
OK - so strategic resources are uncovered, I know the location of my nearest rival (I think), and I've researched the basics. It's three turns early, but I thought I should bash out a "State of the Empire" report. I get graphs on Azza next turn, so I'll post espionage then, but everything else today.
First T47 - Sisu settled his third city and a warrior is scouting just north of Newfound Gap.
For reference, here's what I've seen of his land:
I've been watching the horse east of Moscow and Sisu has yet build a pasture, so I suspect his second city was S or SW of his capitol. Despite 2T vision from Newfound, I can't see a border, so I can rule out a city 5T from his cap due north of Newfound. My suspicion is that he settled his second city for copper and his third city for horse. My first chariot rolls of the line T48 - he's intended as a scout, but it would be nice if I could gain some turn advantage by scaring Sisu just a little.
Note to self - even if Sisu leaves a city or worker undefended, I'm not sure I want to attack. I can expand out to 9 or 10 decent cities in my immediate sphere of influence - I'd like to get them up and running without the added cost of skirmishing with Sisu. My goal would be to provoke an unplanned whip.
I wonder if it is possible to maintain a stable border with no diplo? I guess I'll find out.
Here's what the demos look like at present.
DEMOS
GNP is inflated because I'm researching pottery with all prereqs.
So what's the plan? Here is an overview map with development 'til around t70.
OVERVIEW
WORKER PLAN
Of course things can change, but planning like this is useful if only to think through what is possible. My initiial research path is Sailing (~T60?)->Writing (~T69?). Given the absence of happy and two commerce cities on a border with Sisu, I think the return on Monarchy is excellent, so that will likely be the long term goal. The security of whipping under hereditary rule is nice too.
I'll need to take a look at the numbers, but assuming I continue expanding I'm not sure the return on an early academy at Newfound is all that great (in fact I think it might be less than settling) so I tentatively plan to bulb mathematics.
Here are some sketched micro plans:
Clingmans Dome
Clingmans has to do everything until my next city (Silers Bald) gets basic infrastructure in place. The settler is out T51, I revolt to slavery, and Silers is settled T52. Hooking the ivory allows me to grow Clingmans on to a plains mine bringing my cap to an even 20FH per turn. I get my second chariot t54 during growth. I get an unhappy citizen t54-t56, but this isn't a problem since I will be building another settler for the Sheep city site due t58, settled t60. Once sailing is in, I can chop out a galley and settle for copper t69. I will finally be able to share out all the food in my cap to two city sites on the ice island. Clingmans will evolve in to a great hammer city working 3gh,1ph, the deer, and the lake. If/when I enable the heroic epic, it will be built here as the massive food surplus will make it easy to further grow on to plains farms and workshops, reclaiming the cow. Post civil-service, I can spawn off some farms from the lake to make the ridiculous tundra-hill filler site viable. Interesting to note that Clingmans will not need a granary.
Newfound Gap
Newfound is my initial commerce city - it gets a library immediately after Writing is in - sketched above for t69. The goal here is simple: to grow cottages and farm great people. This is made much easier by the helper city of Silers Bald - though it makes the micro a pain. I can access +9 food surplus when I need to grow, and drop to a perfect +4 when I reach the happy cap. I whip here only to build infrastructure.
Silers Bald
Silers exists only to access the ivory and assist Newfound Gap. When Newfound is stagnant, Silers has a healthy +7 food surplus which it will use to whip and build units. After civil service, the irrigated corn and farms spread from Clingmans will make Silers a lesser production centre for the empire.
Also,
(wait for it)
BEARS