After the revelation of the District cost scaling I have a plan. It's not a good one, it has a shitload of moving parts, but it's a plan.
I think that the right option is to go with the monument in VV, it'll just finish around the time I would not be constrained by civic options and need to bulldoze through Defensive Tactics. Then produce the builder and prepare for it to complete after Mids falls, but I also need to try and fit in a builder into CS around the CD.
The builder at EF is straightforward: complete builder, start galley. TX: Move to marsh, build galley 16.8/65. TX+1: Harvest marsh, build galley 39.8/65. TX+2: Move to hill forest, Galley 62.8/65. TX+3: Harvest, buy desert tile, place Mids, 123/220. TX+4: Move to second hill forest, build Galley 23/65. TX+5: Wait. Galley 46/65. TX+6: Harvest, change production to Mids, 228/220. I think that I finish the builder eot72, so Mids would be eot78, so I would want to finish D&P eot78 as well.
I can chop the forest at CS T71. The settler is one turn from completion eot69, so on T70 put production into the CD, then finish the settler T71 and the Watermill eot71.
Tech is a fuck up though I need 1 turn for Sailing, 3 turns for Currency, and 6 turns for Construction. I have 7 turns to get 10 turns of tech completed. I have 9 turns until I finish Drama and Poetry, and then I have killing culture.
OK, here's how I handle that. I go Currency>Construction, but I finish Sailing on eoT72, and I burn excess culture in Games and Rec, doesn't matter that I lose the culture, I can't finish D&P so I push that to 1 turn from completion and then swap. I am also going to throw caution to the wind and drop the envoy I generate this turn into Hattusa for an additional 2.1 SPT. I will sign peace after I send the trade route, Suzerain Hattusa and then I think that forces peace between Jester and Hattusa right? I might have to delay the revolt and finishing G&R one turn, but I think I can make it work.
CS completes the CD after the watermill. VV would finish the monument eot73, and should then start a builder and I think the builder and the CD finish around the same time. I think that it makes sense to run straight into Iikum if VV goes for a builder, the other option being 2gpt from caravansaries doesn't appeal.
My head hurts.
- First of all, kill Kandy. That gives me the third completed district (and I only have the tech to build 2). Throw straight peace back to Jester, not that this plan needs it.
- Research Currency the turn I take Kandy, so I then have 3 completed districts, and 3 unlocked, and lock in a discounted Commercial District at CS between the Campus and the city tile. Go Settler>Watermill>CD at CS.
- Do all this before I finish the Watermill to finish Construction, which finishes Games and Recreation AND before culture naturally finish Drama and Poetry so I don't unlock extra districts. So do it in the next 6 turns.
- Finish Games and Rec after the CD is placed and start the slow trudge to Fuedalism.
- Buy the tile 779 of CS. Harvest the cow at the appropriate time, grow to size 7 to place an Entertainment district at the bought tile and build that. Probably fit in a granary to aid growth.
- Tech path already discussed was Currency>Construction>[Sailing at some point]>Apprenticeship. But Apprenticeship needs to be delayed until after the districts are sorted, so perhaps tech should be diverted to Stirrups or Machinery.
- Civic path is Games and Rec>Defensive Tactics>Fuedalism with Drama and Poetry finished to enable the swap out of shipbuilding card.
- Civic cards will almost certainly contain Conscription, Charismatic Leader and Urban Planning. Beyond that Maritime Industries will be used, but what should I use with that? If I have a build path for both EF and CS sorted, what am I doing with VV? After it finishes the settler end of turn 67, it drops to size 4 and I will not be ready to swap cards just yet, so I will be left with the options to dump excess hammers into another settler and get it to, what, 80/200? Not worth it. Produce a builder without Iikum (and in 2/3 cities that's inefficient). So to me it comes down to building a monument (my culture sucks), granary (VV housing sucks, but two plantations and two pastures gives me the same housing as the granary) or put hammers into the 117 production Campus. I'm certain that I'm going into Iikum when I finish D&P though to prep around Mids. So either going straight into Iikum or running Caravansaries for the gold are the options really, unless I want to running a GP point card and make a play for a GP, a GS or push for another GG to run Jester over later.
I think that the right option is to go with the monument in VV, it'll just finish around the time I would not be constrained by civic options and need to bulldoze through Defensive Tactics. Then produce the builder and prepare for it to complete after Mids falls, but I also need to try and fit in a builder into CS around the CD.
The builder at EF is straightforward: complete builder, start galley. TX: Move to marsh, build galley 16.8/65. TX+1: Harvest marsh, build galley 39.8/65. TX+2: Move to hill forest, Galley 62.8/65. TX+3: Harvest, buy desert tile, place Mids, 123/220. TX+4: Move to second hill forest, build Galley 23/65. TX+5: Wait. Galley 46/65. TX+6: Harvest, change production to Mids, 228/220. I think that I finish the builder eot72, so Mids would be eot78, so I would want to finish D&P eot78 as well.
I can chop the forest at CS T71. The settler is one turn from completion eot69, so on T70 put production into the CD, then finish the settler T71 and the Watermill eot71.
Tech is a fuck up though I need 1 turn for Sailing, 3 turns for Currency, and 6 turns for Construction. I have 7 turns to get 10 turns of tech completed. I have 9 turns until I finish Drama and Poetry, and then I have killing culture.
OK, here's how I handle that. I go Currency>Construction, but I finish Sailing on eoT72, and I burn excess culture in Games and Rec, doesn't matter that I lose the culture, I can't finish D&P so I push that to 1 turn from completion and then swap. I am also going to throw caution to the wind and drop the envoy I generate this turn into Hattusa for an additional 2.1 SPT. I will sign peace after I send the trade route, Suzerain Hattusa and then I think that forces peace between Jester and Hattusa right? I might have to delay the revolt and finishing G&R one turn, but I think I can make it work.
CS completes the CD after the watermill. VV would finish the monument eot73, and should then start a builder and I think the builder and the CD finish around the same time. I think that it makes sense to run straight into Iikum if VV goes for a builder, the other option being 2gpt from caravansaries doesn't appeal.
My head hurts.