bcool
Deity
Ok PPP is basically done, I need to look at resource trades and would appreciate a little feedback there.
I can play as early as 12 hours from now if there is general agreement. If not I can play in 36 hours.
PPP goal oriented T133-T143 waiting for feedback
The Rush to Banking!
Research
T134 0% paper
Trade machinery to Hammuragawa for monarchy and 30 gold
T135 100% guilds (after successful stealing of feudalism)
ceasefire with Liz, gift her LizTown, steal Feudalism, (a 3rd spy will be able to jump in on T135 if the bad luck strikes twice)
T136-T141 100% guilds
T142-T143 100% banking
Civic Changes
I will switch to Paganism on T134 to save a few gold. We are not going to benefit from theocracy over the next 5 turns at least.
I plan to stay in Caste System so I can get a low odds Great Merchant in SheepTown to potentially bulb banking for us. Once we get the great Person in SheepTown I will switch to slavery and Organized religion and whip a library or 2 if it makes sense. I will assess how close we are and if building research is better I will not switch to slavery and organized religion. Also I need to be ready to switch to Mercantilism as soon as I can.
Diplomacy
give currency to north Team AI for +4 fair trade bonues
Give machinery to south Team AI for +4 fair trade bonuses
(I'm avoiding giving them theocracy, on the off chance them running theocracy makes our spreading options more limited)
Will Accept any demand for techs or resources but refuse demands for our gold. (consult team if possible on any denials)
Will Deny any demands to go to war or trade embargo.
Beg Hammuragawa for spare gold on T139.
I will use the AP vote for peace with Hatsegawa if she declares on us. Otherwise vote to assign TrojanHorse to us and then vote against to get +2 relations with Tokugawa?
ceasefire with Liz and gifting her LizTown (Liz is the worst enemy of Tokugawa so this is going to ruin our relationship with Tokugawa)
On T135 beg Hatsegawa for 10 gold again (small chance of success, but if successful keep EastPort)
If T135 beg of Hatsegawa is unsuccessful gift EastPort to Genghisgawa after ungrading trireme to caravel and loading the missionary.
This should prevent a DoW by Hatsegawa.
resource trading plans
aggressive gifting of resources to Genghisgawa after we get +2 relations with Hammuragawa. DoW will ruin the chances of getting OB with Genghisgawa? Or should we still do this in hopes we can get Genghisgawa into mercantilism too? Or in the hopes that Settler16 finds a site that we can liberate to Genghisgawa.
Unit Plans
Traveler comes back to scout area SW of Island
Still no upgrade of Argo because every penny counts in our effort towards Banking
Use GG in EastPort to attached to the trireme we are building there all by itself. Use 20 xp to promote trireme to give it +3 movement, move 1E, upgrade to caravel, load missionary. I don't think it is necessary to split the xp with a mace or attach the GG to an axe for a free upgrade.
Settler16 heads north and tries to find a location that would be a liberation site to Genghisgawa to get him to pleased for OB and future diplomatic options. (perhaps where scout3 is, NE of the copper that Genghisgawa is improving)
trireme with GG upgraded to caravel T135 with 6 movement. This caravel will move SE, S and scout a route to the southern Team AI and get circumnavigation bonus.
Settler 15 needs a useful plan...Will still head to 6W of New Sarai as a potential gift city to Genghisgawa on the slim chance that Hatsegawa accepts our beg attempt. If the beg attempt is unsuccessful will head back to WestPort and wait there until there is some purpose found for him.
Missionary in Babylon heads to WestPort to hang out.
Magellan explores mountains for access to Northern AI.
Build up a SoD on Toku and Hatsegawa's border so we are ready to take Hatsegawa's coastal city? If we prevent her declaration on us we might have to initiate this ourselves and cause problems with Hammuragawa...
EastPort Units
assuming no DoW with Hatsegawa due to city gift to Genghisgawa of EastPort I will
on T135 disband Axe 1,2, 4, and 5 (low xp units not worth their upkeep) after I'm sure there is no war
Mace 3, catapult 4, De Soto, Sword1, Amundsen will head south to join our SoD targeting Hatsegawa's coastal city.
Units associated with Hatsegawa coastal city targeted SoD
Axe 6, Catapult 1 & 6 will continue on to join stack on the border between tokugawa and Hatsegawa near Hatsegawa's coastal city
Axe7, spear 2, spear 1, mace 2, all continue on to join Hatsegawa targeted SoD
near Delhi, mace 3 and 4 will continue on to joing Hatsegawa targeted SoD
Mace 1, Sword 2, Catapults 2,3,5, &10 will continue on to form Hatsegawa's targeted SoD
Other units
Archer 2 will garrison as MP for Delhi
Archer 1 will MP in CowTwon
Scout 2 and 4 in Cyrusgawa's lands will disband (they have basically explored all they can)
Scout 3 will remain in the hopes that a potential city liberation and resources will eventually get Genghisgawa to pleased even with the added DoW penalties.
Axe 11 will set up to take LizTown
Axe 8 will disband (0 xp)
Ferry and Galley 2 will remain forming a galley chain to Island
Espionage
switch espionage to Liz on T134 (this is just the 4 base espionage that we get every turn, might as well target Liz)
Spies in LizTown steal Feudalism T135 (spies 6 and 8)
One spy remains in TrojanHorse, the other spy, spy4, moves towards LizTown and a 4th spy that we really hope won't be necessary. If not needed in LizTown will keep going to Hamsville for eventual switch of Hammuragawa to hinduism and out of theocracy if necessary for increasing his votes after the diplo win vote is called.
Spy up in Genghisgawa's land continues to explore as long as he lives. He pays particular attention to the ice and what the ice blocks.
spy 7 moves towards LizTown as backup. If spy 6 and 8 are successful, spy 7 will move on to Hammsville.
So Flipping Hammuragawa to Hinduism the turn of the vote increases his vote, but I don't think we really need this do we?
If I understand this correctly we are going to need to whip down below 75% of the Hindu vote before the turn of the vote so that the diplo win option comes up. We can manipulate this so that the votes Hammuragawa has will push us over the 75% limit. Might be difficult so flipping him to Hinduism or converting a few of his cities to Hinduism might make this easier. However we risk getting a diplo hit with Hammuragawa if we attempt espionage missions against him--but that doesn't matter if we do it on the turn of the vote! So we want spies that have no risk of being caught before the vote. That means we want to station a few spies in HammuCity so we can gift that to him and then flip him to either the Hindu Religion on the turn of the vote or Organized Religion and then spread Hinduism to a few of his cities.
City builds
Need to assess if it makes sense to whip a courthouse or library somewhere to help the guilds and banking research. Delaying switch to slavery until T141 (until great person in sheeptown is born)
In general I will build wealth in all cities while researching to Banking. However with some disbanding and switching to pagaism we will likely be able to build research in several cities. I will do this so that we get Banking as quickly as possible.
Delhi (hires merchant) wealth
DeerGold wealth
SheepTown (Corn, Sheep, Gold, 3 merchants) Wealth (running merchants so we have a shot at a low Odds great Merchant on T141)
CowTown wealth
PigsGems Wealth
Crabsville Wealth (continues working unimproved banana instead of coastal tile)
Islandsettler Wealth then Research (if we need this settler we can whip after our push to banking is over)
Trojan Horse wealth
HammuTown wealth
LizTown wealth
Bombay (renamed FishTown) wealth
WestPort Wealth then Research, put caravel build on hold (I thought we might need a galley here but it doesn't look like that will be useful for a long time. We can start a galley later and set up a whip of a galley/galleon later if we really need it here)
I intend to keep WestPort because we need our culture up here to upgrade to a galleon. It is insurance in case the banking path doesn't work for some reason.
EastPort Trireme (working unimproved copper) T134 trireme build will finish with chop.
T135 giving EastPort to Genghisgawa after trireme is attached to GG and upgraded to caravel and missionary is loaded on.
Workers (need to look at this)
Eiffel and Hoover return home after chopping out trireme for Eastport on T134
One stays if we get a beg from Hatsegawa, otherwise both return home.
Faraday, builds a cottage for the capital, then goes to improve bananas and a route to them.
Fritz and Karl build a mine for WestPort then one of them heads home.
The other builds a 2nd mine. After the 2nd mine is built the other will come home.
Great People
attempt to get GreatMerchant/Great Prophet in SheepTown. Will run 3 merchants in SheepTown for a low odds great merchant on T141. That could accelerate the quest for guilds/banking by a few turns since we could build research instead of wealth after a trade mission. Bulbing banking is also possible.
Checklist
Save Game at Beginning and end of each turn.
check Zoomed out culture display
See if Hindu spread randomly
look for new Trade and resource opportunities
check if AI not at war are in WHEOOHRN mode
Check for tech trades.
Check for resource trades for gold.
Check to see if Tokugawa and Hatsegawa have Open Borders each turn
I can play as early as 12 hours from now if there is general agreement. If not I can play in 36 hours.
PPP goal oriented T133-T143 waiting for feedback
The Rush to Banking!
Research
T134 0% paper
Trade machinery to Hammuragawa for monarchy and 30 gold
T135 100% guilds (after successful stealing of feudalism)
ceasefire with Liz, gift her LizTown, steal Feudalism, (a 3rd spy will be able to jump in on T135 if the bad luck strikes twice)
T136-T141 100% guilds
T142-T143 100% banking
Civic Changes
I will switch to Paganism on T134 to save a few gold. We are not going to benefit from theocracy over the next 5 turns at least.
I plan to stay in Caste System so I can get a low odds Great Merchant in SheepTown to potentially bulb banking for us. Once we get the great Person in SheepTown I will switch to slavery and Organized religion and whip a library or 2 if it makes sense. I will assess how close we are and if building research is better I will not switch to slavery and organized religion. Also I need to be ready to switch to Mercantilism as soon as I can.
Diplomacy
give currency to north Team AI for +4 fair trade bonues
Give machinery to south Team AI for +4 fair trade bonuses
(I'm avoiding giving them theocracy, on the off chance them running theocracy makes our spreading options more limited)
Will Accept any demand for techs or resources but refuse demands for our gold. (consult team if possible on any denials)
Will Deny any demands to go to war or trade embargo.
Beg Hammuragawa for spare gold on T139.
I will use the AP vote for peace with Hatsegawa if she declares on us. Otherwise vote to assign TrojanHorse to us and then vote against to get +2 relations with Tokugawa?
ceasefire with Liz and gifting her LizTown (Liz is the worst enemy of Tokugawa so this is going to ruin our relationship with Tokugawa)
On T135 beg Hatsegawa for 10 gold again (small chance of success, but if successful keep EastPort)
If T135 beg of Hatsegawa is unsuccessful gift EastPort to Genghisgawa after ungrading trireme to caravel and loading the missionary.
This should prevent a DoW by Hatsegawa.
resource trading plans
Unit Plans
Traveler comes back to scout area SW of Island
Still no upgrade of Argo because every penny counts in our effort towards Banking
Use GG in EastPort to attached to the trireme we are building there all by itself. Use 20 xp to promote trireme to give it +3 movement, move 1E, upgrade to caravel, load missionary. I don't think it is necessary to split the xp with a mace or attach the GG to an axe for a free upgrade.
Settler16 heads north and tries to find a location that would be a liberation site to Genghisgawa to get him to pleased for OB and future diplomatic options. (perhaps where scout3 is, NE of the copper that Genghisgawa is improving)
trireme with GG upgraded to caravel T135 with 6 movement. This caravel will move SE, S and scout a route to the southern Team AI and get circumnavigation bonus.
Settler 15 needs a useful plan...Will still head to 6W of New Sarai as a potential gift city to Genghisgawa on the slim chance that Hatsegawa accepts our beg attempt. If the beg attempt is unsuccessful will head back to WestPort and wait there until there is some purpose found for him.
Missionary in Babylon heads to WestPort to hang out.
Magellan explores mountains for access to Northern AI.
Build up a SoD on Toku and Hatsegawa's border so we are ready to take Hatsegawa's coastal city? If we prevent her declaration on us we might have to initiate this ourselves and cause problems with Hammuragawa...
EastPort Units
assuming no DoW with Hatsegawa due to city gift to Genghisgawa of EastPort I will
on T135 disband Axe 1,2, 4, and 5 (low xp units not worth their upkeep) after I'm sure there is no war
Mace 3, catapult 4, De Soto, Sword1, Amundsen will head south to join our SoD targeting Hatsegawa's coastal city.
Units associated with Hatsegawa coastal city targeted SoD
Axe 6, Catapult 1 & 6 will continue on to join stack on the border between tokugawa and Hatsegawa near Hatsegawa's coastal city
Axe7, spear 2, spear 1, mace 2, all continue on to join Hatsegawa targeted SoD
near Delhi, mace 3 and 4 will continue on to joing Hatsegawa targeted SoD
Mace 1, Sword 2, Catapults 2,3,5, &10 will continue on to form Hatsegawa's targeted SoD
Other units
Archer 2 will garrison as MP for Delhi
Archer 1 will MP in CowTwon
Scout 2 and 4 in Cyrusgawa's lands will disband (they have basically explored all they can)
Scout 3 will remain in the hopes that a potential city liberation and resources will eventually get Genghisgawa to pleased even with the added DoW penalties.
Axe 11 will set up to take LizTown
Axe 8 will disband (0 xp)
Ferry and Galley 2 will remain forming a galley chain to Island
Espionage
switch espionage to Liz on T134 (this is just the 4 base espionage that we get every turn, might as well target Liz)
Spies in LizTown steal Feudalism T135 (spies 6 and 8)
One spy remains in TrojanHorse, the other spy, spy4, moves towards LizTown and a 4th spy that we really hope won't be necessary. If not needed in LizTown will keep going to Hamsville for eventual switch of Hammuragawa to hinduism and out of theocracy if necessary for increasing his votes after the diplo win vote is called.
Spy up in Genghisgawa's land continues to explore as long as he lives. He pays particular attention to the ice and what the ice blocks.
spy 7 moves towards LizTown as backup. If spy 6 and 8 are successful, spy 7 will move on to Hammsville.
So Flipping Hammuragawa to Hinduism the turn of the vote increases his vote, but I don't think we really need this do we?
If I understand this correctly we are going to need to whip down below 75% of the Hindu vote before the turn of the vote so that the diplo win option comes up. We can manipulate this so that the votes Hammuragawa has will push us over the 75% limit. Might be difficult so flipping him to Hinduism or converting a few of his cities to Hinduism might make this easier. However we risk getting a diplo hit with Hammuragawa if we attempt espionage missions against him--but that doesn't matter if we do it on the turn of the vote! So we want spies that have no risk of being caught before the vote. That means we want to station a few spies in HammuCity so we can gift that to him and then flip him to either the Hindu Religion on the turn of the vote or Organized Religion and then spread Hinduism to a few of his cities.
City builds
Need to assess if it makes sense to whip a courthouse or library somewhere to help the guilds and banking research. Delaying switch to slavery until T141 (until great person in sheeptown is born)
In general I will build wealth in all cities while researching to Banking. However with some disbanding and switching to pagaism we will likely be able to build research in several cities. I will do this so that we get Banking as quickly as possible.
Delhi (hires merchant) wealth
DeerGold wealth
SheepTown (Corn, Sheep, Gold, 3 merchants) Wealth (running merchants so we have a shot at a low Odds great Merchant on T141)
CowTown wealth
PigsGems Wealth
Crabsville Wealth (continues working unimproved banana instead of coastal tile)
Island
Trojan Horse wealth
HammuTown wealth
LizTown wealth
Bombay (renamed FishTown) wealth
WestPort Wealth then Research, put caravel build on hold (I thought we might need a galley here but it doesn't look like that will be useful for a long time. We can start a galley later and set up a whip of a galley/galleon later if we really need it here)
I intend to keep WestPort because we need our culture up here to upgrade to a galleon. It is insurance in case the banking path doesn't work for some reason.
EastPort Trireme (working unimproved copper) T134 trireme build will finish with chop.
T135 giving EastPort to Genghisgawa after trireme is attached to GG and upgraded to caravel and missionary is loaded on.
Workers (need to look at this)
Eiffel and Hoover return home after chopping out trireme for Eastport on T134
One stays if we get a beg from Hatsegawa, otherwise both return home.
Faraday, builds a cottage for the capital, then goes to improve bananas and a route to them.
Fritz and Karl build a mine for WestPort then one of them heads home.
The other builds a 2nd mine. After the 2nd mine is built the other will come home.
Great People
attempt to get GreatMerchant/Great Prophet in SheepTown. Will run 3 merchants in SheepTown for a low odds great merchant on T141. That could accelerate the quest for guilds/banking by a few turns since we could build research instead of wealth after a trade mission. Bulbing banking is also possible.
Checklist
Save Game at Beginning and end of each turn.
check Zoomed out culture display
See if Hindu spread randomly
look for new Trade and resource opportunities
check if AI not at war are in WHEOOHRN mode
Check for tech trades.
Check for resource trades for gold.
Check to see if Tokugawa and Hatsegawa have Open Borders each turn