T040 - T060
T40:
Capital -> Slinger
Ilkum -> Urban Planning
Stay on Archery -> two more slingers out before tech finishes, 30G upgrade super-cheap, helpful against barb horsemen of which there are many.
Buy Trader for 205 GP
T41
Abydos -> TradeWinds, start Granary, alleviate the housing slowdown. Many good tiles we want to work.
Pasture Cows
Swap warrior into city, slingers sling quadrerieme
Route to Seoul, does get Egypt Benefit, +7GPT / +2 BPT (9 -> 11 BPT), Eureka Currency
Slinger in south slings scout dead, promotion earned.
T43
Archery in, bombard from barb HA and Quad continue, more units move up around TradeWinds, start currency. Capitals queue gets auto-upgraded (darn).
Start Currency, more barb fighting. Scout Around Scythia.
T44
Archer done in SilkRoad, Merc Inspiration triggered. Getting a lot of pressure in the north, so upgrade 2 slingers.
Capital starts settler, since will do transition to colonization next turn, use worker charge to chop a forest and then mine the hill for 3 mines and the apprenticeship boost.
T45
Lost upgraded slinger on inter-turn due to quad bombardment, frustrating.
Swap over to colonization
Realize the capital builders are sleeping, wake them and move to chop.
Early Empire -> Political Philosophy, 7 turns.
T46, chop out settler from Silk Road
Archer one of the quads, still an enemy HA wandering around.
T47, build mine, get Apprenticeship Eureka
T48, Currency in, start BW (2 turns) Will need HBR before starting apprenticeship, have all the boosts, so just want to see iron first.
T50, Ironworking in, there is iron at the 3rd city site, settler enroute, stacking archers etc to keep it safe.
T51, Political Philosophy In, Classical Republic as buildering, Next Civic, 3 turns to the Military or Religious, so put turns into Games and Rec as next useful thing, esp. with amenities as they are.
Actually, set up for military tradition to grab surveyors for that turn, then 3 more turns to cheaply switch out or keep it. So still hold colonization for settler boost.
T52, Capital finishes settler, starts another settler. This one will also loop around to the citrus/tea/gbr site. Phillip calls to complain how we don't have enough pop.
T53, found Columbian Exchange, buy a builder for 245. Quarry stone at Tradewinds for a Masonry Eureka, put ColumbianExchange on a Monument for now, thinking of harvesting the rice and putting the commercial district there, nm
There's a better one that is 1E of the rice, which then has both Tradewinds and Columbian Exchange's Harbors.
T54, Tomyris challenges us on our settling, we're planning another two sort of in her vicinity, so I ignore the request and hope for the best? She also finishes the oracle. Civic swap comes in and I get land surveyors to purchase iron tile.
Capital Tile-Picker is really bad, btw, so we'll have to pay gold to pick up our tea and jade. Since Tea will first-ring on the next city going down, I recommend buying the jade.
T55 HBR in, start apprenticeship which will take 13 turns. I go ahead and will put 2 turns into the religion civic so it's available as a free swap later, no rush to games and rec IMO.
T56, Mine Iron for the Eureka on Iron Working, a first for me.
T57, Tomrys converts Columbian Exchange to Judaism.
Builder with one charge left near columbian exchange, I think I will bring to the new settler to hook tea as soon as it's plopped for the Amenity.
T59, Settler Finishes in Capital, Not sure if to send it north or south, put capital on a builder, maybe to move the civics using the pre-built mysticism after buying tiles? Will move it one south so that we don't lose a turn if the option is south and it may be turn neutral for a north move due to flats etc.
T60, wake everything for hand-off, settler nearly in position for the Citrus/Tea/GBR grab, another settler just out of the cap waiting for destination and escort if necessary. Current Civics and Overview shot with all units woken.
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