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Tiberius

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Europe
Jan 2000 time: 06:30
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Kloreepville (last updated: turn 175)
Ideal GA setup for Kloreepville at pop 12 we are going for:
code:
1x (+2F 2S 6C) ... city tile
2x (+1F 2S 3C) ... irrigated/roaded bonus grass - done
1x (+1F 0S 3C) ... irrigated/roaded reg. grass - done
4x ( 0F 2S 3C) ... 4 mined/roaded reg. grasses - 3 done
5x (-1F 4S 3C) ... 5 mined/roaded hills - done
Total food: 24fpt (city not growing, nor starving)
Total shields: 34spt (before waste)
Total commerce: 42 (before corruption)
Terrain improvements needed:
a) clear, road & mine the jungle NE-NE of the city (12+2+3=17 Wt)
Total worker turns needed: 17
This is to allow Invoice to use the roaded/mined grassland W-NW of Kloreepville (Invoice will need every single shield, as it is quite poor shield-wise and our GA will be the only period we will be able to get something built there in a reasonable time-frame).
Worker schedule:
T176: Jason Jr., Martin, and Patrick clearing jungle (1+2+3)
T177: Jason Jr., Martin, and Patrick clearing jungle (4+5+6)
T178: Jason Jr., Martin, and Patrick clearing jungle (7+8+9)
T178: Jason Jr., Martin, and Patrick clearing jungle (10+11+12)
T179: Jason Jr., Martin, and Patrick mining (1+2+3)
T180: Jason Jr. & Martin roading (1+2), Patrick free to go elsewhere
If we are lucky again and the grassland is a bonus one, we irrigate it instead, mining the irrigated regular grass E of the city:
T179: Jason Jr. & Martin roading (1+2), Patrick irrigating (1)
T180: Jason Jr. & Martin moving S and mining (1+2), Patrick irrigating (2)
T181: Jason Jr. mining (3), Martin & Patrick free to go elsewhere
We are currently building a marketplace in the city:
T175: 9S, +9(+2(spt
T176: 20S, +19spt
T177: 39S
Depending on the net GA shield output, the marketplace will then take from 1 to 3 turns to finish (most likely 2t with a small goldrush).
Last edited by vondrack on 11-02-2004 at 03:48
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Tiberius

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Europe
Jan 2000 time: 06:30
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Sharpehaven (last updated: turn 175)
Ideal setup at size 12:
code:
1 x (2f + 2s + 6c) ... city tile
1 x (1f + 4s + 7c) ... 1 mined/roaded gold hill (E)
5 x (1f + 4s + 3c) ... 5 mined/roaded hills
1 x (5f + 0s + 3c) ... 1 irrigated/roaded wheat (W-S)
1 x (3f + 2s + 3c) ... 1 irrigated/roaded bonus grass (W)
4 x (2f + 2s + 3c) ... 4 mined/roaded reg. grasses (SW,SW-S,S,S-E)
Total food: 24fpt (city not growing, nor starving)
Total shields: 36spt (before waste)
Total commerce: 46gpt (before corruption)
Growth schedule:
T175 - 32F, +4fpt
T176 - 36F, +4fpt
T177 - city grows to pop 9 + 3 workers (Peter, Warwick, and Forrest - coming from Kloreepville) joining -> pop 12, ready for GA
We are currently building a courthouse in S'haven - it will be finished on Turn 177, just when we trigger our GA:
T175: 65S, +8spt
T176: 73S, +8spt
T177: courthouse finished
Last edited by vondrack on 11-02-2004 at 03:51
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Tiberius

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Europe
Jan 2000 time: 06:30
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Tarzania (last updated: turn 175)
code: 1x (2S 2S 3C) ... city tile
4x (-1F 4S 3C) ... 4 mined/roaded hills
2x (+1F 2S 3C) ... 2 irrigated/roaded bonus grasses (W-SW, NW)
1x ( 0F 3S 3C) ... 1 mined/roaded bonus grasses
5x ( 0F 2S 3C) ... 5 mined/roaded reg. grasses
Total food: 24 (city not growing, nor starving)
Total production: 35spt
Total commerce: 39gpt
Terrain improvements needed:
a) road and mine the hill N-NE of the city (3 wt to go)
b) clear one more jungle, road and mine it: 10+2+3 = 15 wt;
Total worker turns: 18 wt
Worker schedule:
T175: Adam Jr., Ivan, & Pink mining (1+2+3)
----: Gus mining (3)
----: Toby Jr. & Stanley Jr. clearing jungle (1+2)
----: Bruno, Tarzan, & Michael Jr. moving to the jungle
T176: Adam Jr., Ivan, & Pink mining (4+5+6)
----: Gus moving NE-NE and joining the city
----: Toby Jr., Stanley Jr., Bruno, Tarzan, & Michael Jr. clearing jungle (3+4+5+6+7)
T177: Adam Jr., Ivan, & Pink moving S-SW and joining city
----: Toby Jr., Stanley Jr., Bruno, Tarzan, & Michael Jr. clearing jungle (8+9+10+11+12)
T178: Toby Jr. & Stanley Jr. roading (1+2)
----: Bruno, Tarzan, & Michael Jr. mining (1+2+3)
We are currently building a marketplace in the city:
T175: 0S, +13spt
T176: 13S, +14spt
T177: 27S
It should then take ~3 turns to finish the marketplace.
Last edited by vondrack on 11-02-2004 at 03:58
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Tiberius

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Europe
Jan 2000 time: 06:30
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Farmerville (last updated: turn 172)
There is an ideal GA setup for Farmerville at pop 12:
Scenario.1: Max growth
code: 1x (2F 2S 7C) ... city tile
1x (6F 0S 4C) ... 1 irrigated/roaded riverbank wheat floodplain (W) - done
2x (4F 0S 4C) ... 2 irrigated/roaded riverbank floodplains (NW, NW-NW) - done
2x (2F 3S 4C) ... 2 mined/roaded riverbank bonus grasses (N, NE) - done
1x (2F 2S 4C) ... 1 mined/roaded riverbank reg. grass (SE) - done
3x (2F 2S 3C) ... 3 mined/roaded reg. grasses (S, NE-N, NE-NE)
1x (3F 2S 3C) ... 1 irrigated/roaded bonus grass (from Tarzania) - done
1x (0F 3S 3C) ... 1 mined/roaded desert (SW) - done
1x (3F 0S 4C) ... 1 irrigated/roaded reg riverbank grass (E) - done
Total food: 2+6+8+4+2+6+3+0+3 = 34 (+10 food/turn -> +1pop/2turns)
Total shield: 2+0+0+6+2+2+3+0 = 15 spt
Total Commerce: 7+4+8+8+4+9+3+3+4 = 50 gpt
Terrain improvements needed:
a) road and mine 3 grasses: 3 x (1+2+3) = 18 wt
Total: 18 wt
Note: I (vondrack) believe we should go for the max production setup, as the max growth setup does not really improve the city too much - it can grow fast enough even as is...
Scenario.2: Max production
code: 1x (2F 2S 7C) ... city tile
1x (6F 0S 4C) ... 1 irrigated/roaded riverbank wheat floodplain - done
1x (4F 0S 4C) ... 1 irrigated/roaded riverbank floodplain - done
2x (2F 3S 4C) ... 2 mined/roaded riverbank bonus grasses - done
1x (2F 2S 4C) ... 1 mined/roaded riverbank grass - done
3x (2F 2S 3C) ... 3 mined/roaded grasses
3x (0F 3S 3C) ... 3 mined/roaded deserts
1x (1F 3S 4c) ... 1 roaded forest - done
Total food: 2+6+4+4+2+6+0+1 = 25 (+1food/turn)
Total shield: 2+0+0+6+2+6+9+3 = 28 spt
Total Commerce: 7+4+4+8+4+9+9+4 = 49 gpt
Terrain improvements needed:
a) mine the grassland NE-NE of the city (1 Wt)
b) road and mine the grassland N-NE of the city (2+3=5 Wt)
c) road and mine 2 deserts: 2 + (1+2+3) = 8 wt
Total worker turns needed: 14 wt
Worker schedule:
T173: Michael Jr. roading (1), Duncan mining (3), Dean moving E-SE, Francis mining (2)
T174: Michael Jr. roading (2), Duncan moving NW and mining (1), Dean roading (1), Francis mining (3)
T175: Michael Jr. mining (2), Duncan mining (3), Dean roading (2), Francis moving E-SE and mining (1)
T176: Michael Jr. & Duncan moving to the jungle W of Tarzania, Dean and Francis mining (2+3) - terrain improvements finished
Growth schedule:
T173: city grows to pop 9
T175: city grows to pop 10
T177: city grows to pop 11 (add 1 worker???)
T179: city grows to pop 12
Production queue:
a marketplace.
Last edited by vondrack on 07-02-2004 at 00:10
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Tiberius

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Europe
Jan 2000 time: 06:30
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Zargonia (READY)
Quite a corrupt city, but with good terrain nearby, especially plenty of hills. Even if waste will bite quite a bit from Z's production, we should still be able to gather at least 25, (with luck maybe even 30) spt from this city. (which means 3 turn knights, for ex.)
Ideal GA setup for Zargonia at pop 12:
code:
- 1 x (2f + 2s + 6c) ... city tile
- 1 x (5f + 2s + 3c) ... 1 irrigated/roaded cow - done
- 1 x (3f + 2s + 3c) ... 1 irrigated/roaded bonus grass - done
- 2 x (2f + 2s + 3c) ... 2 mined/roaded reg. grasses - done
- 1 x (3f + 0s + 3c) ... 1 irrigated/roaded reg. grass - done
- 7 x (1f + 4s + 3c) ... 7 mined/roaded hills - done
Total food: 24 (city not growing, nor starving)
Total shield: 37 (before waste)
Total commerce: 42 (before corruption)
City improvements needed:
Zargonia is quite similar to Sharpehaven - basically, we should build a marketplace eventually here, but it's not urgent yet, as we can make the population sufficiently happy with the imported luxuries. So, a courthouse would make more sense... just that we need at least some of our cities still doing military. So, let's do one more musket, and then the courthouse & marketplace.
Last edited by vondrack on 02-02-2004 at 17:05
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Tiberius

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Europe
Jan 2000 time: 06:30
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Logville (last updated: turn 168)
Ideal GA setup for Logville at pop 12:
code:
- 1 x (2f + 2s + 7c) ... city tile
- 1 x (4f + 2s + 4c) ... 1 mined/roaded riverbank wheat (NW)
- 2 x (1f + 4s + 3c) ... 2 mined/roaded hills (NE, N-NE) - done
- 1 x (1f + 4s + 4c) ... 1 mined/roaded riverbank hill (NW-NW) - done
- 2 x (2f + 2s + 4c) ... 2 mined/roaded reg. riverbank grasses ( W, SW) - done
- 2 x (2f + 2s + 3c) ... 2 mined/roaded reg. grasses (N-NW, SW-SW) - done
- 1 x (2f + 2s + 4c) ... 1 irrigated riverbank plain (NW-W) - done
- 1 x (3f + 2s + 3c) ... 1 irrigated bonus grass (N) - done
- 2 x (1f + 0s + 4c) ... 2 coasts - done
Total food: 24fpt (city not growing, nor starving)
Total shields: 28spt (before waste)
Total commerce: 50gpt (before corruption)
Terrain improvements needed:
a) mine the riverbank wheat (3 Wt) on the turn 177 or later only!
Note: we need to postpone mining the wheat until the city grows enough - we need the extra food from the irrigated wheat to grow to pop 10 by T177.
Total worker turns needed: 3 wt
Growth schedule:
T169: 34F; stop mining the wheat!; labourers to work all grasslands but the mined one in the Tiberium radius & the riverbank hill -> +6fpt (irrigated riverbank plains to be worked by Camp David)
T170: city grows to pop 8, labourers to work all non-hill tiles (including the mined grassland in the Tiberium radius) -> +7fpt
T171: 27F, +7fpt
T172: 34F; labourer from mined (Tiberium) grassland to riverbank hill -> +6fpt
T173: city grows to pop 9, labourers working all riverbank tiles, both irrigated grasslands, the mined grassland N-NW & one more hill -> +5fpt
T174: 25F, +5fpt
T175: 30F, +5fpt
T176: 35F, +5fpt
T177: city grows to pop 10, two workers added, GA started
City improvements needed:
First, finish the marketplace, then a library (lot of commerce here, low corruption)... then, in the GA, perhaps more infrastructure or 1-turn catapults, depending on the actual shield output.
Production queue:
T169: building marketplace (72/100); +7(+3)spt
-----: marketplace partially goldrushed to 80S for 4*8=32g
T170: building marketplace (90/100); +6spt
T171: building marketplace (96/100); +6spt
T172: marketplace finished, starting library; +8(+3)spt
T173: building library (11/80), +11fpt
T174: building library (22/80), +11fpt
T175: building library (33/80), +11fpt
T176: building library (44/80), +11(+3)fpt
T177: building library (58/80)
T178: library finished (the GA output should be well over the 22spt needed to complete it)
Last edited by vondrack on 03-02-2004 at 02:55
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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OK, I was thinking about what Tibi asked in the post above... when I started this thread weeks ago, I was not thinking about picking up our best sites and finding out how to set them up for our GA. I was thinking about having some plan for every city of ours. A plan that would draw the goal and the way how to achieve the goal (terrain and city improvements & population growth) in that city.
Now that we have a solid plan for Jackson, which puts the beginning of our GA to somewhere around turn 175 (about 25 turns from now), let's see what we can do within those 25 turns...
First, something about the likely geopolitical situation 25 turns from now. The war on Bob will likely be over or close to being over. If not, Legoland entering GA will undoubtedly accelerate any peace talks, as other teams will not want to let us jump ahead uncontested, beating each other into pulp in the meantime. Quite likely, even those teams currently being our allies (barring Voxes) will suddenly become, say, less helpful.
I do not think we need to fear a direct military action against us (an invasion of Legos), as nobody will have the navy and spare troops, but I am convinced we will have to face some sort of an economic embargo. It is quite likely we may be deprived of imported luxuries - because that's something others will be able to do easily without going to war with us.
So, let's talk about our situation then happiness-wise. (Sorry if this is boring stuff, but I need to get this right for myself).
Happiness Analysis
Game is being played on Chieftain. That's 4 content citizens. All citizens beyond the fourth one are born unhappy. We have one luxury of our own. This luxury generates one happy face, making one of our content citizens happy:
C01 ... born content; made happy by dyes
C02 ... born content
C03 ... born content
C04 ... born content
J. S. Bach's Cathedral we are going to finish in a couple of turns decreases the number of unhappy citizens on the continent by 2 per city (generates 2 content faces). Thus, we will have:
C01 ... born content; made happy by dyes
C02 ... born content
C03 ... born content
C04 ... born content
C05 ... born unhappy; made content by Bach
C06 ... born unhappy; made content by Bach
C07 ... born unhappy (balanced by the happy C01)
This basically means that for cities up to pop 7, we will need NO happiness city improvements at all, as our dyes and the Bach's will be enough to make the city happy enough (1 happy + 5 content + 1 unhappy).
We have or will soon have a temple in most of our cities:
C01 ... born content; made happy by dyes
C02 ... born content
C03 ... born content
C04 ... born content
C05 ... born unhappy; made content by Bach
C06 ... born unhappy; made content by Bach
C07 ... born unhappy; made content by temple
C08 ... born unhappy (balanced by the happy C01)
Means, up to pop 8, we will be able to operate without any imported luxuries or luxury slider; we need a temple only. For higher (12) pop cities, something else will obviously needed:
C01 ... born content; made happy by dyes
C02 ... born content
C03 ... born content
C04 ... born content
C05 ... born unhappy; made content by Bach
C06 ... born unhappy; made content by Bach
C07 ... born unhappy; made content by temple
C08 ... born unhappy (balanced by the happy C01)
C09 ... born unhappy
C10 ... born unhappy
C11 ... born unhappy
C12 ... born unhappy
That is four content or happy faces we will need. We will be able to get those from:
a) a cathedral ... 3 content faces (cost 160 shields)
b) a colosseum ... 2 content faces (cost 120 shields)
c) an imported lux ... 1 happy face per luxury type
d) the luxury slider ... 1 happy face per 1 gold spent
e) entertainer(s) ... rather not 
So, what are real options available:
A) cathedral + 1 imported lux
B) cathedral + Sistine's
C) cathedral + colosseum
D) marketplace + 3 imported luxes (1+2+2)
E) luxury slider at 10% (out of ~40+g is ~4 happy faces)
Now, A+D depend on imported luxes, which is quite obviously something we cannot rely upon (though the likelihood of Voxes being able to broker at least one luxury is fairly high). B needs costly city improvements and a 600-shield wonder we have nowhere to build - and it's an overkill (6 faces instead of 4 needed). Even C is an overkill, plus colosseums just do not deliver the right effect for their 120 shields...
Which, however, means, that IF we are targetted by a worldwide luxury embargo, we will have to resort to the luxury slider ANYWAY. As 10% is the minimum we will be able to set it to, it should provide all four faces we need (we are talking big cities here, with commerce well over 40 raw gold).
And I am finally getting to my point: I do not think we need to build 160-shield cathedrals in our soon-to-be-big cities. We need to build 100-shield marketplaces there. Because if we are not embargoed, we will be able to use them to tame the unhappiness (just 3 imported luxes needed). And if we ARE embargoed, they will generate the cash we will have to spend through the luxury slider.
Note, please, that cathedrals do not allow pop 12 on their own. They still need at least 1 imported luxury (and cost 2gpt).
So, my suggestion would be to equip every pop-12-to-be city with a marketplace. Cathedrals only where we can afford it - not necessary at all...
There are, however, two options we should at least mention:
I. Sistine's - 600 shields, but total safety with cathedrals
II. Hanging Gardens - 300 shields, allow cities to operate at pop 12 with just a cathedral... (HG generate 1 content face per city on the continent)
IMHO, Sistine's is just too expensive to be a real option. I do not see a city able to hoard 600 shields within 25 turns. And while HG is reasonable as far as its shield cost is concerned, the effect expires with Steam Power - which is what we assume will roughly match with the end of our GA...
So, I would still stick to the marketplace way. We build marketplaces BEFORE we enter GA. We will then be able to see what the situation is...
a) total embargo... 10% lux slider, build cathedrals and colosseums quickly (or Sistine's)
b) 1 lux available ... 10% lux slider, build cathedrals quickly, then get rid of lux spendings
c) 2 lux available ... 10% lux slider, build colosseums, then get rid of lux spendings
d) 3 lux available ... do nothing, just enjoy the marketplaces in action.
Note to self: we should really try hard to secure some lux deals shortly before entering our GA...
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Tiberius

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Europe
Jan 2000 time: 06:30
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quote: Originally posted by vondrack
A) cathedral + 1 imported lux
B) cathedral + Sistine's
C) cathedral + colosseum
D) marketplace + 3 imported luxes (1+2+2)
E) luxury slider at 10% (out of ~40+g is ~4 happy faces)
Now, A+D depend on imported luxes, which is quite obviously something we cannot rely upon (though the likelihood of Voxes being able to broker at least one luxury is fairly high). B needs costly city improvements and a 600-shield wonder we have nowhere to build - and it's an overkill (6 faces instead of 4 needed). Even C is an overkill, plus colosseums just do not deliver the right effect for their 120 shields...
Which, however, means, that IF we are targetted by a worldwide luxury embargo, we will have to resort to the luxury slider ANYWAY. As 10% is the minimum we will be able to set it to, it should provide all four faces we need (we are talking big cities here, with commerce well over 40 raw gold).
And I am finally getting to my point: I do not think we need to build 160-shield cathedrals in our soon-to-be-big cities. We need to build 100-shield marketplaces there. Because if we are not embargoed, we will be able to use them to tame the unhappiness (just 3 imported luxes needed). And if we ARE embargoed, they will generate the cash we will have to spend through the luxury slider.
So, my suggestion would be to equip every pop-12-to-be city with a marketplace. Cathedrals only where we can afford it - not necessary at all...
So, I would still stick to the marketplace way. We build marketplaces BEFORE we enter GA. We will then be able to see what the situation is...
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Great analysis! 
I definitely agree now to build markets, because of the reasons mentioned above. We could use then our GA to build the costly cathedrals and the Sistine's. After that, no happiness problems until we grow over 12, which won't happen too soon 
quote:
Note to self: we should really try hard to secure some lux deals shortly before entering our GA... |
We have just done this! 
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Castlea
The ideal GA setup (considering the shield production) for Castlea is probably at pop 4, working:
code: 1x (+2F 2S 4C) ... city tile
1x (-1F 4S 3C) ... 1 mined/roaded hill
1x (+1F 0S 3C) ... 1 mined/irrigated regular grass
1x (-2F 4S 3C) ... 1 roaded/mined mountain
1x ( 0F 2S 3C) ... 1 roaded/irrigated plains
Total food: 8 fpt (city not growing, nor starving)
Total production: 12spt
Total commerce: 16gpt
Terrain improvements needed:
a) finish roading the mountain (4 Wt)
b) mine the mountain (12 Wt)
Worker schedule:
T169: George roading desert (1), Jack roading mountain (3)
T170: George roading desert (2), Jack roading mountain (4)
T171: George irrigating desert (1), Jack roading mountain (5)
T172: George irrigating desert (2), Jack roading mountain (6)
T173: George moving N-N and mining (1), Jack mining (2)
T174: George & Jack mining mountain (3+4)
T175: George & Jack mining mountain (5+6)
T176: George & Jack mining mountain (7+8)
T177: George & Jack mining mountain (9+10)
T178: George & Jack mining mountain (11+12)
Growth schedule:
T169: 18F, +2fpt
T170: city grows to pop 4, new labourer to coast -> +1fpt
T171-176: slowly growing, +1fpt
T177: labourer from coast to roaded mountain -> 0fpt
T178+: GA
Production queue
Looking at the GA setup, it's obvious that we shall NOT need a harbour in Castlea in the near future (we do not plan to work any water tiles there). We shall not need a temple there either (low pop). So... my recommendation is to switch the build to a library (to make the best use of the few commerce produced there and to expand the radius), then a temple (to further help expanding the radius), and only then a harbour (to get ready for the post-GA, growth and sea-based commerce oriented setup):
T169: change build to library (36/80), +4spt
T170: building library (40/80), +4spt
T171: building library (44/80), +4spt
T172: building library (48/80), +4spt
----: partially goldrush the library to 60S for 4*12=48g
T173: building library (64/80), +4spt
T174: building library (68/80), +4spt
T175: building library (72/80), +4spt
T176: building library (76/80), +4spt
T177: library finished, GA start
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