I'm not too convinced to build a curragh first. Contacts are nice and important but nobody will help us to get Writing faster than commerce.
Of course we should have some contacts quickly then to trade for tech parity.
Contacts wont be all that important for researching writing, but the more contacts we have and the sooner we can get them, the more we can extract from the AI
I am thinking a fast research pace globally will speed things up to where we have capacity to reach a domination victory. After all it is not just reaching domination that counts but reaching it fastest (OK, and keepin as many AI alive as poss). Getting literature and republic out to the AI earlier than our rivals (ie the other SGOTM teams) would seem beneficial to me (I look forward to hearing counter arguments).
Earlier curraghs will certainly speed those contacts - think SGOTM12.
Knowing plenty of scientifics at the age change should give us the chance to advance the techs, whilst our greater contacts should allow us to trade our way to the front.
Any thoughts on what units people think we will require for waging war - I'm still of the opinion it will be at least cavs
My spread sheets also tells me that we get less waste if we do warrior before curragh (just like Andro pointed out) and start using the wine rather than the cow...
Using the wine delays growth by a turn so we would have 12 food in the bin rather than 8 after 4 turns (after which icow allows 4fpt), so both work out neatly - wines delays growth a turn but gives extra 2cpt - I favour growth early - getting setters out ASAP may be important.
I'd rather call it Casper's Castle
Sounds good to me -
Haunted Hollow, Spooky Swamp and Ghoul's Graveyard are the best I can do, sorry
Thinking about our build options - it appears to me we have choices depending on how crowded our start position is
A) Alone on our starting island - seems improbable since we appear to have plenty of surrounding land -> no rush, 4 turn SF is obvious choice here.
B) Crowded with lots of AI just in the fog - again unlikely, but in this instance we might want a settler out ASAP - turn 11 is possible if immed irr cow - grows to size 2 in 6 turns and size 3 in 11 turns, 2spt 5 turns, 4 on growth, 3spt 4 turns, then 5 on growth -> 31 and settler turn 11, but then we have size 1 town again and no early curragh nor warrior mp. Still worth a thought.
C) Sharing starting island but AI further away giving us chance to get best nearby spot and maybe 2-3 others before having to cram any extras in. I consider this scenario most likely - the warrior, curragh, worker, settler order fits with getting the best avail spot - the question would then be whether to go granary next or just put out those extra 3 or 4 settlers every 8 turns growing 5spt. Even so granary before settler may still be best - we may lose out on 1 spot, but have best opportunity to fill up the rest.
The above will depend on what the scout finds in its first few moves, we just need to be flexible to adapt to what is revealed.
PS
Roster sounds fine
No rush, but lets not stagnate.
