PPP
T156 - T160
Continuing from my last
Turnset
Techs
We will keep teching Steel at
0% until a) the GM trade mission goes to 1500

or b) Peter picks his next tech.
Workers
Cowboy
T156 - Move to forest at Science-2N1W
T157 - T159 - Road forest at Science-2N1W (3 turns to road tundra)
T160 - T161 - Preserve forest at Science-SE
T162 - Move to forest at Science-2E
T163 - T166 - Preserve forest at Science-2E
Shepherd
T156 - T157 - Preserve forest at Science-S (10 turns for tundra preserve)
T158 - Move to forest at Science-SE
T159 - T161 Road forest at Science-SE
T162 - T163 Preserve forest at Science-SE
Shepherd is free for other work
Rex
T156 - Preserve forest at Science-2E1N
T157 - T158 Preserve forest at Science-S
T159 - T160 Preserve forest at Science-2N1W (after Cowboy has finished the road)
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
Heretic
T156 - Preserve forest at Science-2E1N
T157 - T158 Preserve forest at Science-S
T159 - T160 Preserve forest at Science-2N1W (after Cowboy has finished the road)
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
Phillip
T156 - Preserve forest at Science-2E1N
T157 - T158 Preserve forest at Science-S
T159 - T160 Preserve forest at Science-2N1W (after Cowboy has finished the road)
T161 -T162 Preserve forest at Science-SE (after Shepherd has finished the road)
Philip is free for other work
Joan Dark
T156 - Preserve forest at Science-2E1N
T157 - T158 Preserve forest at Science-S
T159 - T160 Preserve forest at Science-2N1W (after Cowboy has finished the road)
T161 -T162 Preserve forest at Science-SE (after Shepherd has finished the road)
Joan is free for other work
Sushi Schedule
Round 2:
Silver-> Whales 0t
Science -> Clams
0t
Round 3:
Whales -> Cows 1t (Galley 2's return trip)
Clams -> Canal 1t
(Gets a ride from Caravel 1)
Round 4:
Cows -> Profit
These are the turns each city gets Sushi:
T157 - Whale City
T158 - Clam City
T160 - Cow City
T161 - Canal City
T163 - Profit City
Cities
Science
T156 - Sushi Exec (45/100

); rice, sheep, horse, wine, gems
x2,
sci X3
T157 - 2-pop whip Sushi Exec. with near max OF -> Clam City
T158 - Courthouse
T159 - Courthouse
Cow
Gets Sushi T160
T156 3-pop whip Forge
T157 Courthouse
T158 Courthouse
T159
Pop whip Courthouse
T160
Executive -> Profit
Canal
Gets Sushi T161
T156 Courthouse
T157 Courthouse
T158 Courthouse
T159 Courthouse
T160 Pop whip courthouse
Silver
T156 2-pop Whip Sushi Exec.
T157 Bank (
will whip when we have enough pop to whip it with OF into temple)
T158 Bank
T159 Bank
Grocer then Market after Bank.
Profit
Gets Sushi T163
T156 Workboat
T157 Courthouse
T158 Courthouse
T159 Courthouse
Whales
Gets Sushi T157
T156 - 4-pop whip CH
T157 - Sushi executive
T158 - Whip executive
T159 - Work boat
Clams
Gets Sushi T158
T156 - Courthouse 9/120

+ (2*1.75 = 3); x2Clam, x2 Coast, Plainsfarm; 5 pops 24/30

+9
T157 - 3-pop whip Courthouse (168/120

) +2; x2Clam, Plainsfarm; 3 pops 18/26 +9
T158 - Sushi executive; 4 pops 15/28

+9 + sushi food
T159 - 2-pop whip executive
Sitting Bull War
T156
Trireme - move NW+NW+NW
Caravel 1 - Heal
Caravel 2 (in Cows - I changed the name)) - already moved but will head toward SB next turn
Musket 3: board Galley 2 (at Mesa Verde-N+NE)
Chariot 2: board Galley 2
Galley 2: Move N+N+NE to Chaco-2N to lure triremes
Galley 1: Move NE to where Galley 2 is moored.
Musket 2: Heal
Musket 1: Take Cover promotion and heal (he'll likely take out the LB if possible)
Worker bait - Move E+NE to fur resource
T157
Trireme - Stay put
Caravel 1 - Heal
Caravel 2- move toward SB
Musket 3: Unload on hamlet at Chaco-N
Chariot 2: Unload on hamlet
Galley 1: If triremes are hooked, move 4 tiles from them
Galley 2: If triremes are hooked, move 4 tiles from them
Musket 2: Heal
Musket 1: Kill LB?
Musket 4 - What promotion?
Move wounded army toward Mound City. Pillage the mines and furs but leave the roads on the way.
T158
Trireme - Stay put
Caravel 1 - Move to toward Canal-SW
Caravel 2 - move toward SB
Musket 3: Move to mine and pillage
Chariot 2: Pillage hamlet x2 if Musket 3 isn't threatened.
Galley 1: If triremes are hooked, move 4 tiles from them
Galley 2: If triremes are hooked, move 4 tiles from them
T159
Trireme - Move SE+SE+SE
Caravel 1 - Arrive at Canal-SW to pick up executive on T160
Caravel 2 - move toward SB
Musket 3: Move NE to MC-SW+W
Chariot 2: Move with Musket 3
Galley 1: If triremes are hooked, move 5 or more tiles from them so they head back north
Galley 2: If triremes are hooked, move 5 or more tiles from them so they had back north
Northern Army
Musket 5 moves NW this turn and NW next turn to no longer threaten Cahokia.
Chariot 4 moves NW this turn and 2W next turn to no longer threaten Cahokia.
The rest of the army will assemble between Cahokia and Mound City.
Units
Catapult vs. Scout Plan
Keep getting experience on Cat 1
until it reaches 20.
Great Merchant in Moscow
T157 - Trade Mission for 1500

from Moscow if Harbor completed
Will talk to team if 1300
Galley 2
Head back toward Silver
to pick up the executive from Wales.
Great General
Block wine resource to keep SB scout off of it.
Block the horse resource on the following turn.
Settle in Science once we've pinned down SB's second scout.
Cat 2
Move to Clams-5N1W with the plan of intercepting SB's second scout in our culture.
Diplomacy
Seafood extraction from Peter
T156 - Cancel Gems for 1 gpt. Renegotiate Gems for gpt + Clam
This should get us +1
for Sushi.
Once Science's CH is done:
Cancel Whale for 1 gpt. Renegotiate whale for gpt + Clam
Cancel fur for 2 gpt. Renegotiate fur for gpt + Clam
T156 - All of our

on
Bismarck as long as Peter is just putting +1

on us.
Hold off on bulbing Astronomy until we see where Peter is going after he finishes Drama.
T165 – Bribe Peter into Free Market for Liberalism (he will need Economics before then)
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
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.
Did Peter spawn a great person?
Save at start and end of turn
Stopping Point
Anything unexpected happens