T172 (1120 AD) PPP
Civics:
No changes till research is done
T176: When research is done switch to slavery, nationhood, and police state
Techs:
combustion (turn 173)-> filght (turn 175) -> fascism (turn 176)
(turns are estimates)
Diplo:
Give Gandhi or Mansa a Demanded/Requested tech. Pause it they ask for more than 100 gold.
Tech Trades:
Trade for rifling from Mansa when he is done.
Sell techs as Gandhi approaches 200 gold. Do not sell Electricity to Gandhi unless he starts to tech it. Do not sell Radio or Mass Media to Gandhi.
Sell techs as Mansa approaches 300 gold (or we need it to keep our slider at 100%). Only sell a tech to Mansa if we are two techs ahead of him on the Electricity -> Radio -> Mass Media path.
Espionage:
Cities:
Note that "Research" means either building Research, Wealth,
Build Research until gold is gone and then just enough Wealth to balance the budget. Dont forget that OF hammers in spies will convert to gold.
When building Research, hire the number of spies specified in parenthesis while also maximizing total beakers.
Paratrooper Buildup
No airports will be needed.
Units in New Portugal + Pig can get to one of the drop cities in 1 turn and drop the next (needs RRs the whole way). So if we have all of the cities within 10 tiles of one of the cities build 2 paratroopers through a combination of OF, whipping (dry if necessary) or just hammers, that would be 14 paratroopers. Cities include Pig, Sugar, Lisbon, Dye, Ivory, Cow and Coimbra. If the first turn we can build paratroopers is P0 (i.e. T176), we'd have:
P0 (T176) - Start 7 paratroopers (all to be completed in 1 turn)
P1 (T177) - Move 7 paratroopers into position, start 7 more paratroopers (all to be completed in 1 turn)
P2 (T178) - Jump 7 paratroopers into the Lair, move 7 more into position.
P3 (T179) - Jump 7 more paratroopers into the Lair.
Several cities could build a unit on P0 (1 turn) and get it into position on P2 to jump on P3 via railroads. These include Sheep, Corn, Ironside, Beshbalik, Ulundi, Swingers Pad, Cap, Dhoomville and Banana Thief. This gives us:
P3 - Jump 9 more paratroopers into the Lair.
So this gives us:
P2 (T178) 7 paratroopers
P3 (T179) 7 + 9 paratroopers
P4 (T180) Raze Lair
That's a total of 23 paratroopers, which should be more than enough.
We currently have 54 spies, and I'll finish the 10 spies in queue and then build research and gold till after research is done.
Cap
Builds: Research (2 scientists)
Improvements: None
Pig
Builds: Research (1 spy)
Improvements: None
Gold
Builds: Research (2 spies, 2 scientists)
Improvements: None
Fish
Builds: Research (3 spies)
Improvements: None
Corn
Builds: Research
Improvements: Riverside farms should be converted to watermills, workshops.
Cow
Builds: Research again starting on T172 (2 spies)
Improvements: one plains workshop
Lisbon
Builds: Research starting on T173 (0 spies)
Improvements: None
Ivory
Builds: Research (until T170) Spies (Max OF) Research starting on T174 (2 spies)
Improvements: 1 plains workshops and convert 1 PFarm to watermill
Karakorum
Builds: Build Un (1 turn) finishes on 173
Improvements: chop forests at any time since were building either Research or the UN until its time to complete the UN.
Sheep
Builds: Research (0 spies)
Improvements: None
Sugar
Builds: 5 spies (Max OF) Research starting on T173 (1 spy)
Improvements: 1 plains workshop
Stone
Builds: Research (2 spies)
Improvements: None
Beshbalik
Builds: Research (0 spies)
Improvements: None
Swingers Pad
Builds: Culture (7 artists now and 6 artists on T169 to avoid shrinking)
Improvements: Road at Pad-NE+NE
Dye
Builds: Research starting on T171 (1 spy)
Improvements: None
Turfan
Builds: Research (Grow into spies)
Improvements: Convert two farms to watermills
Members Only
Builds: Research (0 spies)
Improvements: None
Ulundi
Builds: Research starting on T177 (1 spy). Work scientists instead of G farm or lake tile.
Improvements: workshop GFarm at Ulundi-N
Coimbra
Builds: Research starting on T173 (2 spies)
Improvements: Chop forest at Coimbra-2E for max OF of spy into gold.
Banana Thief
Builds: Research (1 spy)
Improvements: uranium mine
Ironside
Builds: Research (2 spies)
Improvements: None
Wine
Builds: Research (2 spies)
Improvements: 1 PRiv workshop
Dhoomville
Builds: Research (2 spies)
Improvements: 1 PHRiv mine.
Culture
Builds: Research starting on T177 (0 spies) DO NOT FINISH PALACE YET
Improvements: None
Nidaros
Builds: Research (0 spies hire scientists as the city grows)
Improvements: corn farm after we capture Golden Dome
Incense
Builds: Research (2 spies)
Improvements: watermills and workshops
Wheat
Builds:Research (2 spies)
Improvements: Workshops
Flood
Builds: Research (0 spies)
Improvements: None (work scientists as the city grows).
Siberia
Builds: Research (2 spies)
Improvements: workshops and an iron mine
City A
Builds: Research (Jail on hold)
Improvements: watermills and workshops
Lund
Builds: Research (0 spies)
Improvements: None
SW Whale
Builds: Research (0 spies)
Improvements: workshops
Fake Whale
Builds: Research (0 spies)
Improvements: 1 watermill and workshops
Desert Mines
Builds: Research (0 spies)
Improvements: chop into failure gold
PH Farms
Builds: Research (0 spies)
Improvements: None
Lahore
Builds: Research (0 spies)
Improvements: 2 FP watermills plantation
Units:
Workers need to build a RR as a number one priority. They can also put RRs on mines in our high-production cities for +1H.
GK:
None.
Settlers:
Gold Member:
Capture Golden Dome if possible.
Open Items:
None
How far should I play? If we don't want any airports, I'm fine with playing till all research is done.