Now onto the cities. Most will not have anything important documented for each one, it will realistically be mostly a picture dump.

The cottage cities do need to get Grocers and ideally Banks down though, that's significantly more efficient than just building wealth everywhere. I think after rolling out the stacked up hammers in these cities, they will all go Grocer>Bank.



The above applies to all these cities.

Courthouse is only worth 3.6gpt, so military from here.

Knights until maximum overflow is reached, then I think I can complete a courthouse in a single turn? Otherwise straight military. I've moved tiles around because it now makes too many hammers, so better to help out the other cities.

The Harbour and Feitoria would theoretically cost 1260 base hammers, but a forge needs 240 hammers going through it to pay back the hammers. I'm not thinking long term anymore, so I may just go with wealth after the market? I'll have to decide by T171, but because of the amount of overflow I otherwise would hide and not use, I think I will end up just grabbing the forge.

Military. Needs a road on the desert tile.

Trebs and cats, but a future frigate city? Given this is the first good coastal city I settled, let's count. 28 base hpt.

Fuck the micro. Military. 28 base hpt, 56 total.

Knights not privateers, then frigates. 40 base hpt, 96 total base hpt, 160 adjusted hpt.

Right, Great people. Scientist for a GA. It bulbs Education, so I have to plan for the next GA to push out OH, and then see what happens. I will have to slow this one down, and allow the other great person to complete first. The Merchant points were a mistake, but if I get that GM from here, I send two GM on missions for trade bombs. They would have to go Superjm.

Trololol. Barracks next then military, but eventually Frigates: 20 base hpt, 116 base hpt total, 185 adjusted hpt and counting.

Greatest Risk of the war is losing this city. It ends the GA 1 turn from popping the GM, a mere 12 points. So if I can get the GM out at over 99% odds (oh fuck please, please not the GE) eot177, according to AC I can pop a great person from that city eot179 and trigger a GA as early as T180. This GA ends eot176.

Oh look, a 200 hammer paper weight. I just need hammers into boats, so I'm sacrificing this city. I really should have reconsidered where I put hte iNE, but I'm not sure if I could ever keep SA safe. Probably one of the regrets from this game. Military. 20 base hpt. 136 base hpt total, 210 adjusted hpt total.

Military. Not Trebs. 20 base hpt. 156 base hpt total, 235 adjusted hpt total.

As above, military. 21 base hpt, but I'll call it 20 for ease of numbers. 176 base hpt total, 260 adjusted hpt total.

Trololol, military, call it 24 base hpt, 200 base hpt total, 290 adjusted hpt total.

Military.

Moai in a GA shot at last! Minimum 16 base hpt, but by the time frigates come around, it would have to be at size 13, which for the sake of this argument will be 28 base hpt, 228 base hpt total, 325 adjusted hpt total.

Another GA Moai. With an extra workshop, 20hpt is quite achievable...but 24hpt is more realistic at size 11. 252 base hpt total, 355 adjusted hpt total.

Siege until frigates. 28 base hpt. 280 base hpt total. 390 adjusted hpt total.

More military. 36 base hpt. 316 base hpt total. 435 adjusted hpt total.

20 base hpt. 336 base hpt total. 460 adjusted hpt total. So that is 5 frigates per turn average output. OH can about match that without slavery, but with slavery? He can't manage it permanently. Then there is Steel and SoL at Mil Sci...
The rest of the cities are just for site ATM.






I don't know which of the captured cities will last longer term. There aren't important, and in fact I don't believe I can hold any of them against CKN without CG2 muskets. The prize is OH's core.
Now for the F screens.
And the graphs:

The cottage cities do need to get Grocers and ideally Banks down though, that's significantly more efficient than just building wealth everywhere. I think after rolling out the stacked up hammers in these cities, they will all go Grocer>Bank.



The above applies to all these cities.

Courthouse is only worth 3.6gpt, so military from here.

Knights until maximum overflow is reached, then I think I can complete a courthouse in a single turn? Otherwise straight military. I've moved tiles around because it now makes too many hammers, so better to help out the other cities.

The Harbour and Feitoria would theoretically cost 1260 base hammers, but a forge needs 240 hammers going through it to pay back the hammers. I'm not thinking long term anymore, so I may just go with wealth after the market? I'll have to decide by T171, but because of the amount of overflow I otherwise would hide and not use, I think I will end up just grabbing the forge.

Military. Needs a road on the desert tile.

Trebs and cats, but a future frigate city? Given this is the first good coastal city I settled, let's count. 28 base hpt.

Fuck the micro. Military. 28 base hpt, 56 total.

Knights not privateers, then frigates. 40 base hpt, 96 total base hpt, 160 adjusted hpt.

Right, Great people. Scientist for a GA. It bulbs Education, so I have to plan for the next GA to push out OH, and then see what happens. I will have to slow this one down, and allow the other great person to complete first. The Merchant points were a mistake, but if I get that GM from here, I send two GM on missions for trade bombs. They would have to go Superjm.

Trololol. Barracks next then military, but eventually Frigates: 20 base hpt, 116 base hpt total, 185 adjusted hpt and counting.

Greatest Risk of the war is losing this city. It ends the GA 1 turn from popping the GM, a mere 12 points. So if I can get the GM out at over 99% odds (oh fuck please, please not the GE) eot177, according to AC I can pop a great person from that city eot179 and trigger a GA as early as T180. This GA ends eot176.

Oh look, a 200 hammer paper weight. I just need hammers into boats, so I'm sacrificing this city. I really should have reconsidered where I put hte iNE, but I'm not sure if I could ever keep SA safe. Probably one of the regrets from this game. Military. 20 base hpt. 136 base hpt total, 210 adjusted hpt total.

Military. Not Trebs. 20 base hpt. 156 base hpt total, 235 adjusted hpt total.

As above, military. 21 base hpt, but I'll call it 20 for ease of numbers. 176 base hpt total, 260 adjusted hpt total.

Trololol, military, call it 24 base hpt, 200 base hpt total, 290 adjusted hpt total.

Military.

Moai in a GA shot at last! Minimum 16 base hpt, but by the time frigates come around, it would have to be at size 13, which for the sake of this argument will be 28 base hpt, 228 base hpt total, 325 adjusted hpt total.

Another GA Moai. With an extra workshop, 20hpt is quite achievable...but 24hpt is more realistic at size 11. 252 base hpt total, 355 adjusted hpt total.

Siege until frigates. 28 base hpt. 280 base hpt total. 390 adjusted hpt total.

More military. 36 base hpt. 316 base hpt total. 435 adjusted hpt total.

20 base hpt. 336 base hpt total. 460 adjusted hpt total. So that is 5 frigates per turn average output. OH can about match that without slavery, but with slavery? He can't manage it permanently. Then there is Steel and SoL at Mil Sci...
The rest of the cities are just for site ATM.






I don't know which of the captured cities will last longer term. There aren't important, and in fact I don't believe I can hold any of them against CKN without CG2 muskets. The prize is OH's core.
Now for the F screens.
And the graphs: