PPP
T182 - T192
Continuing from
Mirrorguard's turnset (T172-T182)
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-285#post-15890611
Empire Screenshots (Hold Control + Left Click to open new browser tab)
https://forums.civfanatics.com/threads/sgotm-26-home-slices.657330/page-284#post-15889520
Techs
T182 - Electricity 100%
T183 - Electricity 100%
T184 - Electricity 100% (double Great Scientist bulb!)
T185 - T191 Radio 100%
T192 - Mass Media 100% if we don't run out of money and we get above 1000

per turn
Workers (Alt + Cancel all moves at start of T182 after unpausing)
Phillip + Joan Dark (Starts 1S of Silver City)
T182 - Move to 1N1W of Silver City
T183 - T186 Windmill
T187 - Move to 2N1W of Silver City
T188 - T191 Windmill
If a forest grows around Whale City, stop and go Preserve it
Rex (Starts 4N of Cow City)
T182 - T183 Chop forest 4N of Cow City
T184 - Move to rivertundrahill 2N1E of Cow City
T185 - T188 Windmill
T189 - T191 Workshop 1NE of Cow City
Shepherd + Cowboy (Starts 1N of Cow City)
T182 - T184 Workshop 1S of Cow City
T185 - Move to rivertundrahill 2N1E of Cow City
T186 - T187 Windmill
T188 - Move to plainshill 2E1S of Cow City
T189 - T191 Windmill
Uranium does not add any

or

to that hill near Cow City

So a windmill doesn't make it different than any other tundra hill.
If a forest grows in Science City BFC, then Rex, Shepherd, and Cowboy need to stop improving Cow City and go preserve the forest for National Park.
Pat Sajak (Starts 1NW of Canal City)
T182 - Move to forest 1NE of Wheat
T183 - T185 Chop forest into Observatory (+20

for Canal City)
T186 - Check if the loss of 2 Sushi resources delays Science City border pop to T193. If so, go ahead and road 1NE of wheat.
T186 - T188 Move to forest 5N1E of Science City
T189 - T192 Chop forest (+14

for Science City since borders pop T192)
Heretic + Baitzilla (Starts 1E of Clam City)
T182 - T185 Workshop 1E of Clam City
T186 - Workshop +
Stop!
T187 - Workshop 2N1W of Clam City
T188 - Workshop +
Stop!
T189 - Windmill 1N1E of Clam City
T190 - Windmill +
Stop!
T191 - T192 Workshop 1N of Clam City
T193 - Workshop over the farm 2N1W of Clam City
T194 - Move to forest 1E of Clam City if U.N. can be started next turn
T195 - Complete Workshop 1E of Clam City + chop 30

into UN
Vanna White + Ivory (Starts 1S of Canal City)
T182 - Move into Galley 2W1S of Canal City
T183 - Exit Galley 2N2E of Clam City
T184 - T185 Workshop 1N2E of Clam City
T186 - Move to hill 2W1S of Clam City
T187 - T189 Windmill
T190 - Road 2W of Clam City
T191 - Windmill 1NE of Clam City
T192 - Windmill +
Stop!
T193 - T194 Workshop 1N of Clam City
T195 - T196 Finish Windmill 1NE of Clam City + chop 30

into UN
Cities
Science City
T182 - Spy (for HRE); good tiles and scientists
T183 - Spy (produces a good

overflow); good tiles, scientists, and 1 engineer
T184 - T186 Wealth; good tiles and scientists
Put overflow into Hagia if Arabs are building it around T187, else save and put chop + overflow into West Point on T192 or T193.
Cow City
Must build 30/700

Ironworks, 250

Factory, and 200

Industrial Park in next 38 turns.
Add on a 100

Aqueduct, and we need about 1220/38 = 32.1

per turn on average starting now.
T182 - Aqueduct; 1 Scientist, work both furs and tundra workshop (+25

)
T183 - Aqueduct; 1 Scientist, work both furs and tundra workshop (+50

due to chop)
T184 - Aqueduct; work new workshop, no specialists (+31

)
T185 - West Point
T186 - Ironworks;
continue working max hammers when possible so we can switch to Hagia for a few turns if an opportunity arrives.
Canal City
Must build 190/800

West Point (double speed with Stone) and 180

Intelligence Agency
Working both mines and Engineer starting T185, it will take until
T213 to finish West Point with 1 distant chop, and
T223 to finish Intelligency Agency with 2 BFC chops.

This is delayed 1 turn every time Cow City or Science City tries to put

into West Point.

This is 3-5 turns later than T220 WIN, so we may need to
squeeze in a 1
2
lumbermill and priest specialist around T200 to be safe.
T182 -T184 Observatory; 1 Engineer, 9 Merchants
T185 - Observatory; 1 Engineer, 9 Merchants (20

chop lands)
T186 - West Point; 1 Engineer, 9 Scientists
Clam City
Must build 1000

UN and 66/600

Wall Street
Try to reach Size 14 by T195 to reach +62

per turn with Forge.
Starting T182, work all coastal and then hammer tiles to get a lot of Wall Street done.
This will create slack so that merchants can be run or a world wonder can be worked around T190 to T194.
UN with 2 chops will complete in 15 turns with victory 7 turns after that.
During the 7 turns we are waiting for UN Victory, +62
per turn Clam City can put 434
into Wall Street.
T182 - T183 Wall Street; 2 merchants, all coast, +10

per turn
T184 - Wall Street; 3 merchants, all coast, +10

per turn
T185 - T187 Wall Street; no specialists, 4 more workshops, all coast, +35

per turn
T188 - T194 option to work a lot of merchants or build a world wonder for fail gold.

Should have enough hammers to build both UN and then rest Wall Street by T220 starting T195.
Profit City
Must build 300

Confu Cathedral
I think we should try to keep it Size 14 so other cities can get happiness bonus from Representation.
It can alternate starving working a ton of scientists and growing with good

per turn.
T182 - Aqueduct; 1Engineer, 1 Scientists, max coast
T183 - T187 Aqueduct; 1Engineer, 5 Scientists, 1 Priest, coast
T188+ Cathedral; 1Engineer, 9Scientists to slowly starve down the food bin (+10

per turn), then more coast to build food back up (+15

per turn). Go up and down with

until Cathedral complete.
Silver City
Must finish 199/200

Heroic Epic, 50

Dun (double speed with Stone), and 120

Drydock (double speed due to our civ)
Drydock is last due to -1 health, but combined with Heroic Epic we can build ships fast!
The idea here is to work lots of merchants all the time, and
grow slower than Whale City so Whale City gets the Representation bonus.
Eventually Clam City at Size 13 and Profit City at Size 14 will be our 2 smallest cities with no Rep. bonus.
T182 - Heroic Epic, 1Engineer, 5 Merchants
T183 - T184 Observatory; 1Engineer, 5 Merchants
T185 - Observatory; 1 Engineer, 6 Merchants
T186 - Observatory; 1 Engineer, 7 Merchants
T187 - Size 14, Observatory; 1 Engineer, 9 Merchants, don't work deer
Work fur+windmill whenever we get Replaceable Parts to greatly speed up Observatory.
Then back to max merchants for Dun + Drydock.
Whale City
Must finish 50

Theatre, 300

Globe Theatre, and 175

broadcast tower.
Theatre should be done by the start of T192,
Globe by the start of T212, and
Broadcast Tower by the start of T222 with the 1 forest chop.
To speed up the Broadcast Tower, we might need to mine or windmill the tundra hill.
T182 - Aqueduct; All coast no specialists
T183 - Aqueduct; 1Engineer, 1Priest, coasts
T184 - Size 14, Aqueduct; 1Engineer, 1 Priest, enough scientists so that Whale City grows to Size 15 as soon as Silver City grows to Size 14.
T185 - T188 Aqueduct; 1 Engineer, 1 Priest, max scientists at Size 15, no coastal tiles
T189 - Theatre
Units
Sitting Bull War
Caravel
T182 - Blocks coastal path to Canal City
Will carry spy to Cahokia when able
Spy
T182 - Move southwards
T183 - Get on Galley and sail south
T184 - Get on Caravel and hopefully sail to Cahokia
Trireme
T182 - Backs up Caravel against SB's Trireme
Musket
T182+ - Blocks entrance to our empire on hill and guards Wine.
Catapult
T182+ - Attack that Sitting Bull scout forever!
Galley
T182 - Drop off units 2N of Clam City and sail 2E. Pick up 2 Workers
T183 - Drop off 2 Workers, pick up Spy, and sail southeast
T184 - Pick up Musket and sail for west again
Charlemagne War
Musket + Chariot
T182 - Chariot pillages farm and they both head 1S
T183 - Chariot pillages village/town? 1W of Aachen and is guarded by Musket
T184 - Both Musket + Chariot pillage hamlet
2nd Musket
T182 - Pillage farm
T183 - Move to 1N of Aachen
T184 - Pillage mine
Galleon
T182 - Sail East
T183 - Pick up 2 Catapults + 1 Musket and sail for island city
T184 - Drop off 2 Cata + Musket 1NE of island city, then sail back towards Profit City
T185 - Pick up 1 Cata + 2 Muskets and sail for 1SE of island city
All remaining Muskets
T182 - Head for Profit island so Galleon can shuttle overseas
Galley 2
T182+ - Keep moving units onto Profit City island from the mainland
Other Places
Caravel 2
T182 - Sail back to homeland to pick us Sushi Exec. for Mecca
2 Great Scientists?
T184 - Double Bulb Electricity
Great General
T186 - Wherever it is born, move to Science City and settle for +3
Diplomacy
Every Turn - Ask all 3 of our war partners will be asked to attack Aachen
T182 - All of our

on Charlemagne
T182 - Gift Fur to France so we have 2 resources going to him
T182 - Trade Astronomy to France for 40

+ map
Trade a tech to France every 3 or 4 turns so he gradually pulls ahead of Saladin on scoreboard
T182 - Trade Compass to Saladin for 30

+ map
Trade Machinery, Optics, and Astro to Saladin whenever he has a decent chunk of gold.
T185 - Cancel Stone deal for seafood (Sushi drops down to +11

per turn?)
T185 - Cancel 2nd seafood deal if stone deal dropped Sushi to +11

(Whale to Peter for Clam I think)
T185 - Trade
Whale to France for +diplo
T185 - Trade Military Tradition to Peter for Free Market civic +

+ map
T187 - Trade Astronomy to Bismarck for Replaceable Parts probably, will ask team first
T189 - Trade Education to Bismarck for Bureaucracy civic +

+ map
All demands from the friendly 3AI will be accepted.
Any Peter demand will probably be rejected since we have +20 diplo and he has enough advanced techs.
Any demand for civic or religion changes will be denied.
Any demand for

will be discussed with team
Never bribe Peter into Free Religion T195
Never trade France Liberalism unless they demand it (-2 diplo for refusal)
Nobody gets traded Gunpowder so they can't get Chemistry and Privateers.
Check Every Turn
Record

values for possible World Wonders (Paris and Mecca right now)
Did Peter or Germany spend more than 1

against us? If so adjust slider.
Save at start and end of turn
Stopping Point
T183 - If something other than Great Scientist is born in Science City
Anything unexpected happens
There is a budget crisis because we get low on

Holy Roman Empire faces destruction if next turn is pressed
T185 is reached, feels natural to stop every 3 turns or so
**Edit**
100% Done!
Updated Diplomacy after large amount of team input.