OK, as promised here is my draft PPP based on the second set of "safer" tests with more military.
Draft PPP for Turnset starting T46
Goals
- Work towards the Great Lighthouse in Sparta, target for whipping T64
- Found Thebes on Beaver Isle
- Explore horses site for resources, determine settling location
- Improve our safety by building military for fog busting, garrisons, exploration
Tech
All research will be binary, building up cash at 0% slider until we have enough to finish the next tech.
- Masonry (for TGL)
- Wheel (to hook up furs so Sparta can grow to size 6)
These two techs need to be first to avoid delaying TGL. Later techs can be shifted in order if desired.
- Pottery
- Writing
- ???
By T65 we will have money for about 4 turns of 100% research. We can fit Archery in if we feel the need for stronger units, about 3 turns (2 at 100% plus 1 turn cash). If we are safe enough we could skip it until we need it. Iron Working would take about 7 turns (including cash turns), Horse Back Riding about 8 turns (likewise including cash turns). Or we could head for Alphabet and hope to trade for Archery, IW, maybe more. Math for improved chops is also a possibility, but won't be done in time to help TGL plans.
Cities
Athens - takes wheat immediately, starts settler. Whip for 2 pop max overflow when it reaches 68/100 (T51). Overflow into work boat for Thebes (1 turn). Regrow on warrior, warrior, reaching size 5 as second one finishes. Then settler for horses site, whipping as soon as possible (T58). Then warrior for garrison, followed by granary. Whip for 2-pop (T61) with food box < half. Give wheat back to Corinth, overflow into library to regrow.
Sparta - Finish lighthouse working gem mine, mine, crab, cows (T52). Grow to size 5 same turn and work lake to grow. When hit size 6 (T57) shift lake to additional grass hill mine, new pop to forested grass hill. When final grass hill mine completes (T59) shift crab to new mine. City will be starving by 1 food/turn but TGL will complete before any pop is lost. Whip TGL as soon as possible (T64).
Corinth - Finish galley while working both gems tiles (T51). Overflow to warrior (T52, heads north for sheep fog busting site). Warrior (T55 heads west, or as needed). From this point we can build more warriors if needed/desired, or start on a granary. As of T61 take the wheat back from Athens to boost growth.
Thebes - Work crabs (will be improved same turn as founded), building lighthouse. Add furs once size 2 (Athens will not have pop to work them due to whipping).
Argos - Unknown, but probably work horse tile while building granary.
Workers
Single worker by Sparta will move and pasture the cows, then mine the two grass hills one after another. This should be finished T59, after which the workers moves west to pasture the horses at newly-founded Argos (or otherwise help the new city).
Pair of workers by Corinth mine the second gems tile (not chop-then-mine). Once completed, move into Corinth and board the new galley to be ferried to Beaver Isle. Unload onto the furs tile, then camp and road it. Reboard the galley, getting unloaded in Athens. Move to Sparta's forested grass hill (2 turns to get there), then mine it (not chop-then-mine). Once finished can do whatever is needed; moving south to finish the farm west of the wheat to help Corinth seemed useful.
Units
- Scout moves westward, working around Willem's territory. Use defensive terrain where possible, but explore as much as possible before being killed by barbs.
- Warrior by Sparta heads west to explore the horses area to determine the best city location. If he survives will garrison Argos once founded.
- Two warriors by Corinth head north and northwest to fog busting spots (corn and NNW sites).
- Warrior in Athens heads for Sparta to garrison for happiness.
- Galley from Corinth ferries workers and settler to Beaver Isle, returns workers to Athens, then explores fish isle.
- New warriors from Corinth head to sheep fog busting site, then anywhere needed (or west to explore if no immediate threats).
- New warriors from Athens head to Sparta, then west or wherever needed.
Sparta needs a constant garrison unit to avoid unhappiness once it reaches size 5. Other cities will be small enough to be OK without.
Diplomacy
- Keep EP on Willem for future spy action (like stealing his treasury after we pay him lots of money for secrets

)
- What to do about any requests (change civics, adopt religion, etc.)? Not likely to happen, but we should decide what we want to do just in case. If a religion spreads to us (we should be so fortunate!

) do we adopt it if asked?
Civics
No action planned
Religion
No action planned
Stopping Conditions
- Any AI declares war on us
- The Great Lighthouse gets built by an AI
- Serious barb threats to our improvements or cities
- Settler for horse city ready to move west of Sparta -- stop and get team approval for settling location
- Anything else unexpected that requires team input
Open Questions
- What to do about any diplomatic requests?
I plan to play until the second settler reaches the hills west of Sparta (about T62 if all goes as expected). Our exploring warrior should have had enough turns to explore the area so we can decide where to plant the city. That will be 16 turns, which should be enough for the turnset since we are getting past the very early turns. Someone else can then take over to found Argos and finish TGL.
Team input requested!

Let me know what you think.