BARRACKS PLAN (PLAN A):
Current WF: #3 (cows), #5 (game) - 5 shields, 2 food, 5 trade
Finish Spearman (1 more turn)
Start Barracks
6 turns of Barracks production (30 shields)
Pop expands to 3
New WF: #3 (cows), #5 (game), #20 (wheat) - 5 shields, 4 food, 7 trade
Finish Barracks in 2 turns (10 shields)
Start Worker
Finish Worker in 2 turns (10 shields)
Pop drops to 2
Start Veteran Spearman
New WF: #3 (cows), #5 (game) - 5 shields, 2 food, 5 trade
2 turns of Veteran Spearman production (10 shields)
Pop expands to 3
New WF: #3 (cows), #5 (game), #20 (wheat) - 5 shields, 4 food, 7 trade
Finish Veteran Spearman in 2 turns (10 shields)
RESULT 14 turns after Spearman completion:
- Barracks (completed 8 turns after spearman)
- Worker (completed 10 turns after spearman)
- Veteran Spearman (completed 14 turns after spearman)
- Spending 1 tax for Barracks upkeep
- Builds Veteran units
- Need 20 food to expand population (have 8 in storage)
- Unrest trouble at Pop 4
Start Settler
3 turns of Settler production (15 shields)
Pop expands to 4 (need to control for unrest)
New WF: #3 (cows), #4 (forest), #5 (game), #18 (s-grassland) - 8 shields, 1 food, 7 trade
1 turn of Settler production (8 shields)
New WF: #3 (cows), #4 (forest), #5 (game), #20 (wheat) - 7 shields, 3 food, 8 trade
Finish Settler in 1 turn (7 shields)
Pop drops to 2
CYCLE START
Start Veteran Spearman
New WF: #3 (cows), #20 (wheat) - 3 shields, 4 food, 6 trade
4 turns of Veteran Spearman production (12 shields)
Pop expands to 3
New WF: #3 (cows), #18 (s-grassland), #20 (wheat) - 4 shields, 4 food, 7 trade
Finish Veteran Spearman in 2 turns (8 shields)
Start Settler
New WF: #3 (cows), #5 (game), #20 (wheat) - 5 shields, 4 food, 7 trade
3 turns of Settler production (15 shields)
Pop expands to 4 (need to control for unrest)
New WF: #3 (cows), #4 (forest), #5 (game), #18 (s-grassland) - 8 shields, 1 food, 7 trade
1 turn of Settler production (8 shields)
New WF: #3 (cows), #4 (forest), #5 (game), #20 (wheat) - 7 shields, 3 food, 8 trade
Finish Settler in 1 turn (7 shields)
Pop drops to 2
CYCLE END
Setter+Spearman Cycle: 11 turns
Turns of Cycle in Unrest Risk: 2/11
RESULT 30 turns after spearman completion:
- Barracks (completed 8 turns after spearman)
- Worker (completed 10 turns after spearman)
- Veteran Spearman (completed 14 turns after spearman)
- Settler (completed 19 turns after spearman)
- Veteran Spearman (completed 25 turns after spearman)
- Settler (completed 30 turns after spearman)
- Experienced 4 turns of unrest trouble (impact on timing?)
- Spearman+Settler cycle is 11 turns
- Spending 1 tax for Barracks upkeep
- Builds Veteran units
- Need 20 food to expand population
- Unrest trouble at Pop 4
- Made 192 trade over 30 turns
- Spent 22 gold in taxes over 30 turns
- Net Income 170 over 30 turns
Current WF: #3 (cows), #5 (game) - 5 shields, 2 food, 5 trade
Finish Spearman (1 more turn)
Start Barracks
6 turns of Barracks production (30 shields)
Pop expands to 3
New WF: #3 (cows), #5 (game), #20 (wheat) - 5 shields, 4 food, 7 trade
Finish Barracks in 2 turns (10 shields)
Start Worker
Finish Worker in 2 turns (10 shields)
Pop drops to 2
Start Veteran Spearman
New WF: #3 (cows), #5 (game) - 5 shields, 2 food, 5 trade
2 turns of Veteran Spearman production (10 shields)
Pop expands to 3
New WF: #3 (cows), #5 (game), #20 (wheat) - 5 shields, 4 food, 7 trade
Finish Veteran Spearman in 2 turns (10 shields)
RESULT 14 turns after Spearman completion:
- Barracks (completed 8 turns after spearman)
- Worker (completed 10 turns after spearman)
- Veteran Spearman (completed 14 turns after spearman)
- Spending 1 tax for Barracks upkeep
- Builds Veteran units
- Need 20 food to expand population (have 8 in storage)
- Unrest trouble at Pop 4
Start Settler
3 turns of Settler production (15 shields)
Pop expands to 4 (need to control for unrest)
New WF: #3 (cows), #4 (forest), #5 (game), #18 (s-grassland) - 8 shields, 1 food, 7 trade
1 turn of Settler production (8 shields)
New WF: #3 (cows), #4 (forest), #5 (game), #20 (wheat) - 7 shields, 3 food, 8 trade
Finish Settler in 1 turn (7 shields)
Pop drops to 2
CYCLE START
Start Veteran Spearman
New WF: #3 (cows), #20 (wheat) - 3 shields, 4 food, 6 trade
4 turns of Veteran Spearman production (12 shields)
Pop expands to 3
New WF: #3 (cows), #18 (s-grassland), #20 (wheat) - 4 shields, 4 food, 7 trade
Finish Veteran Spearman in 2 turns (8 shields)
Start Settler
New WF: #3 (cows), #5 (game), #20 (wheat) - 5 shields, 4 food, 7 trade
3 turns of Settler production (15 shields)
Pop expands to 4 (need to control for unrest)
New WF: #3 (cows), #4 (forest), #5 (game), #18 (s-grassland) - 8 shields, 1 food, 7 trade
1 turn of Settler production (8 shields)
New WF: #3 (cows), #4 (forest), #5 (game), #20 (wheat) - 7 shields, 3 food, 8 trade
Finish Settler in 1 turn (7 shields)
Pop drops to 2
CYCLE END
Setter+Spearman Cycle: 11 turns
Turns of Cycle in Unrest Risk: 2/11
RESULT 30 turns after spearman completion:
- Barracks (completed 8 turns after spearman)
- Worker (completed 10 turns after spearman)
- Veteran Spearman (completed 14 turns after spearman)
- Settler (completed 19 turns after spearman)
- Veteran Spearman (completed 25 turns after spearman)
- Settler (completed 30 turns after spearman)
- Experienced 4 turns of unrest trouble (impact on timing?)
- Spearman+Settler cycle is 11 turns
- Spending 1 tax for Barracks upkeep
- Builds Veteran units
- Need 20 food to expand population
- Unrest trouble at Pop 4
- Made 192 trade over 30 turns
- Spent 22 gold in taxes over 30 turns
- Net Income 170 over 30 turns

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