mabraham
Deity
So delaying Oracle until we can tech Mono and Writing is out of the question? (We could skip Pottery as long as we have animal handling)
Do we have any idea how big a risk delaying the Oracle would be?
Not really, but we'd want to have a demonstrable advantage for the increased risk. Oracle->Theol planning fast Optics pretty much requires GEng->Mach, and without MC for a forge that's not really going to happen fast enough.
I'm not happy with how late the great engineer comes. I'm not sure if mabraham is suggesting building a forge/pyramids and hanging gardens in the same city or not. I'm not suggesting anything new really if he is.
I was suggesting the same city in post 744, because I was planning on a single GEngineer. You can see that in my reported spreadsheet timings for Plan E. We have to get more GEngineer


Plan J
Just a modified Plan E
beeline mathematics after finishing writing. Build the Hanging Gardens before the Pyramids (Hanging Gardens requires the same raw hammer commitment as the Pyramids if you include the aqueduct, but you can whip the aqueduct without penalties). The problem is we can't start the aqueduct until we have mathematics. If we focus on growth rather than hammers we might be able to build the Hanging Gardens before the pyramids. The Hanging Gardens would help us build the forge/pyramids since it would give us +1 pop we could either whip off, assign as an engineer, or work a mine. It would also help get a great scientist in another city faster.
I think we would have to get the forge up first. It's 120 base hammers, compared with aqueduct+HG (250 base hammers) or Pyramids (250 base hammers). We get access to earning 2


I will try a few tests when I get home.
Can we delay the Oracle a turn or 2 and save a forest near Deer/Gold? Those forests would be handy to chop for the forge, aqueduct, Hanging Gardens, and pyramids.
Yes, but I'm not sure how we can get 2-3 for Delhi's Oracle, 1-2 for SheepGold's road and infrastructure, and several for Deer/Gold infrastructure all at about the same time while preserving forests at Deer/Gold. Chopping the Deer/Gold forests into workers to improve the Oracle and then GEngineer@SheepGold makes more sense because SheepGold still has 3+ chops to use.
Plan K
Modified Plan E
Go for great engineer bulb of machinery with pyramids and/or hanging gardens.
But just plan to self-tech optics (build cottages instead of farms Or plan for farms and representation empowered scientist specialists, other ways to maximize commerce, perhaps teching currency not just for the trade routes, but also for the ability to sell resources for gold and for tech for gold trades.
What's the gain? Getting the GSci for the optics bulb is the easy part. The problem is getting the early enough Mach+Theol->AP. Getting a GEng is useful because it removes the Mach constraint so long as our AP isn't so fast we shoot ourselves in the foot.
If you're suggesting we give up on bulbing Optics ASAP in order that we get CoL (T84 GPro bulb as well as early Theol bulb?) and run a Rep-fueled specialist economy that will perhaps T113ish GEng bulb for Mach and then T120 bulb Philo for Pacifism and then T125ish bulb Optics, then there's something to consider. Its major advantage is that if we need deep tech, we're set up better than the original Plan E. I don't think that cottages without many specialists will get Optics faster than any form of Plan E.
Lack of OB removes the ability to sell resources for gold, and reduces the return of the extra trade route. If we are still WE, we might not be able to trade tech for gold either. So I can see us wanting plenty of other things before Currency.