I also did a quick future-plan test, and our iron-hookup seems to be our current bottle-neck.
We can't build any swordsman or chokonu before iron is connected. Iron hookup will happen in 30 turns *at best*, while our GE will appear in 26 turns. We could build an archer or axe to upgrade, but we'll have more than enough financial trouble in the war as it is, so I wouldn't do it.
Here is my (partial) sketch, focussed on Being and our third city. Feel free to insert research and Tassagrad items.
Does this correspond +/- with your plan bt ?
We can't build any swordsman or chokonu before iron is connected. Iron hookup will happen in 30 turns *at best*, while our GE will appear in 26 turns. We could build an archer or axe to upgrade, but we'll have more than enough financial trouble in the war as it is, so I wouldn't do it.
Here is my (partial) sketch, focussed on Being and our third city. Feel free to insert research and Tassagrad items.
Code:
*** first +/- 10 turns : upto building third city *** *worker* pasture : 3 turns ( road : 3 turns => DO NOT BUiLD ) walking to other pasture : 4 turns pasture cows : 5 turns -------------------------------------- 12 turns (15 turns if we build road on current pasture) *being* settler while unhappy : 1 turn granary "normal" : 2(base)+4(mine)+2(eng)+2(forge) = +10 hammers / turn : 1 turn (23/60 -> 33/60) granary whip with 1 pop : 1 turn continue settler while unhappy : 5 turns (build worker while unhappy : 5 more turns, + 1 turn while happy again) walk settler to location : 2 turns settle down : 1 turn ------------------------------------------------ 11 turns till settle down, 14 turns till 2nd worker built *Tassagrad* barracks : currently 14/60 and 15/22 3 turns with only copper resource : +3*6=18 => 32/60 and 18/22 2 turns with only cows resource : +2*4=8 => 40/60 and 24/22 --> growth working copper and cows : +9/turn => 3 turns left finish axeman : 1 turn ----------------------------------------------------------- 9 turns *research* writing : 5 turns fishing : 3 turns sailing : 7(6) turns ----------------------------------------------------- 15 (14) turns *** next +/- 16 turns : upto finishing GE at turn 26 *** *iron city* (starting after turn 11) 12: unpastured cows : 1 turn : +2 food / +2 hammers => 2/22 and 2/30 13: pastured cows : 7 turns : +3 food / +4 hammers => 23/22 and 30/30 => monolith complete + pop growth 20: wait for border expansion : 10 turns 30: build mine : 5 turns --------------------------------------------------- 35 turns without chopping chopping won't matter that much however...: after finishing pasture, a chop will take 1 turn to move + 4 turns to chop => turn 18 instead of turn 20 for monolith finish. These 2 turns are not worth it imo. Also, the 2nd worker from being will be at the place only at turn 14+2, so he can only shave off 1 more turn if they both cooperate; bringing the time for building the monolith to turn 17 at best. If they then both work together on the mine, we can shave off 2 more turns, so we can hook up iron in 30 turns at best (if we devote a lot of our resources towards it) *being* (starting after turn 14) 15: build galley (whip immediately with 2 pop) 16: build ? ? : start collossus (whip at turn 26, when our GE is born; we might have to use prevent growth here, except if Maniac comes up with another solution) *tassagrad* (starting after turn 9) 10 : build some more military (we didn't build those barracks for nothing)
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