Great, I've had less civ time than I hoped, but managed to build a sandbox and look briefly at the next set of turns. So I don't have a comprehensive 10+ turn place available yet, but here are couple of suggestions for the next turns:
Slavery revolt next turn
Capital builds a 3rd worker at size 3. The most likely follow-up will be to grow to size 4 building a warrior and double-whip a settler with help of a chop
You have a decision to make where to put the warrior. With no barbs I might be tempted to gamble a little bit with the 2nd city and use the worker to cover the worker from Lewwyn approaching warrior. I think on turn 31, worker can first move onto copper and make sure that the city spot is safe before settler is moved so it's not totally wild
Lewwyn's warrior moved away from a direct beeline so our warrior sits on the rice for now. AND I JUST NOW NOTICED THAT ITS A NO-BARBS game.... lol
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
warrior keeping the rice from turning to jungle, worker starting rice farm next turn, deer worker continues hunting, 3rd worker finishes in 2 more turns roughly. If i see Lewwyn's warrior next turn, ill continue moving south, otherwise i might move the scout east to see if he only feinted sending the warrior back.
Distance wise, here are our neighbors. We have 3 neighbors... so we got the short end of the stick. ( assuming this is basically the pb40 map with 3 along the northern coast, and 3 along the southern coast )
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Hope i havent screwed anything up so far. Just waiting on the future turn(s) instructions
Deer completes next turn, with the 3rd worker popping next EOT. I started a warrior in our 2nd city as i didnt see anything else as really needed.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
scout is trying to locate this Lewwyn warrior. Our warrior is heading towards our deer just incase. Deer is complete, Worker has popped. Probably best to wait for further instructions/plan before playing the NEXT turn.
That said, the "plan" if i dont get any info is Continue rice with 2nd cities worker, 3rd popped worker would go 1s and start road, Deer worker heads to the forested hill 2s of the capital and the turn after that begins road, so that 3t from now we have a road complete from capital TO copper, with the newest popped worker moving to the copper to road.
By the time all that happens, pottery will be 2-3t from finishing and the 2 workers will have completed the copper mine and some combo of them would have been starting on chopping a granary into the 2nd city, with maybe a cottage on the Floodplain? Hmm..
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Sorry SD, I have an absolute horror show going on at work. But very good stuff, warrior at 2nd city is good and squeezing Wheel out before turning into binary research also was something I wanted to comment.
I will try to sim in the evening, but just in case here are my big pic suggestions for the next turns:
- Capital grows to size 4 and double-whips a settler
- Worker at deer will next chop the forest S-S of the capital into the settler
- Other two workers will focus on mining the copper and connecting the two cities for PRO trade routes (roading copper and the tile N of it should do the trick). Roading towards the 3rd city has to be also started soon so the new worker probably should pre-road SE of capital next turn (instead of S of capital as in your post)
- Now that Wheel is done, I would switch into binary research for efficiency (0% tech next turn and then 100% Pottery until you run out of gold)
- What Shanghai at size 2 does is still a bit of a question mark. I think the city will produce your 4th worker soon, but it would be nice to complete the warrior before copper is connected and you want granary as soon as Pottery comes in..
Hope work quits kicking your ass! So glad i have a week off.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Found his warrior, and that puts our warrior in a monkey in the middle situation. Capital will pop at least 1 warrior before it "could" be attacked, and our 2nd city requires this warrior.. Lovely.
Scout will move to the banana next turn. ( i also turned Binary research on after this screenshot )
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Make a decision at capital based on your macro read, do you want a scouting work boat or a spearman. The build won't be completed too soon. I would probably go for a spear (warrior to begin with) so that you have a unit in the queue that can be emergency-whipped and the map feels more tight than I assumed
T37:
Capital is now at size 4 and starts building a settler
Shed a tear for a semi-useless worker turn and pre-road the flood plains with a worker that finished farming rice
T38:
Two workers road the tile N of copper (finally some PRO trade routes!)
One worker starts mining the copper
2nd city is now at size two and starts a worker
T39:
Copper will be mined with a team effort from 3 workers
Capital double-whips a settler
We hopefully complete Pottery (maybe work fish instead of deer and pay attention that you do not have too much money saved at this point)
T40:
Both cities start a granary
1 worker heads to the forest NW of 2nd city (let's chop the granary)
1 worker starts roading the wheat
1 worker goes to the forest 3E of capital
Settler heads towards the 3rd city site where we hopefully already have a warrior nearby
T41- & big pic
I have more or less now planned the micro until ~T50, but let's see how the situation develops before I'll start spamming those details
You should not worry if you see earlier cities especially from IMP civs. I think you have a setup that enjoys investing into a good number of workers instead of earlier, but weaker supported cities. In addition to improved resources, you want fast granary chops and also enough roads so that you get the benefit of PRO trade routes. Also the 3rd city is further away than one would normally prefer, but I can see that there are real macro considerations to go for at least a 2nd ring silver and establish a border. I think the timing that you are trying to his is not fast 3 or 4 cities, but you try to get as fast as possible to ~7 cities (first ring + an island city)
Note that the micro does not really involve much actual units. I'm not really following what the others are doing even if you would post demos, so building more units / changing city sites etc. is something that you have to decide if necessary..
I would not dare to say that this (+ what is next to come) is really a quality micro plan. I have not tested multiple ideas and variations as I thought I was going to. RL just screwed my idea of putting in the effort I was visioning. That being said, I think there are things that make sense here, so if you get to execute the plan without disruptions, I would be surprised if you can't be competitive.
Capital can work on the warrior, then start another warrior ( to be queue upgraded to spear ) till size 4 and then start on the settler.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.