Notes:
Turn 71 went 100% according to plan (SheepTown is now Safe provided we reinforce it with two Axemen on t72 and t73).
Changes are in DarkRed when I have noticed them retroactively.
Delhi will be banking hammers into The Pyramids on t73, t75-t79 (end of the turn set).
Worker Eiffel has all new instructions.
This PPP incorporates suggested changes by DanF5771 and mabrahams with the exception of Research path; if the team really wants Writing -> Mathematics, I will put that in instead.
A major part of the original t72-t79 is based on an earlier post from bcool with some great suggestions. Thanks!
Research:
t72: Res 100% Writing at 39 Bpt and -18 Wpt.
t73: Res 100% Writing at 39 Bpt and -18 Wpt.
t74: Res 50% Writing at 19 Bpt and 0 Wpt.
t75: Res 00% Fishing at 0 Bpt and +19 Wpt.
t76: Res 100% Fishing at 48 Bpt and -18 Wpt.
t77: Res 00% Fishing at 0 Bpt and +27 Wpt.
t78: Res 100% Fishing at 48 Bpt and -20 Wpt.
t79: Res 00% Sailing at 0 Bpt and +28 Wpt.
t80: Res 100% Sailing at 48 Bpt and -19 Wpt.
Cities:
Delhi:
t72: 6F, 4FC1 2F4H1C, 3F1C, 1F3H: continue Forge.
t72: 1-N Fast Worker (Hoover) -> 1-W and builds Road on GH Mine.
t72: 1-N Fast Worker (Karl) -> 1-W and builds Road on GH Mine.
t72: 3-SE Fast Worker (Eiffel) -> 2-NW and preChops RS GF for 1t (then cancel).
t72: 2-SE Axeman -> 2-E.
xfer: 2-SE Axeman to SheepTown region.
t73: 6F, 4FC1 2F4H1C, 3F1C, 1F3H: Start The Pyramids.
t73: 1-NW Fast Worker (Hoover) -> 1-S+2-W and preChops RS GF for 1t (then cancel).
t73: 1-NW Fast Worker (Karl) -> 1-S+2-W and preChops RS GF for 1t (then cancel).
xfer: 1-NW Fast Worker (Hoover) to PigsGems region.
xfer: 1-NW Fast Worker (Karl) to PigsGems City region.
t73: 1-SE Fast Worker (Eiffel) -> 2-W and preChops GF.
t74: 6F, 4FC1 2F4H1C: 3P whip Forge.
t75: 6F, 4FC1 2F4H1C, 1F3H: Start Settler (gains 57H = 40H in overflow, 7 excess Food and 10 Hpt).
t75: 1-SW Fast Worker (Eiffel) -> 2-E and preChops RS GF for 1t (completing the preChop).
t76: 6F, 4FC1 2F4H1C, 3F1C: Resume The Pyramids.
t76: 1-SE Fast Worker (Eiffel) -> 1-S+2-E and Mines GH for 1t (then cancel).
xfer: : 1-SE Fast Worker (Eiffel) to CowTown region.
t76: 1-SE Axeman -> 2-NW.
t77: 6F, 4FC1 2F4H1C, 3F1C, 1F3H: Continue The Pyramids.
t77: 1-NW Axeman -> 2-NW.
t78: 3-NW Axeman -> Forest choke point versus Hammuragawa's SoD.
t80: 6F, 4FC1 2F4H1C, 3F1C, 2 x 1F3H: Continue The Pyramids.
DeerGold City:
t72: 5F1H, 3H8C: Interrupt Axeman; Resume and 1 Pop whip Granary.
t72: 2-S Fast Worker (Fritz) -> 1-SE and build Road on GH (2t).
t72: 1-N+2-W Warrior -> 1-NW (Sign post "chokepoint").
t72: 3-NW Warrior -> 1-NW (then can choose from 2 Forests to enter Hammurabi's Culture).
t73: 5F1H, 3H8C: Resume Axeman and complete in 1t.
t73: 4-NW Warrior -> 1-NW, 1-W (if blocked) or retreat 1-SE; remainder of this unit's turn set determined by the player.
t74: 5F1H, 3H8C: Start Barracks.
t74: 2-N+3-W Warrior sentry duty remainder of turn set or determined by the player.
t74: 3-S+1-E Fast Worker (Fritz) -> 1-NW and build Road on RS G Farm (2t).
t74: Axeman -> 1-W.
t75: Axeman -> 1-NW.
t76: 2-S Fast Worker (Fritz) -> 1-NW and build Road on RS GH (2t).
t76: Axeman -> 1-NW.
t77: Axeman moves based on player judgement for remainder of turn set (explore or retreat back to Forest chokepoint.
t78: 5F1H, 3H8C, 3F1C: Continue Barracks.
t78: 1-SW Fast Worker (Fritz) -> 1-NW and build Road on RS G (2t).
SheepTown:
t72: 5F2C: Start Granary
t72: 1-N+2-W Axeman -> 1-S+2-W into SheepTown.
t72: 4 Axemen fortify (C1Med1 10% F, 3 x NP 5% F).
t72: 3-W Fast Worker -> 2-N+1-E and builds Mine 4t.
t73: 1-N+2-W Axeman -> 1-S+2-W into SheepTown.
t73: 5 Axemen fortify (C1Med1 15% F, 3 x NP 10% F, NP).
t74: Axemen kill 1-2 survivors of Tokugawa's attack, using at most 2 Axeman for "suicide/damage" attacks or more by player judgement there's no risk of losing SheepTown; try to gain a total of 5 XP with each counter attack.
t74: other Axemen heal until fully recovered.
t74: 1 Axeman -> CowTown to attack pesky enemy Scouts that land on Deer Camp or any plot in range.
t74: 1 Axeman (highest XP) -> Forest choke point versus Hammuragawa's SoD.
t75: Axemen on Gold Mine -> City to heal.
t76: 5F2C, 3H8C: Continue Granary.
CowTown:
t72: 4F2H: continue Axeman to completion in 2t.
t74: 4F2H, 4F2H: Start Granary.
t74: Axeman -> 1-SW.
t75: 1-SW Axeman -> 2-W.
xfer: 1-SW Axeman to Delhi region.
t77: 2-S+1-W Fast Worker (Eiffel) -> 1-NE and Mines GH for 4t (completing it).
t78: 4F2H, 4F2H, 2F1H: Continue Granary.
PigsGems:
t72: 2F1H7C: Continues Axeman until completed (chopped).
t74: 1-SW Fast Worker (Hoover) -> 1-NW and builds Pasture on GH Pig for 2t.
t74: 1-SW Fast Worker (Karl) -> 1-NW and builds Pasture on GH Pig for 2t.
t75: 5F1H, 2F1H7C: Continue Axeman.
t76: 1-SW Fast Worker (Hoover) -> 1-NW and builds Road on GH Pig Pasture for 1t.
t76: 1-SW Fast Worker (Karl) -> 1-NW and builds Road on GH Pig Pasture for 1t.
t77: 1-NW Fast Worker (Hoover) -> 1-SE and Chops RS GF into Axeman, completing it.
t77: 1-NW Fast Worker (Karl) -> 1-SE and builds Farm on RS G (5t).
t78: 5F1H, 2F1H7C: Resume Granary.
t78: Axeman -> Forest choke point versus Hammuragawa's SoD.
t78: 1-NW Fast Worker (Hoover) -> 1-SE and builds Farm on RS G (2t), joining Karl's efforts to effect same.
t80: 5F1H, 2F1H7C, 3F1C: Continue Granary.
Final Notes:
Please let me know the changes you would like. I'd like to play the first 2t ASAP, since that second turn will tell us how much more of a pain Tokugawa's stack will be and how many Axeman we will lose in his attack and our counter-attack.
Sun Tzu Wu