Turn 64

Dead barb for 1 hit and 2XP on another chariot. No barbs visible to the north or east, so the warrior is moving to fogbust the east as previously explained.

I had a feeling there was going to be another barb moving south, and I didn't know if was an axe or not. So I left the chariot in place, and this also allows cover against OH's exploring warrior being a dick.

I'm considering retreating the scout to double up in the city. The chariot in City 2 may need to kill a barb warrior next turn, and would not be able to cover City 3. Retreating the scout basically puts OH in a position where he could either kill the scout (he wouldn't) or he could try to pillage a hill mine (waste of a sentry warrior to keep an eye on me. I don't think I want to though, because OH now knows we have horses hooked and knows we have a really higher power (we are jockeying for #1, stupid but necessary), and he will likely think we have chariots around. And we do, he just can't know about the barbs being relentlessly suicidal.

The chariot is 84hp, 2XP and I want to get it to Sentry so need 3XP. Promoting to F1 give 10% withdrawal, and if the warrior moves to a forest, we do have an option of a 74% odds battle to get all 3 XP in one go, but I don't like it. If it moves to flatland, without promoting we have a 92% battle for 2XP, 97% with, and that is a more interesting option, with the ability to heal afterwards if we don't promote. But is it worth the ~3x greater chance of losing the chariot? Probably not, but given the chariot is costing gold every turn it exists, and a healing chariot is essentially worthless until it is healed and scouting again, whatever maximises the time scouting or not costing gold has a good shout of being the better option. So maybe it is better to attack and then heal if the warrior is on flatland.
If the warrior moves onto the plains forest though, reasonable options are to just heal in place or to move straight past onto the plains hill forest; even on defense, if it gives 1XP, still pushes closer to sentry (just need the last battle to be an attack not defense). And if we leave the warrior, we need the chariot that just killed the warrior on the capital horse to heal and then move south to deal with this barb warrior: this leaves City 5, Evora, exposed to another barb, so I think we might actually be forced to deal with this southern barb with the chariot in situ.

OK, this is the bit where I think a rant is a bit more justified. In addition to Myst, Poly and Mono, OH has Sailing. He does have over 480 base beakers on us. I hope to god he doesn't have AH as well, but where the fuck did he get these beakers? Did he have gold (more likely gems given location) at his capital or something stupid? Does he just have a billion seafood tiles giving him all that commerce as well? Just where did he get all that tech from?
We don't know if OH is colonizing. I'm tempted to move to the jungle hill and heal. It will not give vision into the city though, so I wonder if we want to promote and heal in place, and move after 2 turns. We could move NW or follow the desert to see if that is a land bridge. If it is not a land bridge, then OH had sailing a while ago, to drop off that scouting warrior and then retreat to pick up more stuff. If there is a city though, then it will be settled to the NW. I'm just not sure which information is more valuable to us, or if we want to hold the promotion and take longer to heal, or promote sooner.


Next turn we settle city 7. It will remove the unit supply costs complete and remove one unit from the unit cost, but with unknown effect on city maintenance. I don't think it will be drastically different though. Given this, I don't think we can reach Writing eot66, so I'm going to look at the micro for city 4 again.

Dead barb for 1 hit and 2XP on another chariot. No barbs visible to the north or east, so the warrior is moving to fogbust the east as previously explained.

I had a feeling there was going to be another barb moving south, and I didn't know if was an axe or not. So I left the chariot in place, and this also allows cover against OH's exploring warrior being a dick.

I'm considering retreating the scout to double up in the city. The chariot in City 2 may need to kill a barb warrior next turn, and would not be able to cover City 3. Retreating the scout basically puts OH in a position where he could either kill the scout (he wouldn't) or he could try to pillage a hill mine (waste of a sentry warrior to keep an eye on me. I don't think I want to though, because OH now knows we have horses hooked and knows we have a really higher power (we are jockeying for #1, stupid but necessary), and he will likely think we have chariots around. And we do, he just can't know about the barbs being relentlessly suicidal.

The chariot is 84hp, 2XP and I want to get it to Sentry so need 3XP. Promoting to F1 give 10% withdrawal, and if the warrior moves to a forest, we do have an option of a 74% odds battle to get all 3 XP in one go, but I don't like it. If it moves to flatland, without promoting we have a 92% battle for 2XP, 97% with, and that is a more interesting option, with the ability to heal afterwards if we don't promote. But is it worth the ~3x greater chance of losing the chariot? Probably not, but given the chariot is costing gold every turn it exists, and a healing chariot is essentially worthless until it is healed and scouting again, whatever maximises the time scouting or not costing gold has a good shout of being the better option. So maybe it is better to attack and then heal if the warrior is on flatland.
If the warrior moves onto the plains forest though, reasonable options are to just heal in place or to move straight past onto the plains hill forest; even on defense, if it gives 1XP, still pushes closer to sentry (just need the last battle to be an attack not defense). And if we leave the warrior, we need the chariot that just killed the warrior on the capital horse to heal and then move south to deal with this barb warrior: this leaves City 5, Evora, exposed to another barb, so I think we might actually be forced to deal with this southern barb with the chariot in situ.

OK, this is the bit where I think a rant is a bit more justified. In addition to Myst, Poly and Mono, OH has Sailing. He does have over 480 base beakers on us. I hope to god he doesn't have AH as well, but where the fuck did he get these beakers? Did he have gold (more likely gems given location) at his capital or something stupid? Does he just have a billion seafood tiles giving him all that commerce as well? Just where did he get all that tech from?
We don't know if OH is colonizing. I'm tempted to move to the jungle hill and heal. It will not give vision into the city though, so I wonder if we want to promote and heal in place, and move after 2 turns. We could move NW or follow the desert to see if that is a land bridge. If it is not a land bridge, then OH had sailing a while ago, to drop off that scouting warrior and then retreat to pick up more stuff. If there is a city though, then it will be settled to the NW. I'm just not sure which information is more valuable to us, or if we want to hold the promotion and take longer to heal, or promote sooner.


Next turn we settle city 7. It will remove the unit supply costs complete and remove one unit from the unit cost, but with unknown effect on city maintenance. I don't think it will be drastically different though. Given this, I don't think we can reach Writing eot66, so I'm going to look at the micro for city 4 again.