see part 10 here
The problem, I think, is that Wibbles just doesn't see a lot of late game. He is the classic new player. Makes it to investor for the first time and straight away dedicates an entire island to unbuffed wheat production, to make beer to sell to Annie. (I did this, lol, good times) Except in Willie's case it is cotton.
In his defence he did manage some caoutchouc and pearls, but omg Willie you need tobacco, and coffee and cocoa. So I gave him another NW island, with tobacco and coffee, and.... yeah.
for the love of God, Willie, just take the trade
Does this make a difference to AI progression? Who knows. Everytime I think I have it worked out I am wrong. Every post I read on the subject turns out to be wrong. I wonder if BB even knows. So my current working theory is that there are 3* rules - must have sailed past an island with the required fertilities and gtg, and then there are Willie rules which can be summed up as - "Look at that majestic building, whatever it is."
Take a look at his first Cape island with some useable real estate. I guess you can never have too much coal, right Willie?
If I had any confidence that his ability to make strategic planning decisions exceeded those of a goldfish, I might say that all the coal was to support his stalled Arctic colonies and that he was finally going to build some airships - but we will see.
So I have decided on a new strategy. Remove his ability to choose. I took back my NW island (he then cancelled trade rights and refused a non aggression pact - ungrateful twat) and changed the fertilities. You will plant coffee, tobacco and cocoa, Willie.
Fortunately he seems to have gotten the hint. Mb now we will get some battleships and airships? Can we go to war with Alonso soon, please Willie?
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