unclethrill said:
Okay there was a cross post on my edit. So how about a new critique of my PPP. I'm headed to bed now but I will look at the new suggestions and then modify my edited PPP accordingly.
OK, will do. My comments in quotes in
red
Tech path good now, but remember to use binary research. One turn of 0% to build gold when we run out, then 100%.
Worker builds
Wake all workers! Except the ones building pasture
Workers 2 & 3 & 5 to phants SW of CI. Clean FO, camp and road. Worker on forest should chop->cottage
Workers 1 & 4 to PH SE of Moscow (1N of Rice). Clean FO, mine. I'd rather farm the grass tile N of silk, since it will allow StP to grow on to all its mines. Moscow does not want to work a PH mine over, say, cottages, since we want the maximum from our BUR/academy combo
Workers 2 & 3 & 5 to phants W of CI. Clean FO, camp and road. Keep the worker at Moscow there, and send one of the newly built (if people will agree that we need to build more) instead
Workers 1 & 4 to 1W GL. Cottage. Those workers need to stay at StP and build mines (after the farm). We do not want to cottage the non-riverside grass first
Workers 1 & 4 begin road to DeGuille if it can be done safely. As indicated by numbered path. More than one worker on the road will waste a massive amount of workerturns. I think we should send just one of the ivory workers when the first ivory is hooked to start. We can re-evaluate for next set, but city improvements take priority now
Workers 2 & 3 & 5 to NW of CI. Clean FO and road. Why? We need to clear the tiles we are going to work first, which is the mines.
Worker moves are correlated with builds of course. What is important is that we avoid working unimproved tiles if possible. And that we grow as fast as possible to the caps.
unclethrill said:
Cities
Moscow
Finish Axe -> Market why? ->Confused Monastary ->Spear why? -> Cat cats can be built in the other cities, we want stable->phants here
We also need to accommodate growth, and build more workers, so my suggestion:
Finish Axe -> Worker ->Worker ->Granary -> Temple/Monastary (order depending on how fast we grow) -> Stable-> Chariot (5XP now for MEDIC) -> Phants
StP
Finish Barracks -> Granary -> Cat
Since Barracks does nothing until building units, we should switch to granary immediately.
Granary -> resume barracks -> Catapults
However, we might not have construction in time, so we might want to build an Axe (stack defense), and/or a Workboat (scout) before cats.
CI
Finish Granary -> Cat
We need barracks before building cats, so:
Finish Granary -> Barracks -> Cats
Let us remain focused on the cities tasks. We want a stable in one city only to save hammers, so that city should build the phants. Only Moscow has enough production to handle this, so it gets the honor.
But Moscow is also our bureau capital, so it needs to grow and work cottages. So we need granary and temple, and monastary for science, but market is too expensive for what it does right now, especially since we only need a few turns here and there at 100%

.
And we need to build the cottages without sacrificing development in the other cities, so we need more workers. So don't waste time in moscow to build more inferior troops!
We will not need to build a single spearman in this game, since we can build elephants.
The other cities need to be developed for hammers in the short term, and can combined build the catapults we need. They only need granary and barracks, but they DO need those buildings.
Diplomacy
Get OB with G if possible. If he loses the worst enemy status, he will sign OB
Get peace with All except DeGuille and Stalin. Make sure we offer the MINIMUM they will accept. If we ask for peace, they will ask for a city... So offer the least expensive techs first, then progressively more until they accept.
Don't trade CoL ever. Never, Ever, Ever!
Other techs are open for trade if the opportunity arises. Don't trade anything not discussed without consulting team. Not that anything is likely to be tradable for this set
Other things for the set that you didn't mention in your PPP:
-The confu missionary sitting in Moscow to go
scout along the
north coast. The reasoning is that we are unlikely to run into French units there, so it should be safe.
-The northern chariot to continue westward exploration. We want to know if there are any AI on this path, or possibly a different route to France. The missionary can "backfill" exploration so we can plan city sites.
-The southern chariot to avoid getting killed by Churchills stack, and then go take a better look at DeGaulles land once we get peace with Churchill.
-The new axe in Moscow should probably make sure the roaming DeGaulle archer does not cause trouble, and otherwise MP Cote d'Ivoire.
-Pausing at alphabet is probably a good idea, so we can catch up on tech status. We might be able to sell some low-end techs for gold.
-And as always, stop and consult if something unexpected happens.