Oasis by the Sea-1 — playbook (ep2, after ep1 score 2249)
Score model (confirmed)
Net worth = gold + stored goods at sell price (wood 1, stone 7, iron 23, food 4, ale/flour 10). Buildings/pop don't count. Selling = neutral; buying = -spread. Taxes are the main gold engine; iron is the main goods engine.
Ep1 result & what capped it
- Final: gold 537, iron 48, stone 48, wood 76, food 49 → 2249.
- Iron stuck at 48 and stone at 48 for the last 3+ min: the STOCKPILE FILLs UP (~48–50 per good) and all mines/quarry stop. That wasted the entire endgame. Expand storage (stockpile first, then granary) as soon as iron/stone hit ~40. With 8 iron mines, expect iron value to be the biggest item — give it lots of stockpile space.
- Gold froze at 537 in the last 3 min because tax was at 3 (no taxes). Popularity was 72 rising. Always leave taxes HIGH at the end — gold is score, popularity doesn't matter in the last minutes. Push tax 5–6 in the final 5 min, 7–8 in the last 1–2 min.
What worked
- 8 iron mines fit on the ore strip just N of keep (~tiles 408–429, y 329–350), 20 wood each. Rate ~2.8 iron/min total when working (~+65/min score). Build all 8 by minute ~8.
- Quarry + ox tether on the big stone deposit ~50 tiles W (tile ~(384,387)); 2nd deposit (349,396) is unbuildable — don't retry.
- Tax ladder: 3 → 4 when popularity ≥ 55 → 3 again when < 53. Net ~+90 gold/min at level 4. Food variety (apple+cheese+bread) feeds popularity +1/+2.
- Buying wood (4/unit) to unlock iron mines/quarry early is worth it.
- Oasis sits SE (~tiles 408–491 × 359–425), fits exactly: 3 apple orchards + dairy + 1–2 wheat farms; find_sites then returns nothing more for farms.
- 3 woodcutters near the W grove; granary by keep; marketplace; mill+bakery near granary AND a 2nd mill+bakery near farms; chapel; 9 hovels (housing 82, pop grows slowly 55→64, idle 20–24 persists — keep adding production to use them).
Mistakes to avoid
- Don't hoard wood past ~40: idle wood is 1/unit vs iron 23. Spend it on mines/hovels or keep buffer ~25.
- Watch bread: it slowly drains with full rations; keep 30+ or lower rations, not a market bailout.
- Don't leave the stockpile full or taxes low at the end.
- Wheat/flour chain is slow but works (mill+bakery near farms needed); ale chain not viable (no hops space).
Ep2 build order (target: start iron by min 4, all 8 by min 8)
- Granary near keep → 3 woodcutters (W grove) → marketplace → 3 hovels.
- Iron mines: all 8 on the ore strip (buy wood as needed).
- Quarry + ox tether (W deposit); farms on SE oasis (3 apple, dairy, 1–2 wheat); 2nd mill+bakery near farms; chapel; more hovels.
- ~min 8+: expand stockpile 2–3 tiles as iron/stone approach 40; expand granary too.
- Tax 3 → 4 at popularity ≥ 55; oscillate to hold 52–60.
- Final 5 min: tax 5–6 while popularity > 60; final 2 min: tax 8. Keep bread ≥ 25. End with goods+gold, nothing spent on buildings in the last 90 s.