FYI. Gambling in Reno this weekend. u can play without me.
What, can't afford Las Vegas any more? Next time it'll be the Last Chance Saloon...FYI. Gambling in Reno this weekend. u can play without me.
PPP t88-98ish
General plans:
Research MC @ 0% for 4 turns. After MC, ideally trade for Poly+PHood, research CoL
Prioritise failgold whips while they are still available.
Then 100% (decreasing if Stalin is slow with the Pyramids).
Send the galley north to drop off the worker and then explore. We'll probably build another one to ship the worker home.
Send the WB east to explore.
Espionage will stay on Darius.
City builds & MM:
TA Town: 2whip Rax t90, t91 Pyramids, then HAs. Don't overprioritise scientists - we'll rely on CoL/Philo to get us out of jail if we need to
Cows City: Galley - whip t89, t90 Pyramids, then WB-HAs.
2Corn: 92 2whip HA, t93 Pyramids. Not ideal overflow, but I don't want another dog solider. Work scientists.
3Fish: t88 Pyramids, t89-90 worker, 2whip 91, t92 Pyramids. Then WB-Settler.
Gaul: 2whip Rax t88, Pyramids t89, grow on a HA.
--
Stone
Clam Island
Whales
Southport
-- all granaries
Pause points: tech trade time. Other unexpected goodies.
I can play in ~21 hours
Failgold
Mids
88h TAT
68h 2Corn
----
66h 3Fish t89
68h Gaul t90
Moai
66h 3Fish
Moscow will get another chop this turn, so I'd expect to see the Pyramids finish by t93 or t94. No time to hesitate. On the bright side, the sooner we get that gold, the sooner we can get MC and trade for Alpha. Eta: ~t96.
Possible Mids maxOF schedule
t88 3Fish, 2whip Gaul rax
t89 Gaul, 1whip Cows wb, grow 3Fish to pop6 (max food)
t90 Cows, 2whip TAT rax, build PigsSettler in pop6 3Fish @ max fh.
t91 TAT, whip ???
t92 ???, 3whip 3FIsh
t93 3Fish.
3Fish could 2whip a worker a turn sooner than the settler, but if we're going to trade HBR for IW, then maybe it's better to get the settler out asap and re-route the desert road worker to the pigs. That way the Pigs City will expand its borders sooner. In fact, maybe we should make that trade now to see if there's any iron. We might want to prioritize the worker whip. I didn't get any forest growth. Does that mean those tiles are loaded with no-growth resources, like iron? Was the jungle on the gems and pigs a hint?
should our fogbusters each move 1 tile NE to spawnbust the water? (edit: Yes)
I'm leaning towards getting the GS and delaying Cows' GP. just because.Astro Beeline - Two GSes
t88 Cows = 80 gps @8gppt
300 gps => t116
TAT = 6 gps
264 gps / 12 gppt => t117 1 turn too late.Code:t88 rax @6hpt, 23f, work 1sci t89 rax @6hpt, 28f, work 1sci, 12 gps t90 2whip rax, 18f, pop4, 18 gps t91 build Mids, 25f t92 build ????, 18f pop5, work 1 sci t93 23f, work 1 sci, 24 gps t94 28f, work 1 sci, 30 gps t95 pop6, work 2 sci, 36 gps (Note: pop6 before t95 is unhappy)
Solution:
Code:t88 rax @6hpt, 23f, work 1sci t89 rax @6hpt, 28f, work 1sci, 12 gps t90 2whip rax, 18f, pop4, work 1sci instead of tundra fur, 18 gps t91 build Mids, 24f, work 1sci instead of tundra fur, 24 gps t92 build ????, 16f, pop5, work 1 sci and furs, 30 gps t93 21f, 36 gps t94 26f, 42 gps t95 pop6, work 2 sci, 48 gps
252 gps / 12 gppt => t116 Voila!
Cows: whipping next turn will just over-overflow the wb and make gold. If we want to do whip anyway just for the timing, we should work a coastal tile instead of grassForest.
I doubt an exploring wb going west will find anything but Bismarck (is that who we met, it's been a while...). SO that wb could make nets there instead. ZPV had us sending the galley north, then west, dropping the worker off at the iron. We don't need to ferry the Prophet back yet, if ever. He can start a GA from there. The Dogdo could help the galley explore to free that up immediately.I've got some time, so I guess I should take over. I'll start posting plans today and try to figure out where every unit was going.
In general, it's
- get failgold to research MC, trade for Alpha, etc. After MC? machinery?
- build an army of HAs to head east. Either grab a couple Darius cities--Probably not the capital--and probably not Darius at all. Main goal is to get Mids and kill Russia
explore west (workboat) and north (GPro) and NE and East. This implies that the galley drop off the worker, move the GPro and sail east to have the chariot jump either north or east.
What does the Dog do?
Failgold
Mids
88h TAT
68h 2Corn
----
66h 3Fish t89
68h Gaul t90
Moai
66h 3Fish
Moscow will get another chop this turn, so I'd expect to see the Pyramids finish by t93 or t94. No time to hesitate. On the bright side, the sooner we get that gold, the sooner we can get MC and trade for Alpha. Eta: ~t96.
Possible Mids maxOF schedule
t88 3Fish, 2whip Gaul rax
t89 Gaul, 1whip Cows wb, grow 3Fish to pop6 (max food)
t90 Cows, 2whip TAT rax, build PigsSettler in pop6 3Fish @ max fh.
t91 TAT, whip ???
t92 ???, 3whip 3FIsh
t93 3Fish.
3Fish could 2whip a worker a turn sooner than the settler, but if we're going to trade HBR for IW, then maybe it's better to get the settler out asap and re-route the desert road worker to the pigs. That way the Pigs City will expand its borders sooner. In fact, maybe we should make that trade now to see if there's any iron. We might want to prioritize the worker whip. I didn't get any forest growth. Does that mean those tiles are loaded with no-growth resources, like iron? Was the jungle on the gems and pigs a hint?
Just briefly, I want to drop a land unit north of Clam island an go east to transport the chariot (or the scout if we don't kill him). Chariot could be used for war on Russia.When you say send our galley east, do you mean north first, then eastward?
We're not even connected to a trade network with Bis, which doesn't make sense because we've met his wb and the network only requires a one-way connection, so even if we can't get to him over his oceanic culture tiles he can get to us, right? Does that mean that there's barb city culture blocking the network? In any case, no TRs for sure with no network.No Bis traderts yet.
A scout can save a galley many turns in scouting. We're so late,,,I don't know if we want to cripple our scouting more. Our Dog has 4XP, so he's 1XP from moving 2 with guerilla or woodsman II. He just needs to find a barb. I'm inclined to send him and the galley north and see what happens. Dogdo is far more likely to survive if we run into a barb archer.Anyone on board with killing the scout? (saves 1 or 2 gpt)
Just briefly, I want to drop a land unit north of Clam island an go east to transport the chariot (or the scout if we don't kill him). Chariot could be used for war on Russia.
I'm hoping to find large landmasses, but maybe that's wishful thinking.
I imagine even the early HAs can use the chain if it's set up, but it's mostly for the last ones that join the initial DoW.Are you thinking that the last two HAs would use the chain?
We might want to consider a third offshore city for TRs, especially with warring, but not immediately.