Turn 117

I think Lewwyn popped a GM from the Colossus.

I lost trade routes to Gav and OT4E. I don't know why, anyone got any ideas? we have a path through this area, and I don't see how a barb city could have spawned in this area, the only remaining idea I have is someone used a galley blockade function but there are no wars.
This is not critical, but losing the gold for gems trade may be problematic in a dozen turns or so.

Tours is OT4Es 5th city, so I reckon we find the capital shortly. It looks like Gav, OT4E and superjm are all on the same continent (along with Elkads starting location?)

superjm has just ignored IW and rushed straight through to CS. I've said I wonder why, but look at his capital:

He has Academy, Forge, granary and library that I can see. And walls, for some reason. The academy is good, I had a thought that he might try to push out a GE to rush MoM but there is no forge in the Mids city so I believe MoM is safe from him. But 2 cottages and a popped gems through Bureau?!

I just went through all the reports, and confirmed that Free at Last popped borders eot98, library built eot93. It should reach 100 culture eot143, and it already has a judaism spread. Once it pops borders, it should claim the clam from City F. I was originally planning to triple chop a library, but only because I thought it was much closer to 100 culture. As it is, double chop a granary T121 and whip a lighthouse after 1 chop on T129 (growth@2 eot126 and regrowth@2 eot129) with a single grass farm completed. The turn of revolt to caste is still up in the air, but borders will pop from a caste artist, not a library.


I need the gold happy to get both of these cities to max size. Or to trade for ivory, silver (no one has silver) or whales. Also note MtK borders pop, at this point the entire continent will be barred from popping barbarians. A red letter day for me. Or not, given that the red is from by dumb chariots blood.
That said, micro stuff first. LBJ has a plains forest chopped next turn to complete a market, then builds a forge: the second plains forest is chopped T122 to complete the forge, then onto wealth.
MtK overflows from the market into the forge this turn, works the plains forest next turn and then max food for 2 turns to finish the forge eot120. As we are saving gold those turns, the market %age modifier gives more gold, than the hammers turns into wealth from a forge first approach would generate: The forge needs to save a turn to be able to put a turn into wealth to make gold, otherwise it just generates overflow into the next build and the gains would not be realised until the next build item is completed.
Growth of these two cities depends on sharing the overlapping grassland and lakes tiles to reach the maximum size. LBJ needs to work 7 plains cottages, 1 unique grass cottage, 2 sheep, and 2 grassland windmills, and there are two shared grassland cottages. Size 12, up to 14. MtK needs to work 5 plains cottages, a grassland mine, 3 unique grassland cottages, horse, corn and those two shared grassland cottages. Size 11, up to 13. Happy cap for both cities will be size 10 unless I can trade for further happy reources.
The plan is to grow MtK up to size 10 (or 12 if we get the gold back) on all of the available food neutral tiles first. Once MtK reaches the chosen pop size, move the population over to the plains cottages, and let LBJ grow on the food neutral tiles; LBJ will still grow, but slowly, and onto the shared plains tiles so we can get them grown sooner.
tl;dr: Grow MtK to size 10 ASAP, then stagnate it whilst growing LBJ to size 10, and improve the overlapping tiles first. Build wealth after the market>forge builds complete.

Looked at the worker movements. Can't chop the forests into market fast enough, going for the forge first with a whip at size 5. Corn is shared with AM whilst AM stagnates on the settler.

Going to have to grow to size 8 (and finish the axe for the island cities) and work an unimproved river plains tile, growth@8 eot119. Then hits 16hpt (because of the plains tile) to finish a settler eot124, alternative choice is to build wealth. Settler, or a single turn of 40% above breakeven slider is the choice.

As stated previously, JJ is going to get to take the corn (but not the sheep). I'm going to have to get the lighthouse here at some point, but for now I'm just growing on this rather than wealth because I need these hammers to get it before the golden age. I'm just aiming for size 4 and the quickest settler whip I can get to now: I have no idea when the golden age will start.

Don't moan, I know this city looks dreadful. The settler is whipped next turn, and settles marble city T124. I'm now stuck splitting the single corn between two cities so I believe that was the last chip AM will complete (TX will whip the forge). The river grassland will be farmed T119 and the plains river tile T121, and wealth will be built once the settler is completed.

Galley is whipped T118, then hide overflow behind wealth, grow to size 6 and triple whip a settler. Growth@6 eot122, settler whip T124? The plains hill will be mined T123 (worker micro found to fit into a galley transport on T126 to go over to the island) The galley will have return on T125 and leave on T126, and can return again T127 to load up a second worker and settler, leaving T128. This fits with the settler from BCR loading as the third settler.

Changing my mind over a settler from here: after the lighthouse whip, there isn't going to be time. Going to have to just go with the forge whip and market whip for happy and grow for the GM production. I'm not selling the excess furs: there is no one that has anything to trade for them. I'd trade them to OH for dyes or to Lewwyn for Silks (this is preferable).

Question for lurkers: what next, library, or lighthouse? The grass hill will be mined for use at size 3. Also note we need 4 workboats building from SW and WB for the island food resources, and caste artists may be available at some point in the next 10 turns. But the library is still needed for the Industrial NE.

Work boat whipped T120, clam hooked T123. Any requests for next build item here? Given the difficulty of growing to size 4 and the soon to be lack of a whip...lighthouse? And pop borders with caste artist when possible?
Diplo screens in order of score:


OK, comment time: I no longer believe I will be able to get Machinery fast enough to make the tech path work. If MoM is due eot126, then I can trigger a GA at any point necessary.
But I'm not going to be the player to make that decision: mackoti, that decision is going to be yours. The more I look at the game, the more I think that Serfdom is going to be important to get the tile improvements down if Machinery is delayed, but the great people production is a problem. I think we might end up delaying the GA for too long, and damage a lot of the new cities. I am very tempted to burn a turn revolting into Caste. Very tempted. Then we can save the golden age for whenever it fits best. What I'm trying to figure out if when, from T127 onwards, we can do without the whip. Anyone have any views on this burning a turn? And does anyone have a link to the number of cities to turns for revolt equation?

I think Lewwyn popped a GM from the Colossus.

I lost trade routes to Gav and OT4E. I don't know why, anyone got any ideas? we have a path through this area, and I don't see how a barb city could have spawned in this area, the only remaining idea I have is someone used a galley blockade function but there are no wars.
This is not critical, but losing the gold for gems trade may be problematic in a dozen turns or so.

Tours is OT4Es 5th city, so I reckon we find the capital shortly. It looks like Gav, OT4E and superjm are all on the same continent (along with Elkads starting location?)

superjm has just ignored IW and rushed straight through to CS. I've said I wonder why, but look at his capital:

He has Academy, Forge, granary and library that I can see. And walls, for some reason. The academy is good, I had a thought that he might try to push out a GE to rush MoM but there is no forge in the Mids city so I believe MoM is safe from him. But 2 cottages and a popped gems through Bureau?!

I just went through all the reports, and confirmed that Free at Last popped borders eot98, library built eot93. It should reach 100 culture eot143, and it already has a judaism spread. Once it pops borders, it should claim the clam from City F. I was originally planning to triple chop a library, but only because I thought it was much closer to 100 culture. As it is, double chop a granary T121 and whip a lighthouse after 1 chop on T129 (growth@2 eot126 and regrowth@2 eot129) with a single grass farm completed. The turn of revolt to caste is still up in the air, but borders will pop from a caste artist, not a library.


I need the gold happy to get both of these cities to max size. Or to trade for ivory, silver (no one has silver) or whales. Also note MtK borders pop, at this point the entire continent will be barred from popping barbarians. A red letter day for me. Or not, given that the red is from by dumb chariots blood.
That said, micro stuff first. LBJ has a plains forest chopped next turn to complete a market, then builds a forge: the second plains forest is chopped T122 to complete the forge, then onto wealth.
MtK overflows from the market into the forge this turn, works the plains forest next turn and then max food for 2 turns to finish the forge eot120. As we are saving gold those turns, the market %age modifier gives more gold, than the hammers turns into wealth from a forge first approach would generate: The forge needs to save a turn to be able to put a turn into wealth to make gold, otherwise it just generates overflow into the next build and the gains would not be realised until the next build item is completed.
Growth of these two cities depends on sharing the overlapping grassland and lakes tiles to reach the maximum size. LBJ needs to work 7 plains cottages, 1 unique grass cottage, 2 sheep, and 2 grassland windmills, and there are two shared grassland cottages. Size 12, up to 14. MtK needs to work 5 plains cottages, a grassland mine, 3 unique grassland cottages, horse, corn and those two shared grassland cottages. Size 11, up to 13. Happy cap for both cities will be size 10 unless I can trade for further happy reources.
The plan is to grow MtK up to size 10 (or 12 if we get the gold back) on all of the available food neutral tiles first. Once MtK reaches the chosen pop size, move the population over to the plains cottages, and let LBJ grow on the food neutral tiles; LBJ will still grow, but slowly, and onto the shared plains tiles so we can get them grown sooner.
tl;dr: Grow MtK to size 10 ASAP, then stagnate it whilst growing LBJ to size 10, and improve the overlapping tiles first. Build wealth after the market>forge builds complete.

Looked at the worker movements. Can't chop the forests into market fast enough, going for the forge first with a whip at size 5. Corn is shared with AM whilst AM stagnates on the settler.

Going to have to grow to size 8 (and finish the axe for the island cities) and work an unimproved river plains tile, growth@8 eot119. Then hits 16hpt (because of the plains tile) to finish a settler eot124, alternative choice is to build wealth. Settler, or a single turn of 40% above breakeven slider is the choice.

As stated previously, JJ is going to get to take the corn (but not the sheep). I'm going to have to get the lighthouse here at some point, but for now I'm just growing on this rather than wealth because I need these hammers to get it before the golden age. I'm just aiming for size 4 and the quickest settler whip I can get to now: I have no idea when the golden age will start.

Don't moan, I know this city looks dreadful. The settler is whipped next turn, and settles marble city T124. I'm now stuck splitting the single corn between two cities so I believe that was the last chip AM will complete (TX will whip the forge). The river grassland will be farmed T119 and the plains river tile T121, and wealth will be built once the settler is completed.

Galley is whipped T118, then hide overflow behind wealth, grow to size 6 and triple whip a settler. Growth@6 eot122, settler whip T124? The plains hill will be mined T123 (worker micro found to fit into a galley transport on T126 to go over to the island) The galley will have return on T125 and leave on T126, and can return again T127 to load up a second worker and settler, leaving T128. This fits with the settler from BCR loading as the third settler.

Changing my mind over a settler from here: after the lighthouse whip, there isn't going to be time. Going to have to just go with the forge whip and market whip for happy and grow for the GM production. I'm not selling the excess furs: there is no one that has anything to trade for them. I'd trade them to OH for dyes or to Lewwyn for Silks (this is preferable).

Question for lurkers: what next, library, or lighthouse? The grass hill will be mined for use at size 3. Also note we need 4 workboats building from SW and WB for the island food resources, and caste artists may be available at some point in the next 10 turns. But the library is still needed for the Industrial NE.

Work boat whipped T120, clam hooked T123. Any requests for next build item here? Given the difficulty of growing to size 4 and the soon to be lack of a whip...lighthouse? And pop borders with caste artist when possible?
Diplo screens in order of score:


OK, comment time: I no longer believe I will be able to get Machinery fast enough to make the tech path work. If MoM is due eot126, then I can trigger a GA at any point necessary.
But I'm not going to be the player to make that decision: mackoti, that decision is going to be yours. The more I look at the game, the more I think that Serfdom is going to be important to get the tile improvements down if Machinery is delayed, but the great people production is a problem. I think we might end up delaying the GA for too long, and damage a lot of the new cities. I am very tempted to burn a turn revolting into Caste. Very tempted. Then we can save the golden age for whenever it fits best. What I'm trying to figure out if when, from T127 onwards, we can do without the whip. Anyone have any views on this burning a turn? And does anyone have a link to the number of cities to turns for revolt equation?