Am I crazy, or is it good here to NOT whip aggressively? I know people always say that you should whip, whip, whip.. but 2-pop whips were nerfed in the mod, and I have fantastic tile yields in my capital.
Tentative plans:
Capital:
T1-T13: Worker
T13-T22: Warrior
T22-T24: Warrior (left unfinished)
T24-T30: Worker
T30-T32: Warrior (finishing up the old one)
T32-T35: Warrior (left unfinished)
T35-T41: Settler
T41-T45: Settler
T45-T49: Worker
T49-T52: Settler
T52-T53: Warrior
T53-T: Granary
Second city:
T43-T49: Work Boat
T49-T53: Work Boat
T53-T: Barracks
Third city:
T46-T51: Barracks
T51-T59: Warrior
T59-T: Granary
Fourth city:
T54-T59: Barracks
T59-T: Granary
Techs:
T1-T5: Agriculture (tech pop)
T5-T20: Animal Husbandry
T20-T36: Bronze Working (revolt right away)
T36-T43: The Wheel
T43-T48: Pottery
T48-T57: Sailing
T57-T61: Hunting
Growths and whips:
T20: Capital size 2
T24: Capital size 3
T33: Capital size 4
T35: Capital size 5
T40: Capital whip 1-pop to Settler
T43: Second city founded (steals the corn from capital, capital switches to gold mine)
T46: Third city founded
T48: Second city size 2
T48: Second city whip 1-pop to Work Boat
T51: Capital whip 2-pop to Settler (exactly at 100/100, gotta watch out here)
T52: Second city size 2
T52: Second city whip 1-pop to Work Boat
T53: Third city size 2
T54: Fourth city founded (rice is improved the same turn for it)
T55: Capital size 3
T57: Second city size 2
T57: Third city size 3
T60: Capital size 4
T60: Fourth city size 2
And it'd look something like this at T60:
Notes:
- 2-pop whip worth it? Probably is.. From 5 turns left to 1 turn left on a Settler. Yeah, it's gotta be.
- First build in the fourth city will depend on the terrain.. Granary first if there's nothing good in the fog, Barracks first if there is.
- The fourth city could also go northwest if there's something good there. Could even bring cows in play earlier, in which case I'd get Hunting before Sailing.
- Sailing might in fact get scrapped. OB was moved up to Alphabet so it would take a while to get the trade route benefits even if we have a neighbor in reach.
- I worked the plains hill in capital over the gold mine, but I do have to favor the gold mine for a couple turns to get Hunting right when the borders pop in the third city. Not a problem if Sailing gets scrapped.
- Horses, Copper, tech pops, random events, forest growths etc. can all HELP the plan be better.
- A close neighbor is a high possibility. The lands seem easily defendable, but I might have to throw in a chariot or an axe.