Yamps
Deity
I noticed that 2 fogbusters are badly placed, NW warrior and SE workboat. Warrior should go 1W, and workboat somewhere eastern.
Only Tokugawa-minded pair has alphabet. Pair's willingness to trade is probably limited by worse of two. In current relations with other 3 pairs...would they trade techs if we had alphabet? If yes, then we should research Alphabet after Calendar.
Fog busters are where they have to be, like Chris explained.
They will likely get Alphabet on their own soon. They'll trade it for sure 100%, as you probably know (no monopoly on Alpha, Monarchy, etc.) so I don't recommend researching it ourselves. Until we get IW, no Calendar either because we'd get a very small return from that right now.
CoL is not needed yet, because you already built libraries for enough specialists. Techs before CoL, and IW we could get through tech trading.
Usage of slavery delayed our expansion plans. I'm quite surprised that we don't have settler for nice location near copper yet.
Building barracks at capital also look weird so early, I supposed we should build workers/settlers there for many turns.
Anyway, if undiscovered nearby lands are bad, then those mistakes wouldn't be real mistakes![]()
If we had continued our expansion, our economy would crash hard. Then we'd have to build cottages which are very weak given that we have the Pyramids. We can get CoL in less than 10 turns from this position and then we can expand as much as we want without economical issues. We won't lose the spots we want to take so we can delay settling a bit. Representation scientists are best improvements we could have, nothing on the map beats that. Btw, copper city should go right next to horses to make it absolutely certain that we won't lose them.
Barracks are not needed of course, that's just a leftover build from the war plan idea.
Finally, we won't lose time by making plans. SGOTM games roughly go like this:
24h from last play for the active player on the roster to confirm he's playing the set.
24h - 48h to make the plan, with the help from the team
24h to play the set
Sometimes it takes more time, sometimes less. If pressed for time, we play double barrel sets: same player does the plan for the next set and plays it, that's usually faster.
Plans are important for at least three reasons:
- All teams aiming for the win do it, we won't succeed without it either. I'm positive about that without a doubt.
- There are more ways to skin the rabbit. If one player has one idea and then another one comes with different views, things will crash hard if plans are not well understood.
- Discussing plans is fun!