January 26th, 2010, 09:26
Posts: 3,390
Threads: 31
Joined: Dec 2009
Here's the revised micro plan. It's not polished, but should be clear enough.
T1 Start warrior, start Agriculture (capital working sheep tile)
T8 Finish warrior #1, start warrior
T11 Size two capital, one more turn in warrior, (working sheep tile and forested plains hill), finish Agriculture, start Animal Husbandry = 144 beakers (180-20%) + 2 beaker overflow from Ag
The reasoning for bringing the warrior to 11/15, is that we can then send out our first warrior to scout as well. If there are any unwanted visitors, we can just switch to the warrior which will finish in 1 turn.
T12 switch to worker (working same tiles)
T22 Finish worker, worker starts farm on wheat, continue building warrior (at 11/15), max growth in city (work wheat and sheep tile)
T24 finish warrior #2 (start warrior at 2/15)
T25 wheat farmed (food box 6/22, warrior 5/15)
T26 worker move NE â Farm 1t (10/22 â 8/15) â Discover AH, start Mining = 90 beakers (8 beaker overflow)
T27 worker move E â start Pasture (14/22 â 11/15)
T28 18/22 â 14/15
T29 grow to size 3, finish warrior #3 (17/15), start warrior (2/15) (working Wheat+Sheep+grassland river) = 11 beakers/turn
T30 Pasture finished = 12 beakers/turn
City 4/24 â warrior 5/15
T31 worker move W â Farm
City 10/24 â warrior 8/15
T32 16/24 â 11/15
T33 22/24 â 14/15
T34 Farm finishedâ Discover Mining, start BW 8 beaker overflow
Size 4 (4/26) warrior #4 finished
After that we either go worker or settler. I'd rather say Settler, and when that's finished and BW comes we can revolt and 2 pop whip a worker.