Turn 70
Larger report this time. Scouting first.
Tease.
Bigger tease and worth significant discussion. Front city could go on either hill, but then we are settling towards someone that has a tech edge on us. Plains hill is probably the best location to plant for a defensive posture, but I don't see how we can give up the southern area if there is any happy. I am considering settling here with the capital settler, but we have no culture options so probably have to cram down walls, and then we end up in a position where we have to build a couple of spears and archers, which affects tech path and tech timings, probably too much.
If that barb moves next to OH's borders next turn, I'm probably not attacking.
Bust. I wish that crab was first ring for the filler so we could get a western coastal city down but this whole area is just a turn sink without religion, caste or Music.
Some random shot I must have taken accidentally.
Onto the cities:
I'm sticking with the plan of stagnating at size 6. We do have the option of whipping the settler, but I think it would be too aggressive to do that to try to claim the front city against OH. We can't afford it, we can't defend it, and it just gives OH the opportunity to hit us with HA. At most, we finish it naturally and send it down to settle, but we would have to grab Archery next to do that.
I've tried to get the granary built at size 4 but I can't do it without a chop, and the workers are just out of position (ie, ITM, hooking furs and Kalamazoo are more important). Working the hill because the lakes are already worked. Can't work a cottage as ITM is already working it. This will change over the next few turns, but the whip unhappy just disappears as we grow so the timings work out better, and when we whip something else (specifically, I think a settler around T77 using 1 chop) and then finish the granary on regrowth to size 4. I think that next turn I can make it fit that LBJ gets back to 7fpt for growth eot73. Why rush out to get this settler with current costs, though? Because this keeps the whip unhappy on cool down, and we can use this settler for the island city if we go for Sailing next.
As per T66 turn report:
Straight regrowth to size 4, chop lands T72, whip T73, regrowth T74.
Picture taken a turn early, you know the drill, pick up the hills next turn, pray for Mids. There are options to try and speed it up slightly from T98 but not significantly (we can whip, we can starve down the granary food). The workers will start cottaging this area as well, and we can run one worker back to LBJ to chop that forest, which leaves 3 workers to hook the copper and then be allocated as needed (need them back ready to hook food at cities 6 and 7 T80, so probably have to send some of them north to mine as a holding pattern).
Given the length of time to builds Mids, I'm not planning anything technical about how to abuse it to the Nth degree. We'd just revolt to Rep, grow the 6 specific cities that we want the happiness in to size 8/9, and then stagnate 3 of the cities on scientists. It's not like there is much to plan, and I'm not even assuming we can get them. I'd expect someone to build them by T90.
Next turn take back the deer and regrow on a granary (library doesn't make sense here, it needs to work food and mines IMO to be able to swap between military, settlers and research/wealth), granary is just a hammer sink atm. Regrowth@2 eot74. Most of this will be discussed below.
Realistically, we need one of BCR and JJ to have a granary to limit the food costs in growing both cities: I think that at size 2, JJ is likely to be called upon to whip a galley with a chop dumped in to get it ASAP (if there is happy on that there island, I'm just running straight with this plan). BCR is almost more likely to just accumulate the hammers for the granary more easily (one hill mine on the forested plains hill between the sheep and corn is the obvious staging point prior to BCR's border pop. JJ can sit on both furs as needed, if it does that for a further 3-5 turns, so be it IMO. It helps the Alphabet time.
As the BCR border pop should occur eot80, we want to or even 3 workers on that hill T80. The third worker means corn hooked T82, Sheep T84. 2 workers split means corn T85, sheep T84. 2 workers stacked means corn T83, sheep T86. I think the worker that is camping the forest fur will finish the camp T74, then roads T77, so could move and road the grass river hill adjacent to BCR T78, and T70-T80, which just means moving 2 workers from around the capital to drop the mine around that time.
I've worked some micro that gets 3 workers into place to hook both food resources and both forests chopped on T79 (which can use 1 chop to complete BCR granary and seed the JJ galley whip, or both chops to complete the JJ granary, or most of a galley. So there are options here.
Larger report this time. Scouting first.
Tease.
Bigger tease and worth significant discussion. Front city could go on either hill, but then we are settling towards someone that has a tech edge on us. Plains hill is probably the best location to plant for a defensive posture, but I don't see how we can give up the southern area if there is any happy. I am considering settling here with the capital settler, but we have no culture options so probably have to cram down walls, and then we end up in a position where we have to build a couple of spears and archers, which affects tech path and tech timings, probably too much.
If that barb moves next to OH's borders next turn, I'm probably not attacking.
Bust. I wish that crab was first ring for the filler so we could get a western coastal city down but this whole area is just a turn sink without religion, caste or Music.
Some random shot I must have taken accidentally.
Onto the cities:
I'm sticking with the plan of stagnating at size 6. We do have the option of whipping the settler, but I think it would be too aggressive to do that to try to claim the front city against OH. We can't afford it, we can't defend it, and it just gives OH the opportunity to hit us with HA. At most, we finish it naturally and send it down to settle, but we would have to grab Archery next to do that.
I've tried to get the granary built at size 4 but I can't do it without a chop, and the workers are just out of position (ie, ITM, hooking furs and Kalamazoo are more important). Working the hill because the lakes are already worked. Can't work a cottage as ITM is already working it. This will change over the next few turns, but the whip unhappy just disappears as we grow so the timings work out better, and when we whip something else (specifically, I think a settler around T77 using 1 chop) and then finish the granary on regrowth to size 4. I think that next turn I can make it fit that LBJ gets back to 7fpt for growth eot73. Why rush out to get this settler with current costs, though? Because this keeps the whip unhappy on cool down, and we can use this settler for the island city if we go for Sailing next.
As per T66 turn report:
Quote:Slight change of plan for Mack the Knife (City 3). Finish the granary eot68. Delay growth T69, growth@4 eot70 with 11 food saved and 6 overflowed, grow on a library, growth@5 eot73, T74 work hill mine and 2 plains forests and T75 double whip the library and regrowth@4, T76 work corn, horse, 2 scientists. Sit on a settler or worker. Borders will pop to claim two further lakes tiles.
Straight regrowth to size 4, chop lands T72, whip T73, regrowth T74.
Picture taken a turn early, you know the drill, pick up the hills next turn, pray for Mids. There are options to try and speed it up slightly from T98 but not significantly (we can whip, we can starve down the granary food). The workers will start cottaging this area as well, and we can run one worker back to LBJ to chop that forest, which leaves 3 workers to hook the copper and then be allocated as needed (need them back ready to hook food at cities 6 and 7 T80, so probably have to send some of them north to mine as a holding pattern).
Given the length of time to builds Mids, I'm not planning anything technical about how to abuse it to the Nth degree. We'd just revolt to Rep, grow the 6 specific cities that we want the happiness in to size 8/9, and then stagnate 3 of the cities on scientists. It's not like there is much to plan, and I'm not even assuming we can get them. I'd expect someone to build them by T90.
Next turn take back the deer and regrow on a granary (library doesn't make sense here, it needs to work food and mines IMO to be able to swap between military, settlers and research/wealth), granary is just a hammer sink atm. Regrowth@2 eot74. Most of this will be discussed below.
Realistically, we need one of BCR and JJ to have a granary to limit the food costs in growing both cities: I think that at size 2, JJ is likely to be called upon to whip a galley with a chop dumped in to get it ASAP (if there is happy on that there island, I'm just running straight with this plan). BCR is almost more likely to just accumulate the hammers for the granary more easily (one hill mine on the forested plains hill between the sheep and corn is the obvious staging point prior to BCR's border pop. JJ can sit on both furs as needed, if it does that for a further 3-5 turns, so be it IMO. It helps the Alphabet time.
As the BCR border pop should occur eot80, we want to or even 3 workers on that hill T80. The third worker means corn hooked T82, Sheep T84. 2 workers split means corn T85, sheep T84. 2 workers stacked means corn T83, sheep T86. I think the worker that is camping the forest fur will finish the camp T74, then roads T77, so could move and road the grass river hill adjacent to BCR T78, and T70-T80, which just means moving 2 workers from around the capital to drop the mine around that time.
I've worked some micro that gets 3 workers into place to hook both food resources and both forests chopped on T79 (which can use 1 chop to complete BCR granary and seed the JJ galley whip, or both chops to complete the JJ granary, or most of a galley. So there are options here.