Alright...here we go!
I'm going to try to take it easy on the
this turnset, since we don't need to suppress our score anymore and have so much excess happiness.
T221: Ashen Veil spreads twice on its own. We hit AC10
The Prophecy of Ragnarok is also ours. Now just to pump out 20 or so Marked warriors.
Math is in. I do *not* swap to Carto while saving, because we're back to 0 bpt rather than negative. We're going to pick up HBR real quick, since it's cheap and useful, before we head on to Engineering.
T222:
I do a survey of the cities, and my pious intention to hold off on the whip evaporates pretty fast
. In particular, it seems worthwhile to whip in the partially complete granaries and smokehouses. I know a three-pop whip for +20% food only pays off after something like 12 city growths, but that no longer seems like an implausible amount of growing. Not with happy caps where they are, sanitation aristofarms everywhere, and lots of time remaining in the game. I also whip the settler - rather have the whip hammers doubled and food go toward growing.
T224: HBR is complete. That'll make at least some of our troops move at a reasonable pace.
I think we may be getting a war whether we want it or not. Arendel has swapped to Order, and civics of Conquest, Military State, Social Order. Not declared yet, but she's both down to Cautious and has not many other options to expand.
We're going to have to hope she's in no particular hurry, because our military is spread out everywhere - working on lairs, barbarians and settlement, or of course simply having been spawned somewhere inconvenient with a 1-movement speed. But I'll start consolidating an army on her border - I pick Bjoernlingburg as a centralish location.
Meanwhile, we burn the second barbarian city. 4-pop tempts me to keep it...but we can get a settler here pretty fast, and AC is more valuable in the long run. I check before and after, and it does increase the AC by a point.
T227: We meet Varn. He's in second place, possibly the one who gave us that slight barbarian peace margin.
We also pop an Order missionary from a lair. I'm tempted to straight-up delete the sucker, but close enough to the end of my turnset that I guess we can wait until discussion. But seriously - we can't fight with him, shouldn't use him for healing, and Order does us no good at all.
FYI: the first time that lair popped, it was the 'spider nearby' event. Not sure exactly how we can find and kill the spider, but it's there.
At the end of my turnset, we're still saving gold for Engineering - it's an expensive tech. Probably DaveV can research it on his turnset.
I've cleared out the barbs from the wilderness patch, and I have two settlers on go-to orders to arrive here in ~3 turns. I'd leave the defoggers there until the settlers arrive, but feel free to overrule me.
We have one dungeon left, currently being explored with units standing all around it. May be worth substituting lower value units like skeletons for the succubus and witch and so on.
The RNG was pretty good to us - we have an absolute ton of Witches, but also have a few new Marauders and Succubi. Of course it helped to get the AC up - 17 now, and it ought to keep climbing.
The Gates are definitely giving us a good military buildup - we ought to be able to attack any of our neighbors as soon as we consolidate. I'll leave that choice up to DaveV. I tried to consolidate some, but mostly I kept the troops busy working on barbs, so there are some of our units in awkward places still.
Demographically we're doing pretty decently, although we're no longer as dominant as we were in Crop Yield. I'd expect to climb back up now that we've got our military investment behind us, especially if we start hurting people
The Save is Here