950 AD - It looks like we can finish off Korea's ships with our current fleet. So, the luxury slider now gets bumped up to 70%. I did go back to having workers plant forests, chop, and then re-irrigate. But, not so carefully now as to use combinations that end up as optimal as possible, since turns still end up time consuming (though not as bad as the turns when ferrying around troops and workers to new islands!). I've also started taking notes to sell off temples after cities reach 10 culture.
970 AD - Almost all of Korea's ships have gotten sunk. We had gotten rid of the infantry a few turns ago. Really, like usual, I think I ordered more built than we needed, but I like to have 3 or 4 defensive units in cities at Sid. Also, a few turns ago Korea landed 4 units, which we managed to take care of with one army. But, now the units we have even more seem like overkill. So, we disband them in cities to pick up the building of infrastructure. Granaries where needed, temples where useful for cultural expansions, aqueducts, harbors, and marketplaces for the artillery or cavalry, though mostly granaries. Armies get disbanded only in cities building hospitals.
Also, stall out at least one city for this turn, so it has more food after growing:
Actually, the superior arrangement, which I change to, lies in using coast squares for a turn, since happy citizens give more score than specialists. Now I realize I made a slight error by getting rid of some of the galleons a few turns ago. But, oh well. Score 6328.
980 AD - Score of 6462. Sirpleb's calculator now estimates 23,635 as the final score. Oh wait... the bottom of the page says:
"(Estimated current internal 'per-turn' score is 34736)"
That's probably still an underestimate, since I still have a good amount of city growth to go, but it seems more reasonable.
We sink the last of the know Korean ships and make pizza with them.
I think we had a little war weariness which now has gone. But still, we have cities like this:
Though we have 70% luxuries, and it has 14 tiles worked currently, if one of the civil engineers got put onto a tile, then it become content, and the 2nd one would become unhappy. People have recently discussed courthouses and police stations as reducing corruption by 10%. Well, 10% of 35 is 3.5. So, 3 more commerce from the courthouse. At 70% luxuries, that should give us two more luxury commerce for more happiness. Then also the police station. And Cure for Cancer later.
Hence, optimal city placement doesn't work so well for happiness, because all tiles worked runs into happiness issues probably, or needs cultural buildings. We don't want to trip over the cultural limit. O. K., a few temples and cathedrals might not hurt us there. But also, we don't our borders to expand and trip over the domination limit from culture.
Also, the above shows why Republic (or Democracy) ends up better for maximizing score than Fedualism or Fascism.
The last screen shot also shows some of the original core. Need Cows Keeper sits where the original capital did. 002 is the 2nd city, and after putting a granary up during the despotic phase, it also put out settlers and workers using one of the grassland cows to make cities and improvements. Later, the capital become a 1 turn worker Pump from size to 6. Also some settlers, when I accidently had another nearby city use the mountain. And then later the original capital produced a settler every 2 turns during the golden age, what I call the "half-factory". New Epic was the city that built The Heroic Epic.
I also try to use civil engineers during this phase when cities have surplus food for growth or content or unhappy citizens. As one example here's bora using a civil engineer to get it's aqueduct built. Though, we could use it the citizen for happiness, and maybe that's better for score I don't know, I try to do setups so that the city can keep on growing or finish an aqueduct or hospital and then grow:
Here's Troy building a hospital:
Actually, I think last turn I gave it 7 food. But, 7x2 = 14. It can finish the hospital now without running into food overrun at size 12. And maybe I change it slightly before the hospital finishes with something a littler more optimal looking. Though also, I might not push optimizing this.
I haven't found a great way to handle the infrastructure phase, other than to cycle through cities and look at least for happiness, or something which looks like it could work better.