Alright so, we can't afford to get a value and keep to at least 1 in everything without using multiple turns to do so, which, I'm going to assume most people won't vote for. So this portion will be without that as a consideration until much later. Instead, we are going to start by trying to get a baby boom. We need 2 diplo and 2 martial for that. Which means we need a trade mission to probably the Merntyr in order to ensure success and keep us from potentially getting in a fight with the Boarfolk in order to have the diplo necessary, leaving us with another action, probably a settlement to build up our econ. That leaves us with the following stats:
Stats(turn 1 GA)
Diplo: 2 (3)
Econ: 9 (3)
Martial: 3 (3)
Mystic: 1 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Here we'd pick a baby boom. A very nice thing to have, though I don't know the mechanical effects, and as such can't plan around it. So I'll continue the rest as a tentative thing until I know how the stats would change. Leaving us with the following for Turn 2.
Stats(turn 2)
Diplo: 2 (2)
Econ: 10 (7)
Martial: 3 (2)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Alright from here, we have 3 settlements in greenbay and a baby boom. We want to at least get greenbay a province. and we need to be able to afford something from ga, so we basically have to venerate here. That gives us the following for our second ga turn
Stats(turn 2 GA)
Diplo: 2 (2)
Econ: 10 (3)
Martial: 3 (2)
Mystic: 1 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)
Here we could get a general tech or social concept. I'd probably go for a general tech leaving us at the following for main turn 3.
Stats(turn 3)
Diplo: 2 (2)
Econ: 11 (7)
Martial: 3 (3)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Here we have 4 settlement, we need 2 more for our first province. So another settlement/venerate is in order. That leaves us with the following for our turn 3 GA
Stats(turn 3 GA)
Diplo: 2 (2)
Econ: 11 (3)
Martial: 3 (2)
Mystic: 1 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)
Here we'd probably want our social concept, leaving us pretty well off, for our turn 4.
Stats(turn 4)
Diplo: 2 (2)
Econ: 12 (7)
Martial: 3 (3)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
We still need 1 more settlement for a province and we still need to venerate in order to get any ga options. So lets get that done.
Stats(turn 4 GA)
Diplo: 2 (2)
Econ: 12 (3)
Martial: 3 (3)
Mystic: 1 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)
Probably want to switch up again and get another general tech leaving us with...
Stats(turn 5)
Diplo: 2 (2)
Econ: 13 (8)
Martial: 3 (3)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
From here we have our first province but we still can't get a main mega-project without cutting off our ability to get more GA actions. So we've gotta fix that, and we fix that with shrines. Specifically shrine and venerate, leaving us with
Stats(turn 5 ga)
Diplo: 2 (2)
Econ: 13 (5)
Martial: 3 (3)
Mystic: 1 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)
From there we can get another social concept
Stats(turn 6)
Diplo: 2 (2)
Econ: 13 (9)
Martial: 3 (3)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Alright, just 1 more shrine/venerate action and we have base mystic of 2.
Stats(turn 6 ga)
Diplo: 2 (2)
Econ: 13 (6)
Martial: 3 (3)
Mystic: 1 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)
Go for another a cultural tech and we are at
Stats(turn 7)
Diplo: 2 (2)
Econ: 13 (9)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
So here we find that we still need more econ per turn to Main a mega-project and get GA actions. So, that's gotta happen. Main settlement in one of our already 1/12 areas. That leaves us at
Stats(turn 7 GA)
Diplo: 2 (2)
Econ: 13 (3)
Martial: 3 (2)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
From here we can get a general tech. Putting us at
Stats(turn 8)
Diplo: 2 (2)
Econ: 15 (8)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Here we are so close. 1 more settlement and a normal trail to help keep all these settlements connected puts at at...
Stats(turn 8 GA)
Diplo: 2 (2)
Econ: 15 (3)
Martial: 3 (2)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
We can get another general tech leaving us with...
Stats(turn 9)
Diplo: 2 (2)
Econ: 16 (9)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Here we could either double up on another settlement action, and get ourselves a second province and a third action, or start mainlining the Mega-Project, obviously here, we want to get that extra action.
Stats(turn 9 GA)
Diplo: 2 (2)
Econ: 16 (3)
Martial: 3 (2)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
From here, we get another general tech.
Stats(turn 10)
Diplo: 2 (2)
Econ: 18 (10)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Alright here we have 2 provinces, and can take 3 actions. We can Main the Mega-Project and do anything but a settlement and still be fine. But lets go with more fishing, because boats.
Stats(turn 10 GA)
Diplo: 2 (2)
Econ: 18 (5)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
From here we get another general tech
Stats(turn 11)
Diplo: 2 (2)
Econ: 18 (12)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
and here we can get keep main-lining mega-project while our secondary can be a venerate action.
Stats(turn 11 GA)
Diplo: 2 (2)
Econ: 18 (5)
Martial: 3 (3)
Mystic: 2 (3)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)
From here we can get a new mystic hero.
Stats(turn 12)
Diplo: 2 (2)
Econ: 18 (12)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Keep with the mega-project, and add some more trails.
Stats(turn 12 GA)
Diplo: 2 (2)
Econ: 18 (4)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Here we can get some more general tech.
Stats(turn 13)
Diplo: 2 (2)
Econ: 18 (11)
Martial: 3 (3)
Mystic: 2 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Now I'd assume 6 is enough to finish the mega-project, which leaves us free to actually get ourselves a value. Here we Main venerate, trade expidition, giving us enough to get our value.
Stats(turn 13 ga)
Diplo: 2 (3)
Econ: 18 (8)
Martial: 3 (3)
Mystic: 2 (4)
Culture: 1 (3)
Tech: 0 (0)
Wealth: 0 (0)
Get whichever value option we want...
Stats(turn 14)
Diplo: 2 (2)
Econ: 18 (13)
Martial: 3 (3)
Mystic: 2 (3)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
and from here, we can keep doing that, main venerate and settle for the option to get the mega-temple, or whatever we want really.