I don't know - won't we be in the end-game by t180? Isn't the goal to force a concession around that time? I'm using PB12 as a guide for the timing on this thing and we're larger and teching faster.
Re: Org - I'll build up to the ask. I'm still disappointed in Arki for taking the game so lightly that he ignored our settling agreement, but if it was an honest mistake, he might be a bit touchy about our border.
In a diplo game, concession will occur when a runaway is established and the obligatory dogpille is defeated. The turn of the dogpile depends on when we have our NAP's lined up and when the runaway will pull hopelessly away from everyone else(machine guns vs. rifles, tanks and bombers vs. infantry, etc.). A t180 NAP with Maga allows them to participate in a dogpile around the time everyone has had a solid 10 turns of drafting rifles, so they could be a major force. A t220 NAP with Maga is effectively a game-long NAP with Maga, which serves our interests very well. If we want to expand more after Arki, we can just absorb Cannibal Ponies.
I really don't think Arki was acting maliciously, he just didn't wade through the hundreds of diplo arrangements that Parkin had conducted, it seemed like a pretty honest mistake to me. His Pigs-Crabs city doesn't have pigs or crabs hooked up 30 turns after its founding: I think he could use the help connecting food.
Final Configuration:
11 Tiles Worked
0 Surplus Food
15 Hammers
5 Cottages Worked
Nivose is a solid city with pretty good terrain, though like most of our empire there are no rivers. We want to settle that island city two tiles north of it for the ICTR routes, so we can give away all of the shared coastal tiles. Because of this, Nivose will pretty much never need a lighthouse. Instead, we can cottage all the grasslands and mine all the hills. Then, just grow to size 10-11 and enjoy great commerce and production.
Pluviose
Final Configuration:
15 Tiles Worked
3 Surplus Food
13 Hammers(Not including later hammers from workshops)
5 Cottages Worked
Pluviose is interesting in that it has a number of great tiles, but no food resources. With both the plains cows and the farmed FP, we can get up to a +6 food surplus here, but its hard to get higher than that and we always want to be working that -1F gold mine and silk plantation. As with Brumaire, I think we can save the bare plains for workshops. I see this city as another solid production/commerce hybrid where we want to use the whip somewhat sparingly. I certainly never want to whip the city below size 6 again. With 5 cottages, 2 plantations and a gold mine, Pluv will be a commerce monster.
Germinal
Final Configuration(In max specialist mode)
9 Tiles Worked
18 Surplus Food
1 Hammer
0 Cottages Worked
Obviously, Germinal is all about food. With three food resources and plenty of grasslands, we can get an insane food surplus up at just size 9. We want our NE here, so we may have to throw down a couple temporary workshops to get that done quickly. At size 18, we can run 9 specialists here without starving. In fact, outside of caste we'll most likely have more food than specialists, so that cottage isn't really a bad investment. This city will be instrumental in generating GP's once we start our GA, so we'll be growing it to size 12 in time.
Can we try to get 4 more xp on Potatoes to unlock HE? Killing the three barb warriors in that city will probably be worth enough and then we can build the HE pretty much once we research lit. Otherwise, we're probably not getting a heroic unit until after we go to war.
I didn't want to risk the chariot until we made contact with Dinosaurs. c_h has a heroic epic unit, worst case I thought we could borrow it in return for marble at a later date . I'll msg c_h next turn to see if he's interested.
Logged in to look around, DT sent us a blank trade screen, most likely their message was eaten by the bug. Settled both cities, made the marble city Thermidor for the irony. There's another island in the western arctic sea, do you think we can settle that without having to ask Maga?