PPP T161-171
Techs
T161-T165 100% Military Tradition
T166+ Steel
Workers
Cowboy
(notice how I shuffled workers so Cowboy goes back home to CowsCity)
T162 - T163 Preserve forest at Science-SE
T164 -`166 finish Workshop Cows-2E
T167+ Cow's forest preserve ?
T167 - 169 finish workshop at Cows-2N
Shepherd
T161 Road forest at Science-SE
T162 - Move to forest at Science-2E
T163 - T166 - Preserve forest at Science-2E
T167 - help with Clams' preserve.
Rex
T161 -T162 Preserve forest at Science-SE (after Shepherd has finished the road)
T163 - Move to forest at Science-2E
T164 - T166 - Preserve forest at Science-2E
T167 - pChop
T168 -172 Preserve 3N1E forest
Heretic
T161 -T162 Preserve forest at Science-SE (after Shepherd has finished the road)
T163 - Move to forest at Science-2E
T164 - T166 - Preserve forest at Science-2E
T167 - pChop
T168 -172 Preserve 3N1E forest
Phillip
T161 -T162 Preserve forest at Science-SE (after Shepherd has finished the road)
T163-164 cottage oil
T165-166 pWorkshop Cows-2E, STOP
T167 goto fort, board
T169-173 Preserve Whales' forest
T174-180 Preserve Silver's forest
T181+ An ice-mine for silver? and preserve Silver's other forest (for happy)
Joan Dark
T161 -T162 Preserve forest at Science-SE (after Shepherd has finished the road)
T163-164 cottage oil
T165-166 pWorkshop Cows-2E, STOP
T167 goto fort, board
T169-173 Preserve Whales' forest
T174-180 Preserve Silver's forest
T181+ An ice-mine for silver? and preserve Silver's other forest (for happy)
Captured workers
T167? Preserve Clams's forest
Cities
General thoughts:
With CH and execs off the todo lists, cities should grow to work their food tiles and scientists/engineer, fill up coastal tiles only to whip them away.
Exception: Silver's market and grocer are too strong to delay long and we need the merch slots.
Question: do we have sooo much food we should work
scientists/engineer first and not things like Deer? We're gonna be growing into anger, right?
Science
T161- Chichen
T162 Wealth (to get to size 11 for 1500g)
T163-164 5xp cat
T165-167 just one exec (whales takes over the other 2) This one sails on a
caravel east from SB area to
Louis.
(If we had copper, I'd do cathedral for Sankore +6

and priest slots, but copper is virtually impossible.)
When Astro: Observatory
5xp cat?
T170 (size 13) Is there TR boost at size 14? should we finish the cottage replacing farm now or at size 14? or never?
Cow
T161 whip exec
T162+ temple
harbor
IWorks
Canal
T161 whip ch
T162-165 wealth (to save maxOF for WestPoint)
T166 West Point
T167 temple
whip temple? No, I think grow city for a while and work 2 sci + eng
harbor
Silver
(Get to size 10 first and then whip, so more specialists are worked)
I'm not sure we want to whip this city beyond grocer, market, drydock, and maybe observatory.
That would carry anger past T220.
It can do 9hpt with engineer and fur. More with citizens?
T161 - Grocer, fur (no deer?) sci
T162 - Grocer, 2sci
T163- Market, 2sci
T164 Market, nofur, eng, 2sci
T165 whip Market
T166 temple, work 2 merch from now on (and 2 sci?)
T167 finish Temple
T168 whip grocer
T169 Harbor, work 4 merch from now on (and 2 sci?)
barracks, Dun, HE, Drydock
whip observatory? supermarket?
Profit
Gets Sushi T163
T161 Courthouse
T162 whip ch
T163 OF into ??
T164-166 Temple prep
T167-169 Harbor prep
When it makes sense (near happy cap?), 2whip temple & Harbor
into ConfuAcademy--no copper coming so git er done.
Aqueduct
?Observatory?
?University?
?Hospital?
?some day...grocer + Supermarket?
Whales
(This city has no regard for anger, so it should convert as much food as possible to hammers. i.e. whip. I'm even gonna 1-whip the temple eventually and the barracks. OF goes into Globe and HE)
T161 Temple, Theater, University, harbor, barracks, Globe, aqueduct, hospital
T170-ish start 2 execs for galleon ride to Bis and Sal
+ horse archer escort?
When astro: observatory
Clams
T161 Bank (max 19/200)
T??? prep Temple (34/80)
T??? prep Harbor (34/80)
T??? Market (max 14/150)
whip OF into WallSt. (bank 1st. then temple, then harbor, then market)
Future: UN
Sitting Bull War
T161 Attack Tri with 0xp caravel for 2xp
T161
Tri move 3SE and T162 Blockade
T161
Caravel: kill workboat, T162 cover Tri
Muskets try to pick off longbows between Caho and Mound
3rd Musket can join them and the healer can join when needed.
Galleys try to make it north. Pickup
2 muskets and 20xp cat and
5xp cat ~T167-169.
Or, might take 2 cats to MoundCity and 2 units to SnakeTown.
If there's a lull in the trireme action, I'll try to sneak a caravel up there for a peek.
Cats
T168 board if at 20xp (promote so we can do WestPoint)
T170 unload at MoundCity
T171-172 bombard
Mound City razed T172-ish
After 20xp, Kill the scout on Clams' oil tile and workshop it.
Units
GS
161 move to Science
162 Academy
Great Merchant in Moscow
163? Trade Mission for 1500 or 1300

No! Science is size 11 on T166 for 1500
Galley 2
Get exec to Profit T163 when musket boards. Drop musket 164 on the way back to Cows' fort
T167 goto Fort-2N1W
T168 take 2 workers, unload in Silver 169
T169-171 goto
Whales to become a galleon some day for 2 execs (and 1 musket.? or a horse archer escort for execs...also a
good pillager)
Then to Profit to get muskets for HRE (around T180)
2nd Great General
Settle in Science
Diplomacy
As long as Peter is just putting +1

on us.
Eps back to SB for steal or whatever
T161 Bis gets Guilds for 10+map
(soon Banking and PPress)
T161 Louis gets Calendar for hopefully 80

+ map
T164 or sooner, Peter gets Economics for Drama + gold + map
T165 – Bribe Peter into Free Market + gold + map for Liberalism (he will need Economics before then)
T164 or sooner, Peter gets Constitution for Drama + gold + map
T165 – Bribe Peter into Representation + gold + map for Liberalism
T165 Beg 10

from Bis to see if that will cancel his war plans.
T165 Bribe
Bismarck to War on Charley with Banking and gift him whatever he's teching so he can pick RepParts.
On the turn Peter gets Astronomy, trade Sci Method for Astro (so he can pick Communism)
T175
– Bribe Peter into Free Market + gold + map for ??? (to avoid Merc)
All Russia + France + Arab + German demands will be accepted unless it is for civic switch or a bunch of

All Sitting Bull + HRE demands will be denied
All AI demands will be discussed with team if possible
Check Every Turn
Record

values
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.
Did Peter spawn a great person?
Did Peter get crabs? re-negotiate trades.
Stopping Point
Anything unexpected happens
Start of 171 (or maybe capture of MoundCity

)