Micro Plan for next 10 turns
Hastee Tastee
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Lighthouse
Worker
Archer
HT has been whipped heavily since its founding but it has a decent amount of infrastructure to show for it. However, we need to give its corn to HT in the near-future and it has few other good tiles to work. However, it is on a PH, and so a PH mine becomes (2+4)*1.35 = 8 hammers when working a worker. Thus this city, despite being size 3 and discontent (the 2f the discontent worker brings is as good as any other tile here), gets 13 production a turn into a worker. Pretty decent!
T74 3pop lighthouse 29->31, +5f 18->23
T75 3pop->2pop lighthouse 31->33, +2f 23->25 <- whip
T76 3pop worker 0->15
T77 3pop worker 15->26
T78 3pop worker 26->37
T79 3pop worker 48->59
T80 3pop worker 59->70
T81 3pop archer 0->9, +6f, 14->20
T82 3pop archer 9->14, +6f 20->26
Cedar Point
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Settler
Growth
Archer
Because of the sheep raze by the barb warrior, this city is stunted. One mistake of mine was to not immediately get a granary while the city's food bin was low at size 1; I was too concerned with getting out workers and settlers via clear-cutting and not concerned enough with what this city would be like when the fern gully dwellers had fled. Alas. I've got a farm coming soon and want another on top of that. Another mine would solidify this city as a solid military production center for the western half of my civ.
T74 2pop settler 72->82, +0f 4->4
T75 2pop settler 82->92, +0f 4->4
T76 2pop settler 92->102, +0f 4->4
T77 2pop archer 0->4, +7f 4->11 <- steal corn
T78 2pop archer 4->6, +7f 11->17
T79 2pop archer 6->8, +7f 17->24 <- need to have a worker farming here (3t already into it)
T80 3pop archer 8->10, +8f 13->21 <- farm done
T81 3pop archer 12->20, +5f 21->26
T81 4pop archer 20->28, +2f 14->16 <- give back corn
T82 4pop archer 3->12, +4f 16->20
Carnival
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Settler
Growth
Barracks
Archer
Archer
Archer
I was originally planning to whip this settler out, but now I think that, with so many happiness resources soon to be available, it'll be better to get it grow onto more production. I want another pair of mines and a farm here I think, maybe one I can share with CP. I'd eventually like to try for the Hanging Gardens here, although the only chops I can put in will be 3rd-ring chops. I do have 1 BFC forest left, maybe I should save it... the question, at any rate, is whether I go for it here or at "g"
T74 4pop settler 60->75, +0f 17->17
T75 4pop settler 75->90, +0f 17->17
T76 4pop settler 90->105, +0f 17->17 <- stop prechopping forest
T77 4pop barracks 42->68, +6f 17->23 <- switch ph mine for grass forest corn
T78 4pop archer 4->12, +6f 23->29
T79 5pop archer 12->26, +3f 16->19 <- mine done
T80 5pop archer 0->15, +3f 19->22
T81 5pop archer 15->29, +3f 22->25
T81 5pop archer 0->15, +5f 25->30 <- farm done
T82 6pop archer 15->19, +2f 16->18
Peewee's Playhaus
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Granary
WB
Galley
This city is nominally supposed to be working cottages for Zoo, but, as it has an insane amount of food available to it, it has been pumping infrastructure. I'll have it start to work cottages soon though.
T74 3pop workboat 25->30, +7f 3->10
T75 3pop granary 1->37, +2f 10->12 <- chop done
T76 2pop granary 37->71, +4f 12->16 <- whip
T77 2pop workboat 0->20, +4f 16->20 <- awesome overflow ((11h raw overflow + 4h)*1.35 = 20h!)
T78 2pop workboat 20->25, +4f 20->24 <- prevent growth
T79 2pop workboat 25->30, +4f 24->28 <- cottage done
T80 3pop galley 0->1, +11f 17->28
T81 4pop galley 1->2, +9f 16->25
T81 4pop->2pop galley 3->4, +8f 25->33 <- whip galley 4pop->2pop
T82 3pop lighthouse 0->5, +11f 22->33 <- furs online
Zoo
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Growth
GS GPP
Easy Production job here; we slowly build the palace at 1 hammer a turn. We have 1 forest left here, which will be saved in order to 1-pop whip a market when Currency is done. At some point, I'll steal the mine back from PP in order to finish the Palace a little faster.
T74 6pop, +1f 18->19
T75 6pop, +6f 19->25
T76 6pop, +1f 25->26
T77 6pop, +1f 26->27
T78 6pop, +1f 27->28
T79 6pop, +1f 28->29
T80 6pop, +1f 30->31
T81 6pop, +1f 31->32
T82 7pop, +4f 17->21 <- furs online
Clambake
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Granary
Barracks
T75 1pop granary 23->24, +4f 10->14
T75 1pop granary 24->25, +4f 14->18
T76 1pop granary 25->26, +4f 18->22
T77 2pop granary 26->27, +4f 0->4
T78 2pop granary 27->30, +3f 4->7
T79 2pop->1pop granary 30->61, +4f 7->11 <- whip
T80 1pop barracks 0->2, +4f 11->15
T81 1pop barracks 0->2, +4f 15->19 <- farm done
T82 1pop barracks 0->2, +4f 19->23
Stony Point
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Barracks
Granary
New city, named after a park in my fiance's hometown. Basically, the big problem here is I couldn't think of anything but stoner jokes and I don't know how Scooter swings with that.
Priority A#1 is to get Stone online. (eta turn 91 I think =/) I wish I planned this out sooner; I should have had the worker chop the forest to get borders expanded 2 turns earlier. The pig doesn't matter so much because I'll have the fish online first. I'll have a worker fort the stone starting T85 via the Galley from PP, so that the fort is up in time for the expanded borders.
T75 1pop rax 0->2, +3f 0->3
T76 1pop rax 2->4, +3f 3->6
T77 1pop rax 4->6, +6f 6->12
T78 1pop rax 8->10, +6f 12->18
T79 1pop rax 10->12, +6f 18->24
T80 2pop->1pop rax 12->74, +6f 2->8 <- whip
T81 1pop granary 0->8, +6f 8->14
T82 1pop granary 8->39, +6f 14->20 <- chop done