PPP 3
T149 - T154
Continuing from
Turnset #2
Techs
T149 - Chemistry (1 bulb) after trading for Engineering
T150 - Scientific Method (2 bulbs) // Will lose monastery bonus and Parthenon bonus
T151 - Biology (3 bulbs) -> get Calender in trade -> 1 bulb for Astro after discussing with team about Peter's tech choices
We no longer have +10%
or +2
from Monasteries on T151
T152 - Liberalism
T153 - Liberalism
T154 - Liberalism (Choose Medicine as free tech after pressing end turn on T154)
T155 - Sushi Founded
Workers
Cowboy
T149 - Chop forest (+20
) (Combined with T148 Forge Whip, this chop stored in Wealth will give us a 2-pop Sushi Exec whip on T156)
T150 - Board Galley 2S of Silver City and sail to Cow City fort
T151 - Exit Galley at fort 3W1N of Cow City and move to 1E of Cow City
T152 - Move to jungle 2W1S of Science City
T153 - T155 Preserve jungle 2W1S of Science City
Shepherd
T149 - Workshop river tundra 2E of Cow City and
Stop!
T150 - Move to jungle 2W1S of Science City
T151 - T155 Preserve Jungle (Yes, still 8 turns just like forest)
Rex
T149 - Move to forest 4S of Science City
T150 - T151
Chop forest with Heretic
T152 - T155 Preserve Forest 2S1E of Science City
Heretic
T149 - Move to forest 4S of Science City
T150 - T151 Chop forest
T152 - T155 Preserve forest 2S1E of Science City
Phillip
T149 - Move to forest 4N2E of Science City
T150 - 151 Chop forest
T152 - Move to roaded fur 2N3E of Science City
T153 - T155 Preserve forest 1N2E of Science City
Joan Dark
T149 - Move to forest 4N2E of Science City
T150 - T151 Chop forest
T152 - Move to roaded fur 2N3E of Science City
T153 - T155 Preserve forest 1N2E of Science City
Sushi Schedule Thanks
WastinTime!
Round 1
Silver -> Science + 1t travel
Round 2:
Silver-> Whales 1t
Science -> Clams
0t
Round 3:
Whales -> Cows 1t (caravel's 2nd trip)
Clams -> Canal 1t (needs a ride)
Round 4:
Cows -> Profit
These are the turns each city gets Sushi:
T154 - Silver City
T157 - Science City
T158 - Whale City
T159 - Clam City
T161 - Cow City
T162 - Canal City
T164 - Profit City
Cities
Science City
T149 - Forge; (goes to 115/120
) Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage
T150 - Forge; (goes to 143/120
) Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage
T151 - Wealth; (+29
from chops land); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage
T152 - National Park (goes to (114/300
); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, Riverplainscottage,
Engineer (
Biology Online! +1
from farms)
T153 - National Park (goes to 148/300
); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, Riverplainscottage,
Engineer
T154 - National Park (goes to 180/300
); Rice, Sheep, Horse, Wine, Riverplainsfarm, x2Gem Mine, x2Riverplainscottage
T155 - 3
-pop whip National Park; (Yes, the city can whip at precisely 180/300
)
Cow City
T149 - T150 Wealth; Crab, Cow, Coast, x3Fur, x2Scientist
T151+ Forge + Courthouse; Max
get both done and be Size 5 by T161.
Canal City
T149 - T152 Forge; Crab, x2Clam, x2 Scientist, max
T153 - Courthouse; Crab, x2Clam, x2 Scientist, max
Clam City
T149 - T150 Courthouse; x2Clam, x3Coast, Mine, x2 Scientist
T151 - 4-pop whip Forge
(after bulbs); x2Clam, x1Coast, Mine
T152 - T153 Catapult; x2Clam, Workshop, Mine
T154 - Courthouse; x2Clam, x2Coast (Max
)
Profit City
T149 - Wealth; Crab, Whale, x2 Coast, x2Scientist, Angry Citizen
T150 - Forge; Crab, Whale, x4 Coast, Angry Citizen
T151 - 3-pop whip Forge;
T152 - Courthouse, Max
T153+ Heroic Epic, Max
Silver City
T149 - Forge; x2 Crab, Clam, Deer, x3Coast, Silver Mine, Fur, x2 Scientist (20
lands)
T150 - Forge; x2 Crab, Clam, Deer, x3Coast, Silver Mine, Fur, x2 Scientist
T151 - 2-pop whip Forge (after bulbs); x2 Crab, Clam, Deer, x3Coast, x2 Scientist
T152 - Bank; x2 Scientists + max
T153 - Grocer; x2 Scientists + max
T154 - Market; x2 Scientists + max
(silver mine, no ocean)
Whale City
T149 - T150 Wealth; x2 Crab, Clam, Horse, Fur, Silver Mine, Coast, x2 Scientist, Spy
T151 - Forge; x2 Crab, Clam, Horse, Fur, Silver Mine, Coast, x2 Scientist, Spy
T152 - 3-pop whip Forge; x2 Crab, Clam, Horse, x3 Coast
T153 - T155 Workboat; x2 Crab, Clam, Horse, x3 Coast
Units
T149 Catapult vs. Scout Plan
T149 - T153 3xp Catapult attacks Scout 5 times to get 8xp, then heads to the front
T154 - New Catapult from Clam City keeps attacking scout!
Sitting Bull War
Here is a good view of Sitting Bull.
I'm now thinking of attacking Mound City T151 with 2 Muskets and 2 Muskets from a galley (the injured 7.9/9hp musket).
Our Catapult is too slow and won't be able to bombard Mound City until T153.
The good news is that testing indicates that our land muskets get 72% odds with 20% city defenses if it is just Archers.
If our Trireme sees a Longbow or Catapult in Mound City on T150, we can change plans easily.
Caravel can grab spy this turn and sail to 2N2E of Choco Canyon T150 while getting a good look at Choco.
Our trireme can sail 1S this turn and blockade, then 1S again on T150 and blockade.
From this spot trireme can protect our galleys and
blockade 2 cities at once.
The Caravel and Trireme will be needed to push to Choco I feel since Sitting Bull has 2 Galleys down there somewhere.
I'm pretty sure I can waste Sitting Bull's capital with just the blockade and 2 units.
1 Chariot (no xp) can stand on the rice tile as long as the surrounding roads are pillaged
The more southern rice can be stood upon by 1 musket (no xp).
Cahokia will naturally starve down to 2 population and be useless in the future.
=====================================================
Cahokia had 14
on T148 and 20
on T149.
Need to watch out for a new Galley from Cahokia if we have a Galley full of troops by itself.
Caravel 1
T149 - Grab the Spy and head southeast
T150 - Sail southest, take a look at Choco City, then sail to 2N2E of Choco to keep spy safe.
T151 - Drop off spy where needed. Keep the Galleys safe
Galley 1
T149 - Take 2 muskets 3SE.
T150 - Sail to 2N of Musket city and unload muskets
T151 - Sail to 1W of Cahokia, pick up 1 Musket + medic chariot
Chariot Medic
T149 - Move to 1N1W of Cahokia along with our musket
T150 - Pillage farm, then move 1N to heal our 7.3hp musket
T151 - Get on galley to go heal the Mound City attackers
Chariot (0xp)
T149 - Move 1S
T150 - Move to 1NE of Cahokia, pillage road, then go 1N to farm tile.
T151 - Pillage road on rice and stay there until Cahokia starves to death. Go 2S to musket if threatened.
Eastern Musket
T149 - Move 1S
T150 - Move 1S again onto the rice farm 1E of Cahokia
T151 - Pillage rice farm
T152 - Pillage road and stay there until Cahokia starves to death
Central Musket
T150 - Move to 1N of Cahokia
T151 - Pillage farm
T152 - Pillage Road
T153 - Get on galley to fight down south
Western Musket
T149 - Move 1S
T150 - Get on galley to go pound on Mound City
7.9 HP Musket
T149 - Move 1SW
T150 - Get on Galley to pound on Mound City
7.3 HP Musket
T149 - Move 1SW
T150 - Heal up with Medic Chariot helping
T151 - Get on galley to fight in the south
Trireme
T149 - Move 1S and blockade
T150 -
The 1st unit to move on T150, move 1S to 2N of Mound City and get vision on it.
Blockade at the
very end of the turn.
Other Places
Great Merchant in Moscow
T151 - Trade Mission for 1500
from Moscow if Harbor completed
Will talk to team if 1300
Maybe we can get capture gold from Mound City on T151
Caravel 2
T149 - Explore the fog to increase our map value, and then head towards Silver City by T155 to carry Sushi Exec on T156.
Galley 4W of Whale City
T149 - Sail east to pick up Worker + Musket and then sail to fort west of Cow City.
T151 - Head back to Silver City to grab 2nd musket
T152 - T154 sail back southeast to grab 8xp Catapult and sail to Profit City to upgrade to Galleon
Musket drafted from Silver City
T149 - Move 1E to try and kill Scout.
T150 - Attack Scout 1N, 1S, or 1W, else go back to Silver City
T151 - T153 move back towards Silver City
T154 - Get on Peter galley and sail south to attack HRE
Diplomacy
T149+ - All of our
on Sitting Bull as long as Peter is just putting +1
on us.
T149 -
Trade Printing Press + Optics to Peter for Engineering + War vs. Sitting Bull + 30 + Map
T151 - After bulbing Biology 3 times, trade Bismark Paper for Calendar. Talk to team before bulbing Astronomy. It depends on what Peter is teching.
Don't accept any Calendar gift!
All Peter demands will be accepted.
All Sitting Bull demands will be denied
All new world AI demands will be discussed with team if possible
Check Every Turn
Record
values
Screenshot Sitting Bull's buildings and cities
Did Moscow build a Harbor yet?
A new fist appears on scoreboard (Arabs might hit us 40 turns later if they target us and get Astro some day)
Did Peter spend more than 1
against us? If so adjust slider.
Save at start and end of turn
Stopping Point
T150 - Update team on all 3 Sitting Bull cities for important war input. Update team on France identity.
T151 - Get team input on Astro bulb
T155 - Start of turn reached
Anything unexpected happens
Upgraded Longbow messes up war plans
**Edit**
99% Done