A Gentle Farewell
Here's the last of the shots; I had a story percolating for the filler-tastic newest city of Yowling Pits, but here's what we have:
Generica:
First, of course, is our lovely core. Second best shrine in the world, excellent capital, and good solid economy cities. The Parthenon is in the northwest, the Great Library in the capital...both are about to go obsolete, but they were both workhorses for me. This was a lush start, peak-choked but the valleys were wet and resource-laden. I love this land.
Hawk's Ridge, my epic Moai spot. It's been a beautiful city, from the early trade route boost to even now being one of the best cities in the Generic Kingdom. Also seen are those whales; never worked them, but a lifesaver early on for the Sailing happy boost. I love having this nearby island, and the spare horses were great too.
Moving east as our armies did so long ago when the game was young and thrilling, here it the Long Salt Lake. Hidden Valley was a great third city, one that I fully expected to have to backstop to. Willowbrooke north secured iron and just kept working it; I think fully 20% of my units until the last pushes came from that city. Riverside Manor on the eastern shore was settled for a forest to chop into the ToA: The wonder gave me a shrine and a merchant, and could yield one more at least. Utterly worthless city otherwise.
Old Zululand, with the underbelly a bit scarred. Glad I took it in time for steam power, needed that coal! In an interesting contrast, the core here is full of useful tiles, but most of the good ones aren't great like the mountainous Old Generic core. Still, this place was a powerhouse, sadly ill-used. Very expensive at first; costs took 50+ turns to get under control. Still, an amazing capture and some good land. Western Heights truly was my second capital by the end, even owning an academy.
The Serdonan front. Stones was a great strong city I never grew tall enough; also, it's the world's best source of pet prairie dogs. It has been whipped, drafted, and starved hard over the centuries, all to hold the eastern front from all comers.
Tiny little Isle of Sins, Callum's. It's an IC-TR settle, and a naval base...otherwise, pretty much worthless. Seen some of the most intense naval action in any game ever around those waters, though.
The Peninsula. It looks good now, but this place was a jungle hell back in the day. The barbarian Ligures settled what is now the Celestial Mount, and that might city was almost purely responsible for the rest. Not a game-winningly great land, but this was a definitely valuable adjunct of the kingdom, Tao of Battles almost a third capital.
Moving north, the tiny, thorny little rock where Azza once mined copper was my bastion and crumple zone against the Dutch. The culture battle was a lost cause, alas, so the place was a rump for the rest of the game.
Astonishingly valuable, these four cities were my pride and joy in the laterly days of the game. Big, resourceful, and productive they were churning out a rifle and a frigate every turn almost, not to mention a decent amount of commerce. They were very expensive before courthouses, however...still, if I could have a "fourth core" this would be it.
Distant Forlorn Hopes; naked against Plako's whim, nonetheless a great city. Islands like this are much more fun than the Tiny Islands little nubbins; the city was a production powerhouse and a fine forward base.
Last, we have Tao of Sorrows, only remaining city on the South Pacific after Slowcheetah's day of thunder and smoke. It's the best of them, however, looking to keep growing and hammering out. All the others were chaff and bait for the Prophet Quest; this city at the same latitude as the capital was the Jewel of the West. And so it remains.
Turn: 253
Status: