Here's a builder plan taking me through approximately T85. This makes the assumption that I do in fact land Pyramids. All builders are currently existing, produced by the Pyramids, or in production at Cribbage.
The builder in production at Cribbage is shown in pink for clarity since there is a lot going on in that area. These actions achieve (1) farms for feudalism boost, (2) chops into 2 ships at coastal city, (3) quarry marble, (4) chop Pinochle theater tile, (5) chop marsh where I'm looking at locating Pinochle's IZ, (6) three mines to keep production humming along. What might seem a bit odd is (7) four plantations that don't pick up unique luxuries. These pick up a total of +8/turn, +1 housing at Coastal City. That's not all that great, but based on the culture rankings I'm hopeful that one of the culture pantheons remains available. If so, Oral Tradition is most likely. I'll know in 7-8 turns. If oral tradition is taken at that time then I'll probably divert some of these to mines or chops.
Here's a deeper look at my plans for the next 30 turns. Much of this is predicated upon winning the Pyramids. Who are my competition for Pyramids? I have the most techs in the world. I am up HBR on probably the entire field. Currency I am up on probably everyone except TheArchduke (who reached it in the last couple turns) and possibly Rho who's tech rate has been consistently top on the other continent. I am down at least Bronze Working on everyone (who doesn't research Bronze Working before HBR?). As I have more techs than anyone except TAD (who has Astrology) I strongly suspect that nobody else yet has Masonry completed. [Side note ... my next settler build will cost 200 compared to the Pyramids at 220]
Themes for this phase: (1) Expansion, (2) Peace in the Neighborhood, (3) Exploration
Some more specific goals:
1. Get districts #1 & #2 of every type planted at a discount. The previous district plan from about 5 turns ago is mostly still valid.
2. Horizontal expansion out to Ruhr Valley city at a minimum (including Sushi Go and Coastal City)
3. Vertical expansion through eased housing caps and improved tiles
4. Meet remaining city states on the high seas
City-by-city planning
Chess
T55-56: finish settler for Coastal City
T57-60: Trader (from CH #1) ... or will I still get the +2 from Hong Kong for a couple of turns? [[or Trader]]
T61-64: Granary ... need to keep lifting housing cap to get a size 10 city.
T65-73: Settler? Yes, settler. I’ll slot Colonization back in place of corvee after Pyramids completes. Can I get another settler out of another city at the same time to make the most of Colonization?
T74-76: 1st Carnival
T77-81: trader (from CH #2)
T55-61: finish current builder
T62-100: Continue producing builders???
Valletta
T55-56: Finish 1st Commercial Hub
T57-64: Granary
T65-74: Archer x3?? Need to build up my military at some point. This will be approximate timeframe where TheArchduke will be consolidating after his capture of Hong Kong. A big of precautionary buildup will alleviate temptation and further the Peace in the Hemisphere objective. I do not intend to advance my military outside my borders except for barbarian uprisings. Even if Lisbon comes under attack by BL or TAD, I gain more in the long run from peaceful buildup than I do from protecting Lisbon. I can always liberate in the future but I have some very tight timing gymnastics to achieve district discounts in the short term, and eurekas in the mid-term.
T75-80 Encampment
T81-93??: Aqueduct
??? Barracks > Armory [walls with +100% boosted chop at some point]
Sushi Go
Founded T57 at GREEN DOT. District discount won't be re-calculated until tech/civic completes ... NEED TO COMPLETE ANY TECH BUT APPRENTICESHIP (aka Sailing on T60 with the founding of Free Cell), otherwise the district discount formula wouldn't apply to the 2nd CH.
I'll need to purchase the 3rd ring Banana tile for the +6 adjacency Theater site. That will hurt from a gold perspective. Maybe I can arrange a quick stop in Surveyors to save 40? Harvesting of the Banana + jungle will get me to size 4 in time to plant the Theater when it is unlocked. Builders: Need to get a builder to Sushi Go's Banana in order to harvest and clear the jungle tile for the Theater district. Might as well do that sooner rather than later so I can take advantage of the extra pop ASAP. I'll send the builder down from Valletta that was previously slated to improve the Dye.
T57-59: Granary to 12/65
T60-72: Commercial Hub (anticipated cost 62)
T73-77: Finish Granary ... Farm + Plantation will allow me to grow to 5 without penalty, Granary allows size 7 for the 3rd district. And slotting it here times just about perfect with the growth timing. It will be finished by chop of the Jungle tile for the Theater district.
T78-90: 1st Theater district +6 adjacency
T91-???: 3rd Campus +5 adjacency:
Coastal City -- hmmm ... Free Cell
Needed a name, and the one that came to mind is my go-to solitare game when I need to fill a few minues with a good old fashioned deck of cards. I love that unlike normal Solitare, each dealt game an (almost) always be solved with enough pre-planning.
I'm getting more and more excited to get my first galley launched. I'm convinced that there are some juicy city states out there eagerly awaiting contact with the civilized world I'm going to go all ships all the time, except that I'm going to time a couple of chops for building some infrastructure such as granary and monument.
Founded T60, triggering the sailing eureka. I will put one more turn into Sailing so that it completes upon founding. This is necessary because I need to complete another tech before apprenticeship so that I re-calculate districts costs and lock in 2nd CH at a discount before unlocking IZ with Apprenticeship. Apprenticeship will have 2 turns remaining at that point, thus completing Apprenticeship EOT62.
T60-65: Galley to 1 short of completion
T66: Builder isn't ready to chop, so put 1 turn into Granary (7/65)
T67: Chop forest into galley, resulting in approximately 95 overflow that will complete the Granary with about 44 overflow
T68: Put overflow into Monument (51/60 including production from T68)
T69-73: galley to 78/65, 13 overflow
T74: Monument complete, 13 overflow
T75-INFINITY: Ships, ships, and more ships. Probably a 3rd galley while waiting for Shipbuilding to complete, then all Quadriremes. I may not build any additional infrastructure here. I'll have few enough ports, and this city will be able to single-handedly put out probably all the ships I'll need to upgrade.
ORANGE DOT -- Ruhr Valley City [still nameless]
Founded ~T80
T80-100: 2nd IZ
1st Campus complete
2nd Campus Complete
1st CH T57 (Valletta)
2nd CH planted T61, complete T72 (Sushi Go)
1st IZ planted T66, complete T70 (Pinochle)
1st Carnival ... discount not unlocked until IZ completes (time tech/civic complete EOT71), planted T72, complete T76 (Chess)
2nd Carnival ... discount not unlocked until 2nd CH completes (time tech/civic to complete T73), planted T74, complete (Pinochle)
1st Encampment, discount unlocked immedately, planted T75, completes T80 (Valletta)
1st Theater, discount applies after 1st Carnival completes. Hold D&P such that discount applies immediately. Planted T78, finished T90 (Sushi Go)
2nd IZ, discount will apply immediately. Planted T80, complete ~T100 (ORANGE DOT)
Sailing complete T60 with the founding of Free Cell
Apprenticeship complete T61
Games and Recreation civic complete T66 (hold until 1st IZ is planted)
Bronze Working ... hold until 1st IZ and 1st & 2nd Carnival are planted ... T74
Drama & Poetry ... hold until 1st Encampment planted AND 1st Carnival completes ... T77
Techs I'm able to hold 1-turn short of completion: The Wheel, Shipbuilding (>= T73?)
Civics I'm able to hold 1-turn short of completion: Mysticism (I'd like earlier for the envoy, but my options for holding tech/civics appear very limited)
Let me start off by saying I love the Chrome browser if for no other reason than because it preserves form entries when closing tabs I accidentally closed Chrome after typing the majority of the report below, but the report survived!
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Whew, 10+ day pause leave lots of cobwebs that's why I did all that extensive planning right at the start of the pause. Let's see if I can remember where we're at ...
One more barb horseman to deal with before I can take out the camp. I move the first warrior 1E onto cows before attacking the horseman, which allows the 2nd warrior to come up from behind for the kill. Both of the half-health warriors have Tortoise promotion. Next turn the half-health warrior that made the kill on Horses will move 2NW onto the Campus, continuing from there into Cribbage. The other half-health warrior on Cows will move SW-SE adjacent to the barb camp, allowing the almost-full-strength Battlecry warrior to attack at +9CS advantage thanks to Discipline + 2 flanking. Average roll will deal 58 damage. The following turn the camp is dead for sure unless something else spawns that changes the calculus (but probably dead anyway since the battlecry warrior can single-handedly take out the camp even if I just fortify the damaged warrior).
A look inside Chess. Working the bare grass hill over the rice farm allows the settler to complete this turn, with growth nicely in sync I'll then go back to the farm. Culture expansion is being reasonable and locked in on the grass forest hill, hopefully it stays that way
As you can see, research was swapped to Sailing so that it will complete when settling Free Cell. I've put a pin on the map (visible in the lower right) to remind me to swap off. Especially important since it may be another week before the next turn
close-up of the area between me and TheArchduke. He's covering his trader with an archer. I'm not sure if that's coincidence of movement timing, or if he doesn't trust me to not pillage. Even if the opportunity arises I won't pillage. I just want to get my scout onto the hill 1NE where it can get vision on TAD's 2nd city center.
And I finally discovered what that graphical anomaly is! A rogue inland cliffs! Apparently this was the original coastline before Emperor K added some additional land. The cliff graphic is only displayed in Strategic View, not Standard View, and has no effect whatsoever on movement as far as I can tell. My warrior just crossed the cliff from the grassland 1NW this turn. I wanted to confirm early so that I wasn't surprised whenever I will inevitably be moving troops through the area.
I'm also happy to report that the +50% production from the settler chop last turn did in fact overflow into Pyramids, bringing them to 76/220. ETA of T65 confirmed unless extraordinary circumstances arise.
Almost fell to the bottom of the forum nice to see there will be updates from around the world to read eventually. (EDIT: accidentally posted instead of previewing to add the screenshots, so this is just a teaser. Real update to follow in a bit)
CH completed at Valletta, earning me the envoy at ... Lisbon? Wow, it's been a while *checks screenshots* Yes, Lisbon. TAD also completed his capture of Hong Kong. The deal TAD accepted was his Tea for my Coffee. We each only have 1 source connected so no immediate benefit to either party. I don't know if he has another tea in his territory to improve, but I will be settling on another Coffee in about 3 turns. He knows I already have another coffee in my territory at Cribbage so either he has another Tea to improve or this was a real gesture of goodwill. In any case I am pleased to maintain good relations. Perhaps we can even cooperate into the end game? I'm just really nervous about the eventual Cossack threat.
In unfortunate news another barb horseman spawned in the east, and to make matters worse my attack odds on the camp are not nearly as good as I had projected (the graphic only shows about 1/3 health damage to the spear when I was expecting closer to 50%). Fortunately it is still a weak horse and not full strength.
Settled Sao Paulo Sushi Go. In good news, the CH discount somehow applied immediately! Even though the 1st CH just completed and no techs or civics finished?? I almost missed it. I selected the granary according to The Plan, then decided to re-open the build screen to double-check on the expected cost of the 2nd CH and saw it was only 69! I was expecting 62 so that's a little higher but I can get started immediately and thus keep the original schedule or maybe even shave a turn off
End of turn: damage warriors in the east fortify in place. The important thing here is to preserve HP both with fortify bonus and healing. I expect the barb horse [RED] will attack the warrior on horse. Should be about 30 damage to both units, but I'll heal back 15. Warrior on horse [PINK] will stay fortified to hopefully absorb another attack from the horseman while the other warrior + settler [YELLOW + GREEN] move to the jungle hill, continuing on to the coffee city site next turn. I'm hoping the barb scout will be tempted by the builder rather than trying to pillage my mines. I'm bringing in another warrior [BLUE] from the new city to drive off the scout.
2nd CH under construction, 2nd Trader will be out of Chess in 4 turns, Pyramids rolling along, up to 5 cities with a 6th in 3 turns, things are looking great! My empire score of 50 is now greater than Banzailizard and Rowain's total scores of around 45. The BRICK RED circle and dashed line in the top of the screenshot indicates a barb fog-busting location where I'd like to have a warrior stationed to ensure I don't get another nasty horse camp spawning right near my borders.
IZ and 2nd CH are now completed T67 and T69, allowing me to get the discount on both the 1st AND 2nd Carnival on T71. This is possible due to from trade routes from both Pinochle and Sushi Go to Valletta
The above allows Bronze working to be accelerated by 3 turns to EOT71, letting me get started on it and finish it a couple of turns quicker
Stone is harvested at Valletta which (1) saves tile purchase for the Encampment, and (2) completes encampment immediately
The above allows Drama & Poetry to be accelerated by 4 turns, since the limiting factor was holding it until the district discount applies. Combined with the trader increasing production at Sushi Go results in at least 10 turn acceleration of the Theater district.
Only need to hold 1 tech in order to trigger the district discount ... very helpful since I really have just 2 options, and I want Shipbuilding early in order to start getting Quadriremes out.
Additional settler while in Colonization. This will probably go near the Rice/Horse NW of Chess. Advantages of this site are (1) within range of Colosseum, (2) picks up a farm-able resource so I'm not building a plains farm I'll never work, (3) fast growing with rice + horse providing extra food, (4) 3 first ring hills and 1 2nd ring hill for decent long-term production.
Mysticism is able to complete since I don't need to hold it as a trigger for the district discount.
Civic swaps time perfectly to get into Agoge for 3-4 archers, Colonization for 2 settlers, back into Corvee for Colosseum
Colosseum build time accelerated to approximately T85, which is about 10 turns ahead of the last estimate. Is that quick enough to ensure I get it? If Rho is gunning all-out then probably not. But I think he'd have to give up too much to make it worth it, whereas it fits seamlessly into my build queue.
City-by-city planning
Chess
T55-56: finish settler for Coastal City
T57-60: Trader (from CH #1) ... or will I still get the +2 from Hong Kong for a couple of turns? [[or Trader]]
T61-64: Granary ... need to keep lifting housing caps to get a size 10 city, work more tiles.
T65-73: Settler. Colonization will be slotted once Pyramids has completed. HOLD SETTLER UNTIL CRIBBAGE COMPLETES FIRST ... finish with chop, overflow into Trader (from CH #2)
T74-76: 2nd Carnival
Pinochle
T55-64: Pyramids ... trader speeds up Pyramids by 1 turns
T65-67: 1st Industrial Zone (cost 76)
T68-70: Monument (Carnival discount not applicable yet)
T71-72: Carnival
T73-85: Colosseum???
Other builds I want here eventually: Harbor (unlock 4th trader for Medieval Fairs), Theater #2 once I hit size 10, maybe Hanging Gardens (primarily for the +2 housing), Aqueduct
Cribbage
This city took the most time to plan out. I wanted to get another settler out during Colonization for the Horse/Rice site NW of Chess. My limiting factor here was the civics swap taking place on T74. This means that both settlers from here and Chess need to be either completed EOT 73 or chopped on T74 before I swap civics. Chess is first in build order and therefore I must complete Cribbage's settler first, otherwise it takes the +30 cost escalation hit. Chess has 50% higher base production and can more easily absorb the production hit and still meet the T73 deadline ... in fact, it could hit the T73 deadline easily w/o a chop and had to be slowed down.
T55-61: finish current builder (82/74)
T62-64: archer (55/65)
T65: start builder (10.5/78)
T66: Chop into archer > overflow completes builder (84/78)
T67-72: Settler (127/200)
T73: Chop 51*1.55 = 79 into settler (206/200) completing it on this turn ... CHOP HERE BEFORE CHOPPING AT CHESS
Valletta
T55-56: Finish 1st Commercial Hub
T57-63: Granary
T64-68: Archer
T69-71: Archer (approx. 50/60)
T72: Chop Stone into Archer, overflowing ~80 ... plant Encampment on the Stone, and the overflow is enough to 1-turn the Encampment
T73-79: Barracks
T80> Armory [walls with +100% boosted chop at some point]
Sushi Go
I'll need to purchase the 3rd ring Banana tile for the +6 adjacency Theater site. That will hurt from a gold perspective. Maybe I can arrange a quick stop in Surveyors to save 40? Harvesting of the Banana + jungle will get me to size 4 in time to plant the Theater when it is unlocked. Builders: Need to get a builder to Sushi Go's Banana in order to harvest and clear the jungle tile for the Theater district.
T57-69: Commercial Hub
T70-74: Granary ... Farm + Plantation will allow me to grow to 5 without penalty, Granary allows size 7 for the 3rd district. And slotting it here times just about perfect with the growth timing. It will be finished by chop of the Jungle tile for the Theater district.
T74-78: 1st Theater district +6 adjacency
T81-???: 3rd Campus +5 adjacency: If I've made it to size 7. Probably not so maybe Monument first?
Free Cell
I needed one more builder, and this was the best place to get it using the +100% chop overflow. The granary won't be needed for a while so I can slow build it while making use of a few extra production from ship overflow.
T60-65: Galley to 1 short of completion
T66: Chop forest into galley, resulting in approximately 90 overflow completes Builder, with about 15 subsequent overflow
T67: Put overflow into Granary (20/65 including production from T67)
T69-73: galley to 78/65, 13 overflow
T74: Overflow into Granary (40/65
T75-INFINITY: Ship > overflow into Granary > Ship > overflow into Granary. Probably just 2 galleys, then all Quadriremes. I may not build any additional infrastructure here beyond the Granary. I'll have few enough ports, and this city will be able to single-handedly put out probably all the ships I'll need to upgrade.
ORANGE DOT -- Ruhr Valley City [still nameless]
Founded ~T80
T80-100: 2nd IZ
1st Campus complete
2nd Campus Complete
1st CH T57 Complete
2nd CH planted T57, complete T69 (Sushi Go)
1st IZ planted T65, complete T67 (Pinochle)
1st Carnival ... discount not unlocked until either IZ or 2nd CH completes (time tech/civic complete EOT70), planted T71, complete T72 (Pinochle)
2nd Carnival ... discount not unlocked until other of IS or 2nd CH completes (nicely synced), planted T71, complete T76 (Chess)
1st Encampment, discount unlocked immedately, planted T72, completes T2 thanks to Stone harvest (Valletta)
1st Theater, discount applies after 1st Carnival completes. Hold D&P such that discount applies immediately. Planted T74, finished T78 (Sushi Go)
2nd IZ, discount will apply immediately. Planted T80, complete ~T100 (ORANGE DOT)
District Types (date unlocked)
1. Campus (already)
2. Commercial Hub (already)
3. Industrial Zone (EOT61)
4. Carnival (EOT66)
5. Encampment (EOT 71)
6. Theater (EOT 73)
7 > 8. Holy Site + Harbor (~ 80-85) ... want to complete Celestial Navigation in order to prevent GScientist from triggering that eureka. GScientist arrives T78. By that time I'll have just about all the other eurekas I can easily reach. I want to use the GScientist as early as possible so that I can target my production into the items needed to trigger the remaining eurekas.
Sailing complete T60 with the founding of Free Cell
Apprenticeship complete T61
Mysticism complete T61, timed to swap into Agoge (Discipline out).
Games and Recreation civic complete T66 (hold until 1st IZ is planted). Swap into Colonization (Corvee out)
The Wheel complete T70 ... hold until 1st Carnival AND 2nd CH are completed in order to trigger the district discount
Bronze Working ... hold until 1st IZ and 1st & 2nd Carnival are planted ... T71
Drama & Poetry ... hold until 1st Encampment planted AND 1st Carnival completes ... T73. Swap into Corvee (Colonization out)
Techs I'm able to hold 1-turn short of completion: The Wheel, Shipbuilding (>= T73?)
Civics I'm able to hold 1-turn short of completion: Mysticism (I'd like earlier for the envoy, but my options for holding tech/civics appear very limited)
barbs did not move as anticipated! My Battlecry warrior is standing with just a sliver of health. Both the horseman and spearman attacked that warrior. It survived thanks to Discipline policy card that I have slotted. I have had it slotted almost the entire game except for the short time when I pumped out all of my warriors. Here it certainly saved a warrior, and throughout the game it has helped me more quickly eliminate the barb threats as the arose.
I retreat the wounded warrior west heading for the safety of Pinochle city center. I'm a little concerned about the barb warrior attacking it, but I don't believe scouts will go on the attack until their camp is destroyed (at which point the go berserk). Settler and cows-warrior continue to the PJH as planned, while horse-warrior attacks the barb horse. Unless another barb spawns on the interturn [one probably will] I'll make it to the settling tile next turn, settle and clear the camp on the following turn.
TheArchduke has a settler out. I decided it wasn't worth aggrevating TAD by keeping my scout there. I retreated southeast. I'd still like to get sight on TAD's 2nd city if possible. I should have tried getting Open Borders again, I'll try to remember next turn. It's a long way around to unexplored territory so if I can't get OB I may keep the scout in the south to keep an eye on potential troop movements from TAD.