PPP T166-17?
Techs
T166 - 170 100% Steel
T171 - (until Astro) Steel 0%
Physics - Can't do without Astro!
Workers
Shepherd
T167 help with Clams' preserve.
T168 pChop Science-SE (on the way to cows)
T169-171 workshop Cows-2E
T172-175 move to Fur and road
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 road Deer
T175-181 Preserve Silver's forest
T182+ 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 road Deer
T175-181 Preserve Silver's forest
T182+ An ice-mine for silver? and preserve Silver's other forest (for happy)
2 Captured workers
T167 - T169 Preserve Clams's forest
T170-171 goto Canal to mine
T172-174 mine
split up and road to wine
preserve Canal
Baitzilla
T167 - T169 Preserve Clams's forest
T170 workshop Clams 2W1N and STOP
T171+ (after jungle clears) workshop that tile
workshop Clams 2W1N
Ivory
171 board
174 unload on hill next to wine
175-177 road
preserve Canal
Cities
HE schedule
166 profit
167 Cow
168 Whales
169 Profit (done 199)
170 Cow (done)
171 Clams
172 Whales (done-- a little short)
173 Silver
174 Science (done)
Any time needed: Silver - HE (could build it more in Clams first)
Science
T166 - Market
T167 - Whip Market (
horse)
T168 - Catapult (work 2 merchants instead of Engineer + Priest) (
2 merch, NO horse)
T169 - wealth
T170 - whip sushi exec (
NO horse)
...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.
T171-173 - wealth
T174 - HE
T175 - Observ
T176 - whip observ
Cow
166 complete barracks with current OF
167 HE
168 Cat 12

(one less for Science to do so it can do wealth)
169 2-whip cat (no eng, no deer, no fur)
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?
Don't ever work Eng if governor tries to
T166 - Grocer
T167 - Market
T168 - whip Grocer
T169 -
barracks (work 2 merch always)
T170-171 - wealth
T172 - whip Market
T173 - HE, (work 4 merch from now on)
T174 - Temple
...
T17? - whip Temple or delay this?
T17? - HE complete
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 (12 base)
T168 - whip Temple (12 base after whip)
T169 - HE (199

)
T170 - Harbor
T171 - whip Harbor
T172 - 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)
T166 - barracks
T167 - whip barracks
T168 - HE
T169 - sushi exec
T170 - whip temple
T171 - whip sushi exec
T172 - HE
T173 - prep theater (4:hammers for 2 whip)
T174 - 2nd sushi prep
T175 - whip2 theater
T176 - whip3 sushi
T177 - Globe
(get stuff ready for a whip chain overflow into Globe,
there's no time for whip-Globe-whip-Globe-whip-Globe, etc.)
T178 - Harbor prep
T179 - University
T180 - Observatory
? whip and remove University from queue? at some point around 12 pop
T181 - whip Harbor
T182 - whip Observatory
T183 - resolve univ
T184 - Globe
T185 - whip Globe?
Future: aqueduct, hospital
Clams
Can't afford to prep builds til we're ready to whip them
T166 Market (12/150)
T167 - whip Market
T168+ wealth, use workshops (hold OF of market and grow to happy/health cap)
T170 - barracks
T171 - HE
172-3 prep temple
174-5 prep harbor
T176? whip Bank
Wall St.
whip temple
wall st
whip harbor
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 Galley1 Pickup
2 cats and hand off to galley 2, then head north to Snaketown
T168 load 2 muskets
T169 unload (scare worker into city)
T170 raze and pillage
T168 Galley2 drops 2 cats at MC. Our Muskets barely get there in time to cover the cats.
Cats
T167 board
and transfer galleys
T168 unload at MoundCity
T169-170 bombard
Mound City razed T170
Units
Galley (West)
T167 take 2 workers, unload by Silver 168
T169-171 goto
a)
Whales (110

upgrade to galleon)
The build queue in Whales just doesn't allow for a fresh galleon.
And a fresh one is just one more gpt maintenance.
b) ?Profit to shuttle units from SB to HRE?
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
T171 or Turn-whenever-the-hell-he-feels-like-it
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)