PPP, turns 176-180ish
Tech path:
Keep the slider at 100%:
- Chemistry (2t more)
- Philo (~1 turn)
- Lib(2 of 3t)
- SM (2t with Bulb)
- Biology(~6-7t)
- Lib(Finish)
- Free Medicine
Trades/Diplomacy:
-Sell Drama & Music (on sucessive turns) to Qin, Sally, and SB for whatever gold we can get
-Trade for Guilds when it is available.
-Also try to get Banking and Nationalism by trade.
-Switch all EP to Saladin until we can see his research. Maintain research visibility on Hammy and Qin.
-Take trades for Guilds or Philosophy if available. Trade any of Engineering, Optics, Gunpowder, Astro, and once AP is 1 turn away, Theo.
-Trade Sally Sheep (we get 1 more next turn) for 1gpt.
-Every time one of the AI has gpt available, we want it. We have 3 spices, 1 silk, 1 gems, 1 pigs, 1 sheep, 2 corn all coming online in the next 5-10 turns.
-If they try to renegotiate trades, then do it, we want to maintain all of our current imports
City Micro:
Paris Switch from ND into a Buddhist Stupa (or maybe a settler?)
GP Farm finish University > start Courthouse
Production - assign new citizen from coastal tile to engineer. 4 pop whip AP ASAP.
Commerce - Oxford University. Switch 2 cottage tiles to 2 PH mines.
Clams - finish Buddhist temple > start monastery
West Fish - currently Buddhist temple, switch to monastery
Barb City - Whip next turn (177) into trebuchet.
Zhou - slow build University of Sankore (8t).
Fake Humbaba - Buddhist monastery > Market. Switch coastal tile to iron mine
West Coast Silk - finish Buddhist temple (1t) then start a treb and whip when possible
Wheat - whip Buddhist monastery into treb this turn
Red Fish, Blue Fish - continue Market. Needs a garrison unit, start LB next. Buddhist missionary en route. Switch to monastery as soon as Buddhism spreads.
Bribracte - whip Market into Courthouse this turn
Sugar Gems - Buddhist monastery (3t). Switch farm tile to work gems.
Ski Resort - slow build Courthouse.
Camel Dumdum - whip Harbor when possible into Buddhist monastery.
Stone - switch from monastery to treb and whip next turn.
Durnovaria - Whip switch from Forge to Buddhist monastery whip when possible
Gergovia - 3 turns of revolt then Buddhist monastery.
Durocortorum - 2 turns of revolt > start monastery. Rename this city to East Coast Gems
Isca - 6 turns of revolt. Important: Whip a Christian monastery the turn it comes out of revolt.
Worker Micro:
Continue as before. Mostly cottage new cities as well as chop forests into infrastructure and clear jungle.
War Plans:
Take Thebes. Leave remaining Celtic cities, make 10t peace deal for the island city after capturing Thebes, if possible.
Move forces into position for DoW on Ramesses (h/t Neil):
-upgrade galley to galleon
-the current Isca stack to Thebes, ASAP.
-the furthest 8 reinforcements on to the 3 boats (4 trebs, x-bow & 3 maces) (for Memphis)
-all the Stone units & 2nd super medic towards Isca (for Pi-Ramesses)
-the 2 trebs & 2 cats in Gergovia to Isca (also for Pi-Ramesses, get them into position 2 NE of Pi-Ramesses)
-Bibracte LB & x-bow to Stone (follow those Celtic GW's around Stone)
-move new trebs toward Isca or load on galleons.
I will plan on playing until we capture Thebes. I will pause for interesting trades or diplomatic developments, or if war plans go awry.