If we have 2 extra Warriors that aren't needed for Military Police, can we drop one off near the tip of Ragnar's island while "on the way" to dropping the second one off at Cathy's/Willem's area? If we have to wait a couple of turns before sending out the exploration party, it might just be worth this wait in order to get a proper scouting unit (a land-based one instead of a sea-based one) over near Ragnar.
Good idea. I can load the warrior currently in pigs onto the galley immediately (this will not give us unhappy citizens in pigs). The warrior being built in pigs then replaces the military garrison there, and we drop the pigs warrior off on the island NE of Ragnar. This would allow us to keep the trieme closer to our core.
So, doing it immediately WILL help, but what I can't promise is that doing it 10 turns from now and every 10 turns thereafter will help or not.
I'll renegotiate those deals then.
Probably what I will say, though, as a rough guideline, is that we'll probably be safe in Demanding 60 Gold from any of Vicky, Cathy, or Willem IF and ONLY IF that AI is Pleased or Friendly towards us. Anything more than that and we'll need to work on better figuring out how the formula works or doing some more thorough testing in a test game. I don't have accurate numbers for the other AIs as they weren't giving me high enough Demandable values in the test game, and like I said, I don't trust my above-calculated values, as there are probably some things that I'm just not fully understanding in the code yet.
In that case I don't think it is worth making any demands at the moment. I think I remember that hooking up iron gives a significant boost to your power, so if the amount we can get depends on this we should wait till then(and when the AI's have a more reasonable amount of gold to trade). Our last warrior is scheduled to be built on T169, we could hook the iron up then.
Current plan:
By city:
Pigs:
T150 pigs works sefood+coast.
T151 grow to size 7. Work 2 seafood, mine and 4 scientists.
T152 work 2 seafood and hire 5 scientists
T154 warrior built. Start Barracks. Use warrior for pigs garrison.
T172 Generates GP5. 100%GS for astro
Marble:
T154 Build warrior for exploration/barb warning. Start Barracks
T167 Generates GP4 for golden age.
T167 Start golden age.
Gold:
T153 Build Trieme. Starts Barracks. Hire 2 scientist instead of working gold and seafood
T156 Generates GP2 100% GS for astro. Work 3 seafood+6 specialists
T174 work 2 seafood+7 specialists
T176 Generates GP6 at 100% for engineering
Capital:
T150 Start WB, hire 1 engineer
T159 Build WB. Start barracks.
T161 Generates GP3. This will be used for machinery if it is a GE or optics if it is a GS.
T171 Finish barracks. Start axe (will be converted to mace)
Stone:
T152 grow to size 4, work desert hill
T155 Finish trieme. Start trieme.
T161 Finish trieme, Start forge.
T164 grow to size 5, work workshop
T173 Build forge. Start Barracks
T176 Finish barracks. Start galleon
Iron:
T151 grow to size 2, work unnetted clams+iron
T155 Net clams with pre existing WB
T159 Granary built. Start lighthouse.
T166 Grow to size 3. Work iron and 2 netted clams. Build lighthouse. Start warrior.
T169 Grows to size 4, works 2 clams+2 mines. Finish warrior
T175 Build barracks. Start galleon
Barb/Ragnar Defense:
In the long one I propose keeping 1 trieme 3W of the horses south of marble, 1 3E of the clam south of gold, and one to protect the iron nets.
The galley will pick up the warrior in pigs and drop it of on the island NE of Ragnar, it then picks up the warrior being built in marble and send it to explore William/Catherines landmass. Promote galley to combat 1
Espionage:
Switch to putting 50% of our espionage on William and Victoria.
Research:
Civil Service(stop 1T before completion)-optics(compass)/machinery. What we tech next depends on what we think we can get from the AI's in trade, and what GP we get in Paris. To do this I will put our research to 0% for 3 turns to delay CS. Turning this gold back into beakers should not be a problem given the highly limited amount of gold we will be able to trade with the AI for.
This leaves us in a position to finish our research, GP generation, and revolt on T176.
Diplomacy:
Don't open borders with Jao, and don't trade for monarchy. Trade alphabet to Victoria for 60 gold+archery.
Trade hunting to Izzy for 50 gold.
Cancel clam gift to Ragnar, and then try to trade it to him for 1GPT. Try demanding 1 gold from him if it looks like he is going to attack us before he DOW's.
Renegotiate the following deals:
2. Cancel Marble <-> Cathy's Cow deal
3. Cancel Pig <-> Cathy's Sheep deal
4. Trade Marble <-> Cathy's Cow
5. Trade Pig <-> Cathy's Sheep
Trade for aesthetics/compass/calendar/construction as soon as they become available for trade with COL/currency (pause first though).
By Date:
T150 load pigs warrior onto galley for dropping off on island south of marble. Promote galley to combat 1
T150 pigs works sefood+coasts.
T150 Start WB, hire 1 engineer.
T150 Set research to 0%
T151 Pigs grows to size 7. Work 2 seafood, mine and 4 scientists.
T151 Stone grows to size 2, work unnetted clams+iron
T152 Pigs works 2 seafood and hire 5 scientists
T152 Stone grows to size 4, work desert hill
T153 Gold builds Trieme. Starts Barracks. Hire 2 scientist instead of working gold and seafood
T154 Pigs builds warrior. Start Barracks. Use warrior for pigs garrison.
T154 Marble builds warrior for exploration.
T154 Stone builds trieme. Start trieme.
T154 Set research to 100%.
T155 Net stone clams with pre existing WB
T156 Gold generates GP2 100% GS for astro. Work 3 seafood+6 specialists
T159 Capital builds WB for iron city. Starts barracks.
T159 Stone builds granary built. Start lighthouse.
T161 Capital generates GP3. This will be used for machinery if it is a GE or optics if it is a GS.
T161 Stone builds second trieme, starts forge.
T164 Stone grows to size 5, work workshop.
T166 Stone grows to size 3. Work iron and 2 netted clams. Build lighthouse. Start warrior.
T167 Marble generates GP4 for golden age.
T167 Start golden age.
T169 Stone grows to size 4, works 2 clams+2 mines. Finish warrior. Start barracks.
T171 Capital finishes barracks, start axe (will be converted to a mace)
T172 Pigs generates GP5. 100%GS for astro
T173 Stone builds forge. Start Barracks
T173 Stone builds barracks. Start galleon
T174 Gold works 2 seafood+7 specialists
T175 Stone builds barracks. Start galleon.
T176 Gold generates GP6 at 100%GS for engineering
Pause points: Whenever something significantly outside this plan occurs, or at T167 at the very latest if nothing like that has happened by that point.
I can play in around 3-4 hours time if at least one other player agrees by that point, otherwise tomorrow morning.