Hmmm. This seems like something we should clarify with the other teams before this gets too much further into the game. The notion that any city can be traded to another teammate once, at any point in time, seems far too open to abuse to me. It's not a big deal if someone exchanges a just-founded or just-captured city to their partner, but I think we open up a huge can of worms if we go down the path of "one trade is fine whenever you want." Since we're the ones who have been opposed to city trading from the beginning, I also don't think we should be looking to trade our own cities at this point. What do you think Singaboy?
Since I have the extra time today, here are some more thoughts about longer term issues.
This is the upcoming tech path for Rome, with the screenshots pasted together to be able to see more than a tiny fraction of the tech tree. Military Engineering is next, followed by a combination of Gunpowder and Cartography. I will need to wait for the capital to complete its Armory to land the Gunpowder boost, and I'll want to finish the two legions in production ahead of time as well before completing Gunpowder. I also will need to make sure all of my current galleys are finished before completing Cartography, which will get its boost at the end of next turn with the second Harbor finishing. They will both likely finish at about the same time in roughly 7-8 turns from now.
Afterwards, I will need to research Metal Casting to completion so that I can pass the boost over to Singaboy, although that boost is easy enough that China can also probably land it without issue. We need Singaboy to faith-rush two catapults, then research Metal Casting to unlock bombards, and then upgrade them both to bombards and finish researching Siege Tactics to pass the boost over to Rome. So China will be working on the Castles/Siege Tactics line of research while Rome will be lining up most of the other techs and boosts here. I will also need to get two universities finished for Printing tech, which will land the boost for Astronomy at the same time. The capital and either Milano or Ostia will be the most likely candidates for the two universities. Ideally I'd have Milano do the university while Ostia trained the second settler, with the capital producing an Armory, settler, and university in succession. Going to be some busy times there, but the city is up close to 30 base production/turn and can handle itself.
The next big military techs after caravels/muskets are Square Rigging for frigates and Ballistics for field guns. Military Science for cavalry isn't all that far off either. I think we have a solid plan for the next dozen or so turns, and we can evaluate where to go from there as conditions change.
At Firenze, I realized that I should go ahead and purchase the forest tile circled in white for 120 gold. We need it for chopping anywhere, and it's a better tile for the city to work than anything else available. I chose the 1/2 plains forest to work over the bare 2/1 grassland hill tile that I had been using, and now when the city grows to size 8 in half a dozen turns, I'll be able to work both tiles. I also realized something that I'd missed earlier: Firenze actually has FOUR forests to work with, not three. There's a fourth forest in the third ring that I'd been ignoring because we would have needed to purchase two tiles to unlock it. Well, that idiotic tundra hill tile that the city grabbed last turn has now placed that extra forest a single tile outside the city's borders, and darn it if I'm not going to use that forest. So grabbing that 1/1 tundra hill tile was all part of the plan, or something.
The builder coming out of Roma will scoot up here and invest all five charges into Firenze. The first charge is to mine the grassland hill tile southwest of the city. Then we can use all four of the other charges for forest chops: first on the spices tile, then the two tundra forests, and then the plains forest because the city will be working that tile and we don't want to lose the production until the last minute. Those four forests add up to a *LOT* of combined production. Right now a forest chop is worth 86 production, and by the time I get into position to do those chops, I should have at least two and possibly as many as four more civics completed. That puts the base value of a chop right around 100 production, so let's use that number. The Limes + city walls forest chop is worth 250 production, and then each of the other three forest chops is worth another 100 production, for a grand total of 550 production from chops (!) Firenze only needs 400 production naturally to finish the Venetian Arsenal and that should be pretty easy. The biggest obstacle here is actually the time needed to move a builder from tile to tile to do the forest chopping. I counted this out and ended up with a finishing date around Turn 123 or Turn 124, which should be very difficult for anyone else to beat. This put me in a really good mood today, and I'm hopeful that the plan will be able to come together as outlined here.
The only downside is needing to purchase those two forest tiles in the third ring. I think I can purchase them while Land Surveyors is in place to save 20% of the cost and knock about 80 gold off the cost. Nevertheless, this feels very worth it to me. Controlling Venetian Arsenal is super important and we don't want to take it for granted. If we can gain uncontested naval dominance, we can raze any coastal city we want on the map. We're never going to conquer the whole world, and the surest way to win concessions from the other teams is to demoralize them by building a juggernaut fleet and razing a bunch of their cities. This is a crucial step in that direction towards what is hopefully a future victory.
As mentioned before, I want to get into Colonization policy for a little while in about 10 turns after the capital has a chance to build its Armory. One settler should go on this spot, the "doughnut hole" identified earlier in the middle of Roman territory. The goal of this city will be to improve the cocoa tile for another amenity and harvest/chop the deer forest for an Entertainment district. Why an Entertainment district? For one thing, it will produce an envoy with Lisbon due to that quest which has been around since the earliest period of the game. An Entertainment district will also be the 7th different type that Rome has built, which will unlock the boost for Civil Engineering policy, which isn't that far off down the road. And an Entertainment district on the indicated tile hits six of my cities at once, so the happiness value is actually pretty high. A zoo here would be worth 1.5 luxury resources for use in combatting future war weariness. If I harvest the wheat tile in the second ring, I should be able to get to pop 4 for a second district, and there's a cheeky spot for a Campus off in the third ring where it would actually provide an adjacency bonus to the capital's own Campus, as well as getting one of its own from the Campus + Encampment combo. With more forests to chop and plains hill tiles to mine, this city can easily get a second district done and reach about 12 base production/turn, enough to produce a library and eventually a university for itself. Very much worth a settler to fill this unused spot in Roman territory.
I'd like to get the other settler out of Ostia, which has more population than it knows what to do with, and use it for this island spot. This location would be an absolutely delicious city to colonize, with three luxury resources, an iron, and FIVE forests for chopping, not even counting the jungle under the cocoa resource. Given some builder attention, I can turn this spot into a powerful naval base that will hopefully be churning out Venetian Arsenal-powered double frigates. This is the better of the two spots and I'm eager to get my hands on it to start development. It probably will take until about Turn 120 to be founded though.
These will be the last two settlers that Rome builds this game. The payoff time for anything else is likely too long to be worth investing in more settlers, and the map will be mostly full anyway. Everything else should come from capturing enemy cities. My best guess is that this game will last somewhere between 150 and 200 total turns, for the curious. As for China, I think the best spots are south of Pagan and the island west of Shanghai. There are locations in both of those areas that would make for solid cities, and anything beyond them will likely also have to come from conquest. The map is pretty full at this point and I don't think any player is going to get too far beyond 10 cities without taking land away from someone else. (By the way, this map is absolutely fantastic. Just the right size for the eight players involved, enough room to spread out but also constrained enough to create conflict, and an awesome balance between land and water. Exceptional work everyone. )
Finally, speaking of China, check out how awesome the Petra-enhanced Quanzhou is. I never get to build the wonder in a Single Player game because the AIs always rush it, and you just don't get to see tiles like that copper mine. Singaboy is getting 5/1/3 yields from the oasis, 2/4/4 from the copper, and 2/4/2/1 from the iron mine. Absolutely amazing. Even with 7 charge Chinese builders, Singaboy can't get all of these tiles improved fast enough!
Since I have the extra time today, here are some more thoughts about longer term issues.
This is the upcoming tech path for Rome, with the screenshots pasted together to be able to see more than a tiny fraction of the tech tree. Military Engineering is next, followed by a combination of Gunpowder and Cartography. I will need to wait for the capital to complete its Armory to land the Gunpowder boost, and I'll want to finish the two legions in production ahead of time as well before completing Gunpowder. I also will need to make sure all of my current galleys are finished before completing Cartography, which will get its boost at the end of next turn with the second Harbor finishing. They will both likely finish at about the same time in roughly 7-8 turns from now.
Afterwards, I will need to research Metal Casting to completion so that I can pass the boost over to Singaboy, although that boost is easy enough that China can also probably land it without issue. We need Singaboy to faith-rush two catapults, then research Metal Casting to unlock bombards, and then upgrade them both to bombards and finish researching Siege Tactics to pass the boost over to Rome. So China will be working on the Castles/Siege Tactics line of research while Rome will be lining up most of the other techs and boosts here. I will also need to get two universities finished for Printing tech, which will land the boost for Astronomy at the same time. The capital and either Milano or Ostia will be the most likely candidates for the two universities. Ideally I'd have Milano do the university while Ostia trained the second settler, with the capital producing an Armory, settler, and university in succession. Going to be some busy times there, but the city is up close to 30 base production/turn and can handle itself.
The next big military techs after caravels/muskets are Square Rigging for frigates and Ballistics for field guns. Military Science for cavalry isn't all that far off either. I think we have a solid plan for the next dozen or so turns, and we can evaluate where to go from there as conditions change.
At Firenze, I realized that I should go ahead and purchase the forest tile circled in white for 120 gold. We need it for chopping anywhere, and it's a better tile for the city to work than anything else available. I chose the 1/2 plains forest to work over the bare 2/1 grassland hill tile that I had been using, and now when the city grows to size 8 in half a dozen turns, I'll be able to work both tiles. I also realized something that I'd missed earlier: Firenze actually has FOUR forests to work with, not three. There's a fourth forest in the third ring that I'd been ignoring because we would have needed to purchase two tiles to unlock it. Well, that idiotic tundra hill tile that the city grabbed last turn has now placed that extra forest a single tile outside the city's borders, and darn it if I'm not going to use that forest. So grabbing that 1/1 tundra hill tile was all part of the plan, or something.
The builder coming out of Roma will scoot up here and invest all five charges into Firenze. The first charge is to mine the grassland hill tile southwest of the city. Then we can use all four of the other charges for forest chops: first on the spices tile, then the two tundra forests, and then the plains forest because the city will be working that tile and we don't want to lose the production until the last minute. Those four forests add up to a *LOT* of combined production. Right now a forest chop is worth 86 production, and by the time I get into position to do those chops, I should have at least two and possibly as many as four more civics completed. That puts the base value of a chop right around 100 production, so let's use that number. The Limes + city walls forest chop is worth 250 production, and then each of the other three forest chops is worth another 100 production, for a grand total of 550 production from chops (!) Firenze only needs 400 production naturally to finish the Venetian Arsenal and that should be pretty easy. The biggest obstacle here is actually the time needed to move a builder from tile to tile to do the forest chopping. I counted this out and ended up with a finishing date around Turn 123 or Turn 124, which should be very difficult for anyone else to beat. This put me in a really good mood today, and I'm hopeful that the plan will be able to come together as outlined here.
The only downside is needing to purchase those two forest tiles in the third ring. I think I can purchase them while Land Surveyors is in place to save 20% of the cost and knock about 80 gold off the cost. Nevertheless, this feels very worth it to me. Controlling Venetian Arsenal is super important and we don't want to take it for granted. If we can gain uncontested naval dominance, we can raze any coastal city we want on the map. We're never going to conquer the whole world, and the surest way to win concessions from the other teams is to demoralize them by building a juggernaut fleet and razing a bunch of their cities. This is a crucial step in that direction towards what is hopefully a future victory.
As mentioned before, I want to get into Colonization policy for a little while in about 10 turns after the capital has a chance to build its Armory. One settler should go on this spot, the "doughnut hole" identified earlier in the middle of Roman territory. The goal of this city will be to improve the cocoa tile for another amenity and harvest/chop the deer forest for an Entertainment district. Why an Entertainment district? For one thing, it will produce an envoy with Lisbon due to that quest which has been around since the earliest period of the game. An Entertainment district will also be the 7th different type that Rome has built, which will unlock the boost for Civil Engineering policy, which isn't that far off down the road. And an Entertainment district on the indicated tile hits six of my cities at once, so the happiness value is actually pretty high. A zoo here would be worth 1.5 luxury resources for use in combatting future war weariness. If I harvest the wheat tile in the second ring, I should be able to get to pop 4 for a second district, and there's a cheeky spot for a Campus off in the third ring where it would actually provide an adjacency bonus to the capital's own Campus, as well as getting one of its own from the Campus + Encampment combo. With more forests to chop and plains hill tiles to mine, this city can easily get a second district done and reach about 12 base production/turn, enough to produce a library and eventually a university for itself. Very much worth a settler to fill this unused spot in Roman territory.
I'd like to get the other settler out of Ostia, which has more population than it knows what to do with, and use it for this island spot. This location would be an absolutely delicious city to colonize, with three luxury resources, an iron, and FIVE forests for chopping, not even counting the jungle under the cocoa resource. Given some builder attention, I can turn this spot into a powerful naval base that will hopefully be churning out Venetian Arsenal-powered double frigates. This is the better of the two spots and I'm eager to get my hands on it to start development. It probably will take until about Turn 120 to be founded though.
These will be the last two settlers that Rome builds this game. The payoff time for anything else is likely too long to be worth investing in more settlers, and the map will be mostly full anyway. Everything else should come from capturing enemy cities. My best guess is that this game will last somewhere between 150 and 200 total turns, for the curious. As for China, I think the best spots are south of Pagan and the island west of Shanghai. There are locations in both of those areas that would make for solid cities, and anything beyond them will likely also have to come from conquest. The map is pretty full at this point and I don't think any player is going to get too far beyond 10 cities without taking land away from someone else. (By the way, this map is absolutely fantastic. Just the right size for the eight players involved, enough room to spread out but also constrained enough to create conflict, and an awesome balance between land and water. Exceptional work everyone. )
Finally, speaking of China, check out how awesome the Petra-enhanced Quanzhou is. I never get to build the wonder in a Single Player game because the AIs always rush it, and you just don't get to see tiles like that copper mine. Singaboy is getting 5/1/3 yields from the oasis, 2/4/4 from the copper, and 2/4/2/1 from the iron mine. Absolutely amazing. Even with 7 charge Chinese builders, Singaboy can't get all of these tiles improved fast enough!