PPP T166-172
Techs
T166-170 Steel
T171 Physics
Workers
Shepherd
T167 help with Clams' preserve.
T168 pChop Science-SE (on the way to cows)
T169-170 workshop Cows-2E
Heretic
T167-T171 chop Clams' jungle
T172-173 workshop
T174-175 workshop Clams 2W1N
Rex, Cowboy
T166 - pChop
T167 -172 Preserve 3N1E forest
Phillip
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
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)
2 Captured workers
T167 - T169 Preserve Clams's forest
T170 workshop Clams 2W1N and STOP
T171-172 (after jungle clears) workshop that tile
T173 workshop Clams 2W1N, and STOP
Baitzilla
T167 - T169 Preserve Clams's forest
T170 goto Canal
Cities
HE schedule
166 profit
167 Cow
168 Whales
169 Profit (done?)
170 Cow (done)
171 Science (done)
172 Silver
173 Whales (done)
174 Profit needs more?
175 Silver
Science
T166 - Market
T167 - Whip Market
T168 - Catapult (work 2 merchants instead of Engineer + Priest)
T169 - wealth
T170 - whip sushi exec
...sails on a
caravel east from SB area to
Louis.
But need to wait til we have the water under better control. i.e. MoundCity is gone and Cahokia is size 2.
T171 - HE or wealth
T172 - Observ
Cow
166 complete barracks with current OF
167 HE
168 Cat (one less for Science to do so it can do wealth)
169 2-whip cat
170 HE
prep temple & harbor
2 temple -> 2 harbor HE
IWorks
Canal
T166 West Point, work tundra mine + eng always
T167 temple
T168 harbor
T169 whip2 temple
T170 whip2 harbor
T171 WestPoint
... Observatory
... whip4 observ
... WestPoint
... Aqueduct
... whip3 Aqueduct
WestPoint (careful,
T174 we may gift away Stone for 1 turn)
Silver
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?
T166 - Grocer
T167 - Market
T168 - whip Grocer
T169 -
barracks (work 2 merch always)
T170 - wealth or whip market
T171 - whip Market
T172 - HE, (work 4 merch from now on)
T173 - Temple? or Dun?
T174 - whip -- ? is that enough to finish HE
T175 - HE
Temple, harbor, Dun, last turn of slavery, whip Drydock
whip observatory? cus this city is gonna run merchants?
Profit
T166 - OF into HE
T167 - Temple
T168 - whip Temple
T169 - HE
T171+ wealth or HE if no one else is building it (do not complete it)
When it makes sense (near happy cap?), 2whip Harbor
into ConfuAcademy--no copper coming so git er done.
Might be able to build these during caste using Moai tiles....
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. even 1-whip the temple eventually and the barracks. OF goes into Globe and HE)
Delay Globe for now
T166 - 4
Theater (to enable Globe collecting OF)
T167 - whip Theater
T168 - Globe
T166 - barracks
T167 - whip barracks
T168 - HE
T169 - sushi exec
T170 - 3 whip sushi exec
T171 - sushi
T172 - whip sushi
T173 - HE
T174 - wealth (grow city)
Future: Temple, University, harbor, barracks, Globe, aqueduct, hospital, observatory
Clams
Can't afford to prep builds til we're ready to whip them
T166 Market (max 12/150)
T167 - whip Market
T168+ wealth, use workshops (hold OF of market and grow to happy/health cap)
T175-ish - whip Bank (double overflow)
T176 - Wall St.
Sitting Bull War
Muskets try to pick off longbows between Caho and Mound
3rd Musket can join them and the healer can join only if needed.
T167 Galleys Pickup
2 muskets and 20xp cat and
5xp cat
Or, take 2 cats to MoundCity and 2 units to SnakeTown.
Cats
T167 board
T169 unload at MoundCity
T170-171 bombard
Mound City razed T171
Units
Galley 2
T167 take 2 workers, unload by Silver 168
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)
Diplomacy
As long as Peter is just putting +1

on us.
Eps back to SB for steal or whatever
Bis
166 Gift Banking and PPress & Engineering and hope he picks
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 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
Peter picks a new Tech (171-172-ish)