Since I wound up with unexpected free time tonight (thanks to the weather) I opened up the EoT62 save to look around and consider various possibilities...
Trade Routes
To Stockholm: Punky's can send a trader for +3
+2
To Carthage: All cities except Sound, +3
+1
To Nan Madol: All cities, +3
+1
Internal to Sound/Punky's: +2
+1
I'm thinking Stockholm, though after the island city is founded - that's a shorter route and prevents pillaging.
Nan Madol
Woden may think I only have one unit in the area, not two. He'll have killed the sword during his turn. The battlecry promoted sword would do significant damage if he crossed the river on Turn 63. Of course, that assumes the Nan Madol warrior SW of the new sword doesn't get in the way first.
City States
We'll have our first "natural" envoy in 10 turns (71/100 as of start of Turn 62, +3 per turn). I'm thinking Hattusa will get it.
Missionary Plan
Instead of a Kampung + mine at Sound I could chop & mine the GFH while Magnus is in the city. That would give 75
, completing the shrine and putting 10
into a heavy chariot. I'd still be able to get the settler out a turn or two later as
regenerates. For reference, the screenshot faith generation is wrong because of the projects; I calculate the actual
generation at 11.5 per turn.
Other City/Building Plans
Island
If I go through with the above I'd move Magnus to the island city as soon as it's settled and then buy a builder once Magnus was settled. That city would farm the wheat and chop & mine the forest. Alternatively, what if we put the first island city up in the NW corner among those jungles, say NW of the iron? All those 2/2 tiles and the 4
rice would make for a better city right
off the bat and we could backfill the other locations later. Perhaps buy a builder up there for an iron mine, a jungle chop and a rice farm? The barb camp will be gone by the time the settler gets there and the other spot can be backfilled later. A Campus or Holy Site would be +2 on the desert hill NE of the mountain. (screenshot below for reference)
Sound
Chariots after any potential shrine build. If I did the shrine plan I'd want another builder here for a pasture on dumb cows, a mine on the grassland hill NE of the iron and a farm SE of the sugar. Gotta start getting this city up in population.
Punky's
The current chariot, maybe one more after that, then complete the Government Plaza. Grassland hills SE of the city are getting mined over the next two turns.
Boxer
First builder will mine the grassland hill, boat the crabs and Kampung the coast tile in between. A second builder would chop & mine the GFH and chop the jungle. I intend on completing the Campus build and then getting a couple of chariots out.
Old Friends
Complete the monument then start the Encampment, perhaps stopping to build walls if needed. Farm the floodplains and mine both grassland hills with the first builder. The second would mine a plains hill and improve the resources once they are acquired.
Civics
I can complete Defensive Tactics in 6 turns at the current culture rate. If I can get 5 farms down by then Feudalism could be completed 11 turns after that. Theology would take 3-4 turns after D&P to complete. I think I'll get D&P down to 1 turn, finish G&R and go Defensive Tactics -> Feudalism -> Theology.
Once Revelation expires I'd probably slot Urban Planning for the time being.
Techs
Archery & Masonry are at 1 turn and I'll get some pretty serious overflow into HBR...my tracking has Masonry at 66/64 and Archery at 33/40. At my current science rate (17.8/turn) I should be able to finish HBR in three turns once I get around to starting it. Stirrups would then take....27 turns without Feudalism, 18 with. For techs I'll go Masonry -> Archery -> HBR -> Stirrups, stopping the latter with 1-2 turns to go to completion (counting the eureka) and then go Celestial Navigation -> Currency.
At the current tech rate district discounts are completely out the window, for better or for worse. Need to generate production to make up for it.