Pic dump time. novice, slate me for MM if you want, but I'm getting tired. the tl;dr is that I'm going to risk it and go for Corp now. As a few cities finish builds I'm going to put them onto wealth to ensure we can finish Corp in 4 total. Constitution will take 3 I believe though if someone researches it in the next couple turn or two we'll get a good chunk of beakers from the additional 8%. Worst case I put a bunch of cities on research on the final turn.
Bank is overdue, will then build an Observatory. Keeping the farms and will draft a rifle, maybe 2 from here then watermill over (2 pop drafted rifles are less hammer efficient than 1 pop draft muskets etc).
I do not wish to invest much more into DS due to ease of being 1 moved by dtay, but a drydock was too good to pass up. If I get peace with dtay (possible) I'm going to cut that jungle and workshop the two unimproved tiles and get a harbour in the city. Once rifling is in, will draft it back down to size 14 or so. That now seems to be more like something that will happen after T195.
Settler to help fill in gaps around Ruff to help deter BGN from attacking a bunch of cities that have no cultural borders. WH is returning to the routes or providing people wanting to leave his shitty city (seriously, how many settlers has this city built?) Also, WH and KM are the only mainland coastal cities without drydocks, WH will not get one likely ever, more likely to build basic infrastructure.
One of the crown jewels. Base production gives 115 production into military units so can alternate between 1 turning Cav and Rifles. I have plenty of cannon in this area but very few hitters due to removing so many knights and muskets to hit Ruff, which is why I'm building up the overflow. The other reason is that overflow will be useful to either finish the 99/200 university or to speed up West Point by a turn. I grew the city to size 19 to open up the possibility of drafting RC...and I had built up a huge food store and had to take the sugar from DS due to unhealthiness and happy issues when I draft DS. I have workshopped the spare win for more hammers and am 1 turn from workshopping over that village for an additional 10 adjusted hammers. I don't need the hammers right now and I have the lowest bpt of any of the first 3 ranked civs so I'm leaving it.
Bank gives 19 gpt, breakeven is basically 50% without wealth builds so 10gpt for 10 hammers. Better return than any other building here and provided can still get Corp in 4 turns seems good. If I don't need the health or happy from Grocer/Market it's decent. The plains farm pop is there for potential rifle draft. Will also watermill the farm in a few turns for 38 base hpt.
Bank again used due to no plans to grow vertically any more so health unnecessary. drydock helped to get out the 5 move galleons to enable the Ruff invasion. Only city with monastery: may need to build another monastery elsewhere prior to finishing Scientific Method. Not likely to get sheep back so needs a windmill.
Capital has nothing else to build.spies have some utility. Barracks built for additional happy in case of WW. Will windmill another hill and then use a scientist at size 20, for 16 base hpt. University is completed, need 7 more (good luck finding cities to build them).
Another settler for Ruff land. Will farm teh western workshop, then workshops the unimproved gfrassland when I have finished improving the land at JD in the next few turns. Will get another drydock here and leave the city to build boats @32hpt adjusted, stealing a workshop from TS.
I need to build a garrison. I'm building this frigate to help bolster the seaboard towards dtay then back to infrastructure. Maybe draft a musket, more likely wait until Rifling then draft.
Fort the tile 6 of JD to open up the route to Ruffs coast. Growing to size 14, watermill 2 grassland, 1 plains, 1 flood plain, or more likely keeping 1 farm as a farm and workshop the tile 1N of JD and building a lighthouse for base 39hpt (and removing the fort).
Unit pump for foreseeable future. Final settler to seal off land against Ruff then back to units, whatever is needed. Not likely to grow the city more. Possible university city if unit needs decrease, depending on timetable.
Will take the grassland Ruff has at marblehead, workshop it, take a plains hill mine from Cf and windmill a hill for 26 hpt base then leave it on navy. If you can't tell by now I intend to stop people from wanting to wage war on me by wrecking their economy which works against OT and BGN if they want to try and win the game. Against dtay I'm just going to reuse OT's tactics against him to tie down tech superior land units.
Building up pop to draft down as rifles. Going to farm northern grassland and island grassland. and can take 1 more coast from FR. Work boat is there because some seafood tile is goingf to end up pillaged or I can use it for a southern iceball city or two.
Iceball diamond. Will 2 turn University with zero overflow and get GA in 12 turns from now; could get GA/low odds GP in 11 turns with 4 turn uni but I think the extra beakers during 2 turns of teching are more important than a GA 1 turn sooner: BGN will already have attacked me and I'm not triggering the last golden age immediately (and probably not with the this GA). After that will play it by ear but will get another Artist or low odds Prophet. Observatory after Uni is most likely build, at low hammers will get it done by time I restart tech on Rifling.
Windmill the plains hill, give grass workshop to KM. Keep on building navy. Base 24hpt, picking extra commerce. More boats etc etc.
Draft rifles, build Harbour, Bank.
As above.
IW city. Stgnate at size 18, giving up southern grassland farm to Plano. Workshopping and watermilling everything, 43 base hpt, building Grocer next then Market for health and happy. Then IW, 14 turn build.
I don't care what happens here, maybe another drydock and supply boats to blockade any southern route from BGN towards my core. Need another workshop and windmill.
Draft. Hard. Bank.
If peace with dtay then chopping bunch of forests and improving this city. And get it a damned lighthouse. Definite drydock needed. Grow slowly and double draft when Rifling arrives.
Saving pop for rifle drafts. Bank seems dumb but again don't want more units right now and worth 5gpt at breakeven. Not going to be good city until Biology (not going for Bio on beeline) therefore meh. Draft it hard.
As above, draft hard, will finish Barracks for when Rifling arrives. Then Courthouse.
Will send a worker over here shortly to mine the iron, build a Harbour, draft slowly, will leave junk unit here from main island.
I will improve that marble at some point.
Keeping both sheep, giving clam back to MG for draft city. Work grass workshop and both plains workshops for 28 hpt into boats. Can grow up to size 9 asap but can slow growth to 2fpt at any point, will probably do that on T188 with 24 hammers in the Drydock so it finishes eot T193.
Growing it ASAP to size 17, will workshop the plains farm and leave as a hybrid city. Needs basic infrastructure which is why hammers tiles are necessary. Lighthouse>Forge.
Not many cities, even fewer cottages.
Units are expensive, finally putting them to use to gain land from a real war rather than pressing dtay constantly.
I believe that we will use a third golden age, if we don't get dog piled, to swap into OR, Rep and Bureaucracy and build those libraries we are missing in most of our cities. Maybe around T230. Then we try to kill Plako.
More likely, BGN get's pissed off we attacked Ruff, invades us, we slog with him and start pillaging his workboats and the game is called around T210.
Behold the fourth largest empire in the world with the most units. Still don't quite know how we got to this point from that start. Hopefully we can retake third place soon.
My biggest concern about invading Ruff? That he has a 20 knight stack sitting at his capital and has left his border cities next to BGN empty. Which would be incredibly troll.
If we weren't constantly having to deal with dtay (stupid 1 hammer start Commodore) This would be so different.
Neighbour lottery outcomes?
Bank is overdue, will then build an Observatory. Keeping the farms and will draft a rifle, maybe 2 from here then watermill over (2 pop drafted rifles are less hammer efficient than 1 pop draft muskets etc).
I do not wish to invest much more into DS due to ease of being 1 moved by dtay, but a drydock was too good to pass up. If I get peace with dtay (possible) I'm going to cut that jungle and workshop the two unimproved tiles and get a harbour in the city. Once rifling is in, will draft it back down to size 14 or so. That now seems to be more like something that will happen after T195.
Settler to help fill in gaps around Ruff to help deter BGN from attacking a bunch of cities that have no cultural borders. WH is returning to the routes or providing people wanting to leave his shitty city (seriously, how many settlers has this city built?) Also, WH and KM are the only mainland coastal cities without drydocks, WH will not get one likely ever, more likely to build basic infrastructure.
One of the crown jewels. Base production gives 115 production into military units so can alternate between 1 turning Cav and Rifles. I have plenty of cannon in this area but very few hitters due to removing so many knights and muskets to hit Ruff, which is why I'm building up the overflow. The other reason is that overflow will be useful to either finish the 99/200 university or to speed up West Point by a turn. I grew the city to size 19 to open up the possibility of drafting RC...and I had built up a huge food store and had to take the sugar from DS due to unhealthiness and happy issues when I draft DS. I have workshopped the spare win for more hammers and am 1 turn from workshopping over that village for an additional 10 adjusted hammers. I don't need the hammers right now and I have the lowest bpt of any of the first 3 ranked civs so I'm leaving it.
Bank gives 19 gpt, breakeven is basically 50% without wealth builds so 10gpt for 10 hammers. Better return than any other building here and provided can still get Corp in 4 turns seems good. If I don't need the health or happy from Grocer/Market it's decent. The plains farm pop is there for potential rifle draft. Will also watermill the farm in a few turns for 38 base hpt.
Bank again used due to no plans to grow vertically any more so health unnecessary. drydock helped to get out the 5 move galleons to enable the Ruff invasion. Only city with monastery: may need to build another monastery elsewhere prior to finishing Scientific Method. Not likely to get sheep back so needs a windmill.
Capital has nothing else to build.spies have some utility. Barracks built for additional happy in case of WW. Will windmill another hill and then use a scientist at size 20, for 16 base hpt. University is completed, need 7 more (good luck finding cities to build them).
Another settler for Ruff land. Will farm teh western workshop, then workshops the unimproved gfrassland when I have finished improving the land at JD in the next few turns. Will get another drydock here and leave the city to build boats @32hpt adjusted, stealing a workshop from TS.
I need to build a garrison. I'm building this frigate to help bolster the seaboard towards dtay then back to infrastructure. Maybe draft a musket, more likely wait until Rifling then draft.
Fort the tile 6 of JD to open up the route to Ruffs coast. Growing to size 14, watermill 2 grassland, 1 plains, 1 flood plain, or more likely keeping 1 farm as a farm and workshop the tile 1N of JD and building a lighthouse for base 39hpt (and removing the fort).
Unit pump for foreseeable future. Final settler to seal off land against Ruff then back to units, whatever is needed. Not likely to grow the city more. Possible university city if unit needs decrease, depending on timetable.
Will take the grassland Ruff has at marblehead, workshop it, take a plains hill mine from Cf and windmill a hill for 26 hpt base then leave it on navy. If you can't tell by now I intend to stop people from wanting to wage war on me by wrecking their economy which works against OT and BGN if they want to try and win the game. Against dtay I'm just going to reuse OT's tactics against him to tie down tech superior land units.
Building up pop to draft down as rifles. Going to farm northern grassland and island grassland. and can take 1 more coast from FR. Work boat is there because some seafood tile is goingf to end up pillaged or I can use it for a southern iceball city or two.
Iceball diamond. Will 2 turn University with zero overflow and get GA in 12 turns from now; could get GA/low odds GP in 11 turns with 4 turn uni but I think the extra beakers during 2 turns of teching are more important than a GA 1 turn sooner: BGN will already have attacked me and I'm not triggering the last golden age immediately (and probably not with the this GA). After that will play it by ear but will get another Artist or low odds Prophet. Observatory after Uni is most likely build, at low hammers will get it done by time I restart tech on Rifling.
Windmill the plains hill, give grass workshop to KM. Keep on building navy. Base 24hpt, picking extra commerce. More boats etc etc.
Draft rifles, build Harbour, Bank.
As above.
IW city. Stgnate at size 18, giving up southern grassland farm to Plano. Workshopping and watermilling everything, 43 base hpt, building Grocer next then Market for health and happy. Then IW, 14 turn build.
I don't care what happens here, maybe another drydock and supply boats to blockade any southern route from BGN towards my core. Need another workshop and windmill.
Draft. Hard. Bank.
If peace with dtay then chopping bunch of forests and improving this city. And get it a damned lighthouse. Definite drydock needed. Grow slowly and double draft when Rifling arrives.
Saving pop for rifle drafts. Bank seems dumb but again don't want more units right now and worth 5gpt at breakeven. Not going to be good city until Biology (not going for Bio on beeline) therefore meh. Draft it hard.
As above, draft hard, will finish Barracks for when Rifling arrives. Then Courthouse.
Will send a worker over here shortly to mine the iron, build a Harbour, draft slowly, will leave junk unit here from main island.
I will improve that marble at some point.
Keeping both sheep, giving clam back to MG for draft city. Work grass workshop and both plains workshops for 28 hpt into boats. Can grow up to size 9 asap but can slow growth to 2fpt at any point, will probably do that on T188 with 24 hammers in the Drydock so it finishes eot T193.
Growing it ASAP to size 17, will workshop the plains farm and leave as a hybrid city. Needs basic infrastructure which is why hammers tiles are necessary. Lighthouse>Forge.
Not many cities, even fewer cottages.
Units are expensive, finally putting them to use to gain land from a real war rather than pressing dtay constantly.
I believe that we will use a third golden age, if we don't get dog piled, to swap into OR, Rep and Bureaucracy and build those libraries we are missing in most of our cities. Maybe around T230. Then we try to kill Plako.
More likely, BGN get's pissed off we attacked Ruff, invades us, we slog with him and start pillaging his workboats and the game is called around T210.
Behold the fourth largest empire in the world with the most units. Still don't quite know how we got to this point from that start. Hopefully we can retake third place soon.
My biggest concern about invading Ruff? That he has a 20 knight stack sitting at his capital and has left his border cities next to BGN empty. Which would be incredibly troll.
If we weren't constantly having to deal with dtay (stupid 1 hammer start Commodore) This would be so different.
Neighbour lottery outcomes?