mabraham
Deity
If happy at size 8, Delhi will want to run an engineer specialist, along with 3 mines, copper, corn FPfarm and a Gfarm. We have uses for a GEngineer if we get one.
I think it wouldn't be a bad idea to get Walls built in SheepTown after the Granary. With Stone and OR (Hindu spread? ) it's only 23 base hammers. The next border pop for 60% defense will come too late to help protecting from Toku's next attack wave. It will increase our odds considerably. Toku has Math now and is perhaps on his way to Construction for Catapults -> we want Walls then anyway.
In order to aim for a GE in Delhi next it is nice to get a maximum GPP overflow from all possible sources (also Kashi Priests!) the turn we get our GProphet as these overflow GPPs are 'uncoined' and do not influence the chances of the following GP.
I think it's better to start putting hammers (from hills) into the AP.
Yes, it's especially useful for our fortified unpromoted Axes. The extra +10% help them pass a jump point so that Toku's C1CR1 Axes will need 7 combat rounds for a kill instead of 6 and thus only have 12% winning odds compared to 22.5% without the Wall.I agree a wall in SheepTown would be nice and having 5 hammers on an axe would be nice (but granary first). If the extra 10% in defense it saves just 1 axe it is worth it.
And Walter_Wolf, you might want to turn on see enemy moves (and turn off quick moves).
Thought of that. Will do it.
I am currently looking at the granary/walls build at Sheeptown. Don't have much time, but will look into it before playing.
It can get to 32/60 in the granary T83, and walls are done in 4 turns working sheep, gold and G mine. If I don't whip the granary immediately, can slow build the walls or whip them in case of emergency.
Any beter ideas?
I guess the question is does 3 food and 6 hammers produce the AP a turn earlier or not?
Probably too hard to answer. I think we are going to get a chance at the great engineer before we are ready to research machinery in either case.
I'm happy either way too.
I didn't mention the road 1S1W of Sheeptown in the pre-final PPP. I think it's a very important one, and it is one of the turnset goals, so if safe, I would build it with Eiffel.
This is the original plan from the PPP:
Eiffel
T80 - finish the mine 1S of cowstown.
T81 - move 1S, build mine.
T83 - move to 1S of deer, build mine (for cowtown).
T87- move to 1W of gold, build mine.
If the situation allows it, the change:
T83 onwards is different:
Eiffel
T80 - finish the mine 1S of Cowstown.
T81 - move 1S, build mine.
T83 - move to 1S1W of Sheeptown, build road.
T85 - move to 1W of gold, mine, wake.
T86 - move to 1S of deer, build mine (for cowtown).
The mine 1S of deer can wait a few turns anyway, cause Cowtown can use the mine 1N of gold.
No comments on the road issue. If Eiffel builds it, Cowtown won't have a mine to add at growth T86. The original plan was to whip Sheeptown, so Cowtown would have used the mine 2S of the city (the one Sheeptown will be using).
Cooke needs 7 turns to reach Delhi which will become unhappy T91 (T90 probably if I keep the farm bcool suggested), so T84 is the last moment to start moving.
Do keep a turn-by-turn record of the culture on the corn tile to help judge the timing.