastern workers finish what they are doing, then create two more roads 2NE and 3N1E of Delhi so that when settler pops, can immediately move four squares. I did test that this will work in a WB test save (i.e. going NE,NE from Delhi is not considered crossing river). Then the workers will create two cottages on the plains and last river grassland tiles. NEW: Then one worker will head towards Blocking Spot and hook up wheat. Other worker hooks up cows at Incensed Cow. Produced Worker makes another cottage.
Western worker prechops 1SW from his position. Thanks to Holy City of Confu, borders will pop in 6 turns. Then worker will finish chop, bringing 36 hammers of joy, and subsequently mine the hill. Another road is useless for getting axes there faster.
Axe in East will go west around incense spot and fogbust! Turns out that with the chop I can get 2 axes out of Bombay quickly enough to match the timing that walking the axe would take.
New axe from Delhi will go west and wait 2 squares from barb city away from pig.
First new axe from Bombay will go west to a spot 2 squares away from barb city as well.
Warrior in north goes to scout coast, then returns to forest around green dot to fogbust.
Turnset end at research Alpha.
Turnset pause at war, new AI, Zara has another settler, or I lose another worker (just kidding, just kidding, workers won't leave borders without protection for this turnset).