i know i was joking about concession before but this seriously puts me out of the running
(and it's my fault for not simming and not realizing HEY IDIOT THERE WAS A FOREST RIGHT THERE YOU COULD HAVE CHOPPED TO SAVE A FEW TURNS OR SOMETHING )
all that's left now is to write an entertaining war report for when i get mauled by knights/curs/cavs xty turns from now
you gotta hit someone with those things picklepickl, since you only got like 10 cities to everyone else's 14. probably. i haven't checked the exact numbers recently
that's an early liberalism date I think. I'm a bit surprised pickepickl beat Jowy to it but I'd rather see pickle get it instead of Jowy. My guess is he tried to get either MilTrad or Rifling so he can go conquer some land in which he is in desperate need of. Thankfully I'm not next to him and am therefore an unlikely target.
man is it really turn 100 already? i feel like it was only yesterday when i was making really stupid leader picks in my thread. anyway, REPORT:
here's my land, divided into four neat screenshots:
as you can see i was a bit lax about grabbing gems... i should manage to steal some from jowy culturally if he doesn't settle an artist there or something. at least i have the center marble under wraps
also the city i settled on the stone was a huge letdown. I thought I'd get a huge boost from ICTRs, but my TRs with picklepickl are already worth more then that.
(most of) my cities in detail
My amazing capital. I plan to grow this baby to size 20 and work every tile but the deer for huge GNP + MFG. Right now I just built Apostolistic palace and I'm squeezing in a bit of infrastructure here before starting on the Spiral Minaret for the trio of religious wonders. I also cottaged the spices way later then I should have since I overestimated how long it would take for me to get calendar, but better late then never I guess.
Shrine city and GP maker. Right now I want to pop out something that isn't a GM to go with the GM I just got for GA #2. After that I'll probably grow this one up on a bunch of coast and maybe whip a grocer at one point.
GP maker #2 which is in bad need of infrastructure if only so it can run more than three specialists. This just gave me the GM this turn. Or last turn? For a fishing iceball this place has been surprisingly productive.
Another "big on beakers, small on buildings" place. After the courthouse finishes I'll grow on the coast, whip some units, and repeat forever.
A great hybrid city that is still suffering from having a few tiles taken by jowy's city. I built UoS here in five turns by the magic of whip overflow and having stone. Needs some more units.
A not so great hybrid city that suffers from having no river tiles and from ceding a quarter of its land to my other city below it. Another case where growing on the coast and whipping is the way to go. It's also the christian holy city, which means absolutely nothing in this game.
My Moai city. Not the most water tiles in the BFC, but it does have some actual hill tiles to work and it can shuffle boats to either side of the inland sea once I finish building a fort on the plains tile 1NW. After building the AP stuff I plan to crank out some ships and units here nonstop.
Border city with Sian, which means I have to build walls and pikes and crap instead of lovely markets and libraries all the time. Thankfully it isn't boatable.
Gold fishing village. Not much else to say here.
Filler city. Get all the tiles besides the wheat in play, then stagnate and build things manually.
Center city. Cramped on land, but it can work iron, silver, incense, and marble and make some good cash. Also needs more units defending it.
Fishing village which only exists to culturally pressure jowy and whip things.
I think I missed two other fishing villages that aren't above size 2, so whatever.
So after I missed out on the MoM, what I did was use the first scientist I got to fire a GA instead of making an Academy. I used that to pop out another scientist and part of a merchant while researching and revolting to Bureau. Then I went for Feud just so I could whip out a defensive army if need be, then I went for theology+paper. I figured I needed to get some use out of IND and my heavily religious empire would get good use out of the wonder trio. From there I got optics and engineering for land and sea defense (and whales lolz) and now I'll get HBR and guilds before Divine Right. after that I'll just get rifling or something and hope I don't die.
Research path: grab PP and then education then gunpowder
worker actions: have the ones currently working on tile improvements finish the ones they're working on. around Deep City, build cottages on the flat tiles and mines on the hills. Cottage the one flat forest tile by Deep Water. Cottage the floodplain tile south of The Lagoon. There isn't any room for tile improvements anywhere else so just build roads with the remaining workers.
cities:
for whipping, do it for 2pop or less
Capital: start building the spiral minaret, don't work the deer
Undercaves: take the FP deer and keep growing onto more specialists (priests and scientists, but no merchants), build a grocer
Ridge Water: grow onto water tiles, build cats.
The Lagoon: grow onto the lake tiles, build cats. whip if city grows onto coast
Open Ocean: slowbuild knights
The Vents: build pikes/LBs, whip when city grows on coast, engineer > plains farm
Ice Zone: grow on the workshop, slowbuild knights
Hard water: whip LBs and pikes
Island Zone: grow onto the plains cottages then the gold mines then the PH mine, build infra (jewish temple > market > wb if the whales aren't hooked > courthouse)
Deep Water: stagnate and slowbuild a market then cats
Cold Water: build a market and then a few LBs, don't grow on coast
Marble Sea: whip infra (jewish temple > market > wb if the whales aren't hooked > courthouse > library)
The Library: same as above ^^
Deep City: same as above ^^
military: move all units produced into Hard Water. There is a scout in picklepickl's land, move this to Sian's land close to his border with me. If Sian invades go whip crazy on everything but the capital and Undercaves for siege/LBs/pikes (if cities are close to Sian) or Knights (if cities further away)