Turn 083
So whilst I've been bored at work, I've been thinking about what I can do to fix my bpt, at least until Currency.
The answer I've come up with is that I pretty much can't do anything meaningful except work coastal tiles at Westminster. THerefore I've come up with a route to grow to size 9 for around the time the silver is hooked, and to get the work boats I'll need for the island. I've had to fiddle around with that micro because the second island city has to steal the fish for two turns. In all I've found a way to work coastal tiles for a total of
That should generate around 85 commerce over the next 10 turns. Enough to make Currency by T92 feasible. The downside is no workers from Westminster until after it reaches size 9. I'm sensing a theme of misjudgement here.
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The barb died, but got a decent number of hits in. No worries, the spear promote/heals up to 72hp, then heals over 2 turns within borders, so I'll move it to Scarrow and then heal.
I'm tempted to move both Yeld and Cavendish 1SW next turn, so on T85 I'll have the full barb busting net up, and then I'll...do something, I suppose.
The worker micro is worth noting just so I don't forget it.
This leaves the unpromoted axe to defend at Scarrow, and the spear will toddle along.
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All the above uses Cavendish, 3 workers, an axe and chariot. I need another unit to allow Yeld to push further south. Once Aldeburghs borders pop, The warrior on copper can move 1W. Once the silver city is settled on T92 Warrior 3, which is hidden behind the axe symbol can move 1W. I think I can settle 1NW of the stone T95-ish depending on workers around Scarrow.
I'd only need a unit on the wheat, another on the tundra forest somewhere, and unit on the copper hill to complete teh fog busting net. And Yeld is one of those units...an archer, a chariot and Yeld would then finish the fog busting net.
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After the settler whip on T88, I expect to get WT stuck at size 4-5 and slow build workers. No more happy...but if I'm giving up on religion, I should probably try to get a GS out of here? Whatever gives more beakers on the push to Currency.
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Next time, can I have double food resources at my first 5 cities, and plenty of metal happy?
So whilst I've been bored at work, I've been thinking about what I can do to fix my bpt, at least until Currency.
The answer I've come up with is that I pretty much can't do anything meaningful except work coastal tiles at Westminster. THerefore I've come up with a route to grow to size 9 for around the time the silver is hooked, and to get the work boats I'll need for the island. I've had to fiddle around with that micro because the second island city has to steal the fish for two turns. In all I've found a way to work coastal tiles for a total of
That should generate around 85 commerce over the next 10 turns. Enough to make Currency by T92 feasible. The downside is no workers from Westminster until after it reaches size 9. I'm sensing a theme of misjudgement here.

The barb died, but got a decent number of hits in. No worries, the spear promote/heals up to 72hp, then heals over 2 turns within borders, so I'll move it to Scarrow and then heal.
I'm tempted to move both Yeld and Cavendish 1SW next turn, so on T85 I'll have the full barb busting net up, and then I'll...do something, I suppose.
The worker micro is worth noting just so I don't forget it.
This leaves the unpromoted axe to defend at Scarrow, and the spear will toddle along.
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All the above uses Cavendish, 3 workers, an axe and chariot. I need another unit to allow Yeld to push further south. Once Aldeburghs borders pop, The warrior on copper can move 1W. Once the silver city is settled on T92 Warrior 3, which is hidden behind the axe symbol can move 1W. I think I can settle 1NW of the stone T95-ish depending on workers around Scarrow.
I'd only need a unit on the wheat, another on the tundra forest somewhere, and unit on the copper hill to complete teh fog busting net. And Yeld is one of those units...an archer, a chariot and Yeld would then finish the fog busting net.
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After the settler whip on T88, I expect to get WT stuck at size 4-5 and slow build workers. No more happy...but if I'm giving up on religion, I should probably try to get a GS out of here? Whatever gives more beakers on the push to Currency.
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Next time, can I have double food resources at my first 5 cities, and plenty of metal happy?