The Bull Reincarnate II

ok, here's the current land before settling. Booty is real close

Spoiler :
Civ4ScreenShot0003.jpg

shoot..just noticed I have the settler in the wrong spot!:wallbash:


is the plan the same?
 
Good call to stop and re-evaluate
I see 3 options
1) Current plan to settle INE of cow (IE of settler's current position) + white city
2) Settle on W dye + red city (as per dotmap in pic from cripp) + white city
3) (1a really) settle a blocking city - say 3 E of the rice in Bod's terrrioty + same cities as 1)

Quick evaluation
1) Both cities would be good and the 1NE cow would have plenty good tiles to work pre IW but does mean that our main cottage city is potentially right on HER border
3) Blocking city would be crap pre IW but later could have some good prod (hills) + grow some cottages for the 1 NE cow city. Would also buffer cottages from Bod
2) Packs 3 cities into a smaller area and gives 1 food resource to each but I'm not sure what red city would really do - kind of a hybrid blah city. Dye city would have plenty of green and riverside for cottages but again would put our cottages on her border

I need to think about this before giving my vote but am leaning towards 3 (=1a)
 
I see 3 options
1) Current plan to settle INE of cow (IE of settler's current position) + white city
2) Settle on W dye + red city (as per dotmap in pic from cripp) + white city
3) (1a really) settle a blocking city - say 3 E of the rice in Bod's terrrioty + same cities as 1)

I vote for 3 (1NEof cow, 3E of rice, while dot for clam). However, the city 3E of rice should not be settled unless Boudi's moving a settling party there - it will be a boat anchor on our economy before IW.We should also hold off on settling the clam city right away as well, for the same reason (although further exploration might show some non-jungle tiles to the north of the clam that would make it a viable city pre-IW). Let's hope we can push her to settle along the W coast into Pacal's backyard.
 
IHT
Canceled dog move order
hit enter

Turn 101 - writing done queue alpha
#4 Most cultured in the world
PP worker starts cottage for 1t until border pop

Turn 102 - 2pop :whipped: settler
Poverty border pop
PP worker starts pasture, net fish
OB with Pascal, Booty

Turn 103 -
Cahokia settler>wb
Poverty wb>dog

Turn 105 - Cahokia wb>worker (chop)
wb goes south

Turn 108 - PP 1pasture done continue cottage
Booty has stone, maybe she'll build some wonders
barb warrior appears by settler, move dog to cover

Turn 110 - Meet Joao, he's actually behind us. OB with him
Cahokia worker>dog
settle Mound City >monument (3E of rice)

Turn 111 - Hindu spreads to PP, convert

Turn 113 - Dog defeats barb warrior

Turn 115 - GSpy born, creat SY

Turn 117 - Cahokia dog>settler
Pascal researching Sailing

20 turns
Hindu spread to Cahokia so :) is +7 now. Sure Mound is an anchor until IW but a great blocker. Booty is going to be NE, looks like a small continent. Alpha due in 9 so we'll see who's got what.
Spoiler land north :
Civ4ScreenShot0004.jpg

Spoiler south :
Civ4ScreenShot0003-1.jpg

another possible GP farm
 

Attachments

comments/questions:
- I really don't understand why you settled Mound. It does nothing except slow down research. It would have made much more sense to settle the rice/dye city first, because then we would have gotten TRs to both it and the jungle city without any roading (fishing + contig borders).

- Stagnating Cahokia to build a worker/settler at pop5 is less efficient than letting it grow to pop6 on a library (which we really need there), then switching to worker/settler - we really want to be working all of our improved tiles the the capital. Also, why did we need a 3rd worker right away? Building a cottage in Cahokia that we're not working seems like a waste of worker turns.

- I think it would have been better to turn off research once writing is in while building a library in the capital. It would get us to alpha faster, Cahokia would grow back to pop6, and you could start the settler (for dye/rice)> worker.

- Boudica has IW and iron (2W of Biberacte - grassland 4:hammers: tile).

- We should not have opened borders with Joao until we find him - he now gets foreign overseas TRs with us and we get nothing with him.

- We need to explore the ocean fog E of the spices to see if there's more seafood there (doubtful).

- It would be nice to pick up hunting/archery in trade - Boudica will come after us if she feels boxed in, even if the does (eventually) share the same religion. Luckily, she doesn't have horses, and dogs will be pretty stout against gallics.

- Where did Joao's WB come from? Do you think he's SE, NE, or W of us? I don't see how he could reach us from the SE (you said he's "behind us"). We need to try and find him ASAP - TRs will be very lucrative with him.

EDIT: Nice to see that we now have tech visibility on Pacal and enough EP to start stealing techs. Also WHY did you build SY in the cap with the first GSpy??? He should have been settled (:science: + 8ep/turn) and the next GSpy used for SY! From your opening post:
All GSpies must be settled in the capital, 1st GSpy is settled, 2nd creates Scotland Yard, the rest get settled.
 
Sorry to harp on this, but not settling the GSpy was a huge mistake. We're also giving up 3ggp/turn, which would have gotten us a 2nd GSpy 34 turns from now, instead of the 70 turns it's currently going to take. We're also losing 3:science: per turn, and 12ep/turn (not 8 like I posted in my previous post). If you were in doubt about whether to settle him or not, you should have stopped to ask.
 
Got it
Ooh ok bit of a tough round :eek:

Thats the thing with an SG - you always need to be on your game 'cos someone will notice if you're not...

Quick overview
Good
In position to get 8+ cities which seems a lot more than the AI will manage
3 AIs met = plenty of tech brokering options (whats the WE status?)
Should be (one of) first to Alpha for immed trade value

Not so good
Behind a little on getting library up
Future GS/GSpies delayed
Blocking city not contributing
Need to take 2 turns to save :gold: so Alpha actually due in 11 (and will clean out our :gold: stockpile)

Plan - more details to follow
Push through to alpha w/o library then turn off research
PP dog-> worker (for jungle etc)
Chak settler -> lib -> lighthouse (post trade hopefully) - 2 pop whipping as needed)
Chak will run 2x sci post lighthouse to speed up next GP
Settle dye city ASAP
Road to Pascal for better trade routes
N dog will check out the land bridge E of Bod
S WB will go thru Pascal's city to scout large large
Other WB will head up North

After that prob a few more workers+settlers+ dogs but not sure what our priority should be - suggestions?

EDIT: I would plan on settling the gold city (1N of gold) after the dye city since it will more than pay for itself and can grow cottages while the capital works hammer tiles
 
Got it
Ooh ok bit of a tough round :eek:

Thats the thing with an SG - you always need to be on your game 'cos someone will notice if you're not...
I think this points up the need for more discussion between rounds, and a pre-round plain by the player who's up. In particular, sites to be settled, order of settling, what to do with gp, research path, financial plan for the round. That last round felt really rushed to me.

Need to take 2 turns to save :gold: so Alpha actually due in 11 (and will clean out our :gold: stockpile)

Agreed.

Plan - more details to follow
Push through to alpha w/o library then turn off research
PP dog-> worker (for jungle etc)

Only if we're at happy cap in PP. We already have 3 workers and we don't have that much more to do in PP - at least 2 can be sent to dye city. PP has a library in teh queue, which I think should be competed first.

Chak settler -> lib -> lighthouse (post trade hopefully) - 2 pop whipping as needed)

I think settler> lib> settler is much better. We're going to lose the spicy clam spot if we wait much longer. If I was Boudi, I'd settle that spot next.

Chak will run 2x sci post lighthouse to speed up next GP
Settle dye city ASAP
Road to Pascal for better trade routes

If we pick up sailing in trade, we'll get trade routes automatically (his cow city is coastal). Better to start chopping that jungle around Mound (It will also get TRs once the dye city is settled.

N dog will check out the land bridge E of Bod
S WB will go thru Pascal's city to scout large large
Other WB will head up North

We need to find Joao ASAP - it would help if we knew where his WB was first spotted. I think we should close borders with him when we can (unless we find him first, which is very doubtful). There's no reason to be helping him with TR income without getting anything in return. I'm not sure which city of Pacal's you're talking about.:confused: There's no path to the western shore of the continent that I can see - the far SW is blocked by ice and he doesn't have a coastal city on our side of the isthmus yet. I'd sent the western WB south around that island to see what's down there. The other WB should head up to the NE - it doesn't seem like Joao caould have come from anywhere else.

After that prob a few more workers+settlers+ dogs but not sure what our priority should be - suggestions?

EDIT: I would plan on settling the gold city (1N of gold) after the dye city since it will more than pay for itself and can grow cottages while the capital works hammer tiles

Only if you want to lose the spicy clam city. We need that one ASAP - it's a good spot and will help us hold on to the elephant tile. After that the gold city (yes, it will pay for itself), then the GP farm and then the island (would be nice to get a unit over there to fogbust for barb galleys, but I can't see that happening soon).

After alpha + trades we need to discuss a tech path. I vote for curreny> CoL (which we need ASAP to run a spy in the capital for a GSpy, and to cut maintenance).

I'm not sure about where to settle the spicy clam - the most aggressive move would be on top of the spice (it's not that great a tile, and would get us the rice until Boudi decides to settle a city with it in the first ring :rolleyes: ). However, that would leave space for her to settle between spicy clam and Mound, which would steal our only jumbo. I think a safer spot is 1W of the spice or 1N2W of the clam.
 
comments/questions:
- I really don't understand why you settled Mound. It does nothing except slow down research. It would have made much more sense to settle the rice/dye city first, because then we would have gotten TRs to both it and the jungle city without any roading (fishing + contig borders).

- Stagnating Cahokia to build a worker/settler at pop5 is less efficient than letting it grow to pop6 on a library (which we really need there), then switching to worker/settler - we really want to be working all of our improved tiles the the capital. Also, why did we need a 3rd worker right away? Building a cottage in Cahokia that we're not working seems like a waste of worker turns.

3rd worker was to road, but the river routes handle that.

- I think it would have been better to turn off research once writing is in while building a library in the capital. It would get us to alpha faster, Cahokia would grow back to pop6, and you could start the settler (for dye/rice)> worker.

I really :smoke: on this round, not thinking straight. I'm usually never that bad. I was thinking more on rexing than anything else, and not paying attention, again my bad:wallbash:

- Boudica has IW and iron (2W of Biberacte - grassland 4:hammers: tile).

- We should not have opened borders with Joao until we find him - he now gets foreign overseas TRs with us and we get nothing with him.

Do we get any -diplo for closing borders?

- We need to explore the ocean fog E of the spices to see if there's more seafood there (doubtful).

- It would be nice to pick up hunting/archery in trade - Boudica will come after us if she feels boxed in, even if the does (eventually) share the same religion. Luckily, she doesn't have horses, and dogs will be pretty stout against gallics.

- Where did Joao's WB come from? Do you think he's SE, NE, or W of us? I don't see how he could reach us from the SE (you said he's "behind us"). We need to try and find him ASAP - TRs will be very lucrative with him.

I didn't see where he came from, "behind us" meant on the scoreboard. My guess would be to the NE

EDIT: Nice to see that we now have tech visibility on Pacal and enough EP to start stealing techs. Also WHY did you build SY in the cap with the first GSpy??? He should have been settled (:science: + 8ep/turn) and the next GSpy used for SY! From your opening post:

Uhgg, can't believe I did that!:mad::mad: I was rushed this morning, next time I'll take my time. Hopefully it'll be recoverable.
 
I think this points up the need for more discussion between rounds, and a pre-round plain by the player who's up. In particular, sites to be settled, order of settling, what to do with gp, research path, financial plan for the round. That last round felt really rushed to me.
fine by me

Only if we're at happy cap in PP. We already have 3 workers and we don't have that much more to do in PP - at least 2 can be sent to dye city. PP has a library in teh queue, which I think should be competed first.

I think settler> lib> settler is much better. We're going to lose the spicy clam spot if we wait much longer. If I was Boudi, I'd settle that spot next.
I disagree - PP doesn't have many more good (improved) tiles to work + will lose cow to dye city so using food surplus makes more sense to me. I suggest worker -> settler actually. That way capital can go lib -> LH and get those nice lake tiles going.

We need more workers with all those jungle cities - Workers need to head back to cottage near capital also

If we pick up sailing in trade, we'll get trade routes automatically (his cow city is coastal). Better to start chopping that jungle around Mound (It will also get TRs once the dye city is settled.
No IW = no chop and at least 11-12 turns before we get alpha to trade. A 3 tile road will connect Pascal but maybe its better to wait for sailing? Cripp - your thoughts?

I'm not sure which city of Pacal's you're talking about.:confused:
Oh yeah - looked again guess Pascal settled on the dessert not the plains hill 1E of the wheat :blush:

Only if you want to lose the spicy clam city. We need that one ASAP - it's a good spot and will help us hold on to the elephant tile. After that the gold city (yes, it will pay for itself), then the GP farm and then the island

I'm not sure about where to settle the spicy clam - the most aggressive move would be on top of the spice (it's not that great a tile, and would get us the rice until Boudi decides to settle a city with it in the first ring :rolleyes: ). However, that would leave space for her to settle between spicy clam and Mound, which would steal our only jumbo. I think a safer spot is 1W of the spice or 1N2W of the clam
Hence my plan to build a settler in PP for the spicy clam. I think we have done enough aggressive settling :)
I like 1W of the spice as it gets the extra hill

After alpha + trades we need to discuss a tech path. I vote for curreny> CoL (which we need ASAP to run a spy in the capital for a GSpy, and to cut maintenance).
I agree Curr next - after that lets re-evaluate as its a long way off!
 
fine by me


I disagree - PP doesn't have many more good (improved) tiles to work + will lose cow to dye city so using food surplus makes more sense to me. I suggest worker -> settler actually. That way capital can go lib -> LH and get those nice lake tiles going.

We need more workers with all those jungle cities - Workers need to head back to cottage near capital also


No IW = no chop and at least 11-12 turns before we get alpha to trade. A 3 tile road will connect Pascal but maybe its better to wait for sailing? Cripp - your thoughts?

us doing a PPP before the rounds would be nice. PP will lose the cow to the dye city. 3 tiles at 3 turns per tile to road would be 9 turns getting routes a couples turns faster than Alpha.

Oh yeah - looked again guess Pascal settled on the dessert not the plains hill 1E of the wheat :blush:

Hence my plan to build a settler in PP for the spicy clam. I think we have done enough aggressive settling :)
I like 1W of the spice as it gets the extra hill


I agree Curr next - after that lets re-evaluate as its a long way off!

agree on Currency next, I replayed my round with the correct moves and it turned out a lot better. lesson learned:crazyeye:
Spoiler :
Joao came from the SW
 
I disagree - PP doesn't have many more good (improved) tiles to work + will lose cow to dye city so using food surplus makes more sense to me. I suggest worker -> settler actually. That way capital can go lib -> LH and get those nice lake tiles going.

We need more workers with all those jungle cities - Workers need to head back to cottage near capital also


No IW = no chop and at least 11-12 turns before we get alpha to trade. A 3 tile road will connect Pascal but maybe its better to wait for sailing? Cripp - your thoughts?

Well, I was talking about chops post-alpha, assuming we get IW. :rolleyes:
And you can't build the LH w/o sailing, which is also post-alpha.

We might spend 9 worker turns roading to Pacal just in time for sailing to make that unnecessary. And if you want to work the lake tiles, why the rush to cottage in Cahokia (also non-riverside grassland)? [EDIT: we already have a cottage there that we're not working, BTW]

I really think we should go Lib(1turn)>settler>lib>worker in PP. We have enough workers ATM to keep up with the 1 worked tile in each of our 2 new cities. The lib can be whipped into the worker at pop 6 to get both out faster. We're wasting a lot of :science: not having any libraries at this point, especially in the capital. And I'd much rather run scientists in PP than non-riverside grass cottages. But I won't argue the point any further.

If we do decide to build cottages that we're not going to work in Cahokia, at least build them on the E side of the capital, where the gold city can work them once it's founded.

Oh yeah - looked again guess Pascal settled on the dessert not the plains hill 1E of the wheat :blush:


Hence my plan to build a settler in PP for the spicy clam. I think we have done enough aggressive settling :)
I like 1W of the spice as it gets the extra hill

I agree.

I agree Curr next - after that lets re-evaluate as its a long way off!

other thoughts:
- send the worker that just finished the cottage N of PP 3N1W to chop the grass forest there -it will complete the pole in Mound on the same turn as the chop.
- put 1 turn into a library in PP once the dog completes, it will go to pop6 the next turn at the same time the chop finishes, switch to settler so the chop goes into it instead of the library. Send the other 2 workers to pre-road to rice/dye city location so settler from Cahokia gets there faster.
- send NE dog to the NE - let's see what's up there.
- any spare dogs should keep a lookout in Boudi's easternmost city for settlers coming that way.
 
First of all a good debate is great so don't get frustrated if we don't agree!

Well, I was talking about chops post-alpha, assuming we get IW. :rolleyes:
And you can't build the LH w/o sailing, which is also post-alpha.

The thing is the cap will take while to build the settler + lib so alpha will be in by the time these are done. However the worker needs something to do before then :)

And we should be able to get alpha a couple of turns earlier if we assign scientist(s) in Cahokia. We'd also get it faster by finishing a lib in PP assigning 2 scientists there
I'm not sure how we get library + settler done in much quicker than 11 turns if at all - am I missing something?

We might spend 9 worker turns roading to Pacal just in time for sailing to make that unnecessary. And if you want to work the lake tiles, why the rush to cottage in Cahokia (also non-riverside grassland)? But I won't argue the point any further. If we do decide to build cottages that we're not going to work in Cahokia, at least build them on the E side of the capital, where the gold city can work them once it's founded.
That was my thinking, ie cottage east (as I believe I said - found gold city to grow cottages for cap while it works hammer tiles)
Open to alternative use of workers pre-alpha
 
First of all a good debate is great so don't get frustrated if we don't agree!

It's absolutely not a problem. :) I enjoy debating the alternatives - I have a lot to learn about this game. :) It's your turnset, in any case.

The thing is the cap will take while to build the settler + lib so alpha will be in by the time these are done. However the worker needs something to do before then :)

Send the worker that just finished a cottage in PP to chop the forest near Mound to hurry the pole, as I suggested. Another will be busy chopping E of PP for a few turns - when he's done, have him road to the dye/rice city which will get the settler there 2 turns sooner (that city will be profitable immediately I think). He can keep roading to the rice if there's time, which will also get the spicy clam settler on target faster. Those roads aren't needed for TRs, but they will be needed to move units around in case of a war (always a possibility with Boudica). With our growing happy cap, we'll want the rice connected as well for health. Roads will also be useful to Mound, especially hooking up the phant (we'll want to trade for hunting fairly early as well - it can be used to fill out an alpha trade). Roads between our cities will be a lot more useful to us than one to Pacal's city. We could also chop into a settler or worker in PP, which is much better suited for a whipping/gp city than a commerce city, since it has such low production.

I'm not sure how we get library + settler done in much quicker than 11 turns if at all - am I missing something?

No, you're right here - I looked more closely and there just isn't a quick way to get a lib without whipping.

That was my thinking, ie cottage east (as I believe I said - found gold city to grow cottages for cap while it works hammer tiles)
Open to alternative use of workers pre-alpha

More cottages in the cap is a waste at this time, IMO. When are we going to have the gold city up? Not any time soon, since we have a settler to finish, then a lib, then a lighthouse, then the settler for the gold city. As I said above, a road network in our new cities will be tiles improve/hooked-up/settled faster and will provide for better defense if we need it (we will, eventually). Cottages should be saved for the dye city, which has great riverside tiles to support them, and if we can get the settler there 2 turns quicker by roading, why not?

Just my .02:commerce:.
 
It's absolutely not a problem. :) I enjoy debating the alternatives - I have a lot to learn about this game. :) It's your turnset, in any case.

Me too:p

Send the worker that just finished a cottage in PP to chop the forest near Mound to hurry the pole, as I suggested. Another will be busy chopping E of PP for a few turns - when he's done, have him road to the dye/rice city which will get the settler there 2 turns sooner (that city will be profitable immediately I think). He can keep roading to the rice if there's time, which will also get the spicy clam settler on target faster. Those roads aren't needed for TRs, but they will be needed to move units around in case of a war (always a possibility with Boudica). With our growing happy cap, we'll want the rice connected as well for health. Roads will also be useful to Mound, especially hooking up the phant (we'll want to trade for hunting fairly early as well - it can be used to fill out an alpha trade). Roads between our cities will be a lot more useful to us than one to Pacal's city. We could also chop into a settler or worker in PP, which is much better suited for a whipping/gp city than a commerce city, since it has such low production.

That was my thinking when I built the 3rd worker, for faster unit movement. It does shave off turns, especially for settlers. I think PP can pull settler/worker duty from Cohakia for a bit while it gets a library-lh.

More cottages in the cap is a waste at this time, IMO. When are we going to have the gold city up? Not any time soon, since we have a settler to finish, then a lib, then a lighthouse, then the settler for the gold city. As I said above, a road network in our new cities will be tiles improve/hooked-up/settled faster and will provide for better defense if we need it (we will, eventually). Cottages should be saved for the dye city, which has great riverside tiles to support them, and if we can get the settler there 2 turns quicker by roading, why not?

Just my .02:commerce:.

What are the priorities in the cap as far as improvement go? So city build orders are
1) clam/spice
2) cow/rice
3) gold

Am I understanding that correctly? The settler for gold could come from PP.
 
What are the priorities in the cap as far as improvement go? So city build orders are
1) clam/spice
2) cow/rice
3) gold

Am I understanding that correctly? The settler for gold could come from PP.

Here are my thoughts about the cities:

Cahokia - current build order is settler> library. The library is badly needed, we're missing out on a 25% boost to our commerce there. We also need to run a couple of scientists ASAP to get out next gp out (with luck it will be a GSpy, since most of the ggp there are spy points - probably about an 80% chance). This means that we will not be working grassland tiles anytime soon if we want to keep growing. I agree with ifinnem that a lighthouse is the next priority there - It will boost our existing food surplus and give us some nice 3:food: lake tiles to keep growing. Our happy cap will grow further once the phant tile is connected in Mound and hunting is traded for, and we can anticipate trading for monarchy in the not-too-distant future (we should avoid giving away alpha for junk techs so we can use it for monarchy - with 3 trading partners we'll probably run out of decent trades until monarchy/aesth are researched by the AIs). I don't see us outrunning our currently improved tiles here in the near future, and with luck we'll pop iron in the capital once IW is in - 2 seafood and a cow is pretty light for a starting location, so since horses did not show up there, there very well could be iron (it could be the treeless grass hill at the start, but it seems to me that iron usually is on grassland or plains hills).

Poverty Point - I agree that this should take over worker/settler duties. I think it should be whipped (farms would have been better than cottages in the short term here), it can regrow from whipping by building a library and grainery, switching to workers/settlers once it's at the happy cap.

Mound City - The phant should be roaded (before hunting), camped (after hunting), and then farmed. No cottages should be built here until it reaches the happy cap. It's been proven in another thread that the best way to maximize long-term commerce in a new commerce city is to grow on food tiles exclusively until at pop 11, then switch all tiles to cottages. We probably won't be able to grow it that large right away, and we may need to temporarily work some mines for production (which will only be possible with farms here), but we should still do all we can to grow and not whip at all here unless in an emergency. First build after the pole is in should be a grainery.

Dye/rice - work the cow while building a pole, then switch to rice/cottages on riverside grass. We should give the cow back to PP once the rice is in, and we can work some mines for infra when needed. Since it will have 2 mined hills, it will have to do double duty for a while as commerce/prod. Build order should be pole> grainery> (barracks/military - don't stagnate on workers, there are too many good tiles to be worked here and it should grow ASAP)

Spicy clam - chop the plains hill into a pole, send our 2nd WB over for the clam while the first WB is sent up NE to explore (it should try to find a way west past Biberacte to find Joao). This will probably not be founded until around the time IW comes in, and there's not water here, so it should work the clam/mines and maybe a cottaged spice for backup production. Build order should be pole> grainery.

Gold city - probably won't be founded in the next turnset. It should work cottages on the E side of the capital, along with the gold and clam. Pole> grainery.

Wheat-clam-rice - we should try to get this one going before CoL. If we can run caste it will make a wonderful gp farm. Pole> grainery> library.
 
Good input all round. Here are my thoughts to add
What are the priorities in the cap as far as improvement go? So city build orders are
1) clam/spice
2) cow/rice
3) gold
Settling order should be cow/rice then spicey clam then gold right?
We need a "contributing" city (cow/rice) before another pre-IW anchor methinks

As far as city roles go
PP - agree on settler worker pump
Chak - infra buildings + run spezies
Mound - My suggestion is to make this a :hammers: city. Apart from Chak it is the only one with some production potential (which we will really need) so I think just farms+mines here. The only cottage it would work would be the one 1SE for the cow/rice city

Cow/rice - easy one, cottage! (a farm or 2 to grow if we give back the cow to PP). Builds are ?? tho - I think we should build a library after the pole->gran but maybe lets see how things are looking at that point
Gold - grow cottages for capital.

Spicey clam - are we planning to cottage this?

Still not sure why we need to run specialists anywhere other than the cap so I don't think their is a GP farm but the wheat+clam+rice can certainly take over settler/worker production at some point and grow a GS if we need a pure GP pool

I don't think we should chop a forest into the pole in mound since its outside our borders and will be a waste of hammers

The REVISED plan based on the input to date and my comments above
Worker A will chop forest (1W of cow) near PP to speed up settler and then farm that tile then chop last PP forest
Worker B cancel cottage and build farm (only 1 turn lost so I think its worth it) then start building cottages for cow/rice city (can't work mines till border pop)
Worker C finish chop into PP then road to dye rice city and onto spicey clam then (pre)chop plains hill for spicey clam's pole

Settler from Chak will found rice/cow and use cow for initial growth/prod until rice is online. Build pole->gran-> lib (TBD)
Chak build settler->lib-lh
Mound pole->gran->barracks
PP build dog->settler->gran (regrow) to worker->settler
1st Settler from PP will found spicey clam

WB 1 will continue around island then head NE to explore
WB 2 will head towards clam for spicey clam (17 turns journey) so plenty of time for detour if needed since border pop required to work the clams

N most dog will explore that peninsula then head back to CG for mound
Other 2 dogs will spawn bust on E coast for our city sites

That's pretty much it!
 
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