So here's another turn...
![[Image: USSThunderchild0012.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/USSThunderchild0012.jpg)
As you can see, the curve is now meeting expected "near civ"ness. NobleLewwyn contact is imminent.
![[Image: Arty0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/Arty0000.jpg)
Ari hasn't revealed much, but it will allow me to nicely show my settling order and city plots. This will be a very long post!
![[Image: Hmph0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/Hmph0000.jpg)
And Tony reveals Corn...almost assuredly for another city. The copper is already taken by IMO a pretty nice site.
Ducky got on the corn this turn and the third Worker, who I need to name still, started on it this turn, so it should finish in 2T, then the Pigs, then the Horses, then hills and roads(I need more roads!)
Now then, 62T in, I feel it is time for some long term ideas...and I think I am going to do something ambitious, for two reasons:
1. IT'S FUN!![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
2. I think this idea gives me a great chance to win as well, minimally impacting my expansion rate and maximizing my land.
Act Two: 20% Cooler
My Tech path will be Archery -> Metal Casting -> Currency, lightbulbing Maths. After that, things get hazy: But I may, with a Hindu missionary giving me a second temple, bulb Theology and build the AP. That one is more iffy, but I don't want a Hindu or Jewish AP.
The idea is to have Equius, with his forests, chop out the Colossus before Ellimoogle can get it. They said they will be, and I quote, "we'll probably start it before that and finish with the bonus[Org Religion]". So we know that it should not be done within 17T: Which is when, at max current research, they would get OR.
We get Metal Casting in 13, if you count 2T of Archery and assume no changes. So we need to build a Forge and the Colossus in 4 turns minimum, but let's aim for 4 to be safe.
Equius has 5 forests, which are worth 30 hammers each post-Maths, which makes 150 hammers. The Colossus, roughly speaking, costs 125 hammers with Copper, which we can get. However, with a Forge, we only need 120 of those 150 hammers. What do we use those 30 hammers for, then?
The Forge itself, to make it a 3-whip and thus whip it at 3 pop, which allows us to chop the remaining forests quickly(2-3T depending on roads)!
Thus, we merely need copper hooked up and a Size 6 Equius and we have ourselves the Colossus, thus denying it to Ellimist(Who seems to desire it highly, along with Cothons) AND making our coastal tiles worthwhile up to Astro.
The biggest problem, of course, is Worker labor: Fortunately, the island won't need any Worker labor for a long time(Erodan will be whipped enough just the Fish + Corn + 2 cottages + shared cottage is enough, Feferi has a six 6 plan, Eridan will be whpped, etc), so I can send all three of my Workers to the mainland, both for this plan and helping it grow. Even so, I will need to build more Workers: But Feferi will need something to build once it grows anyway after the Library and Workers work perfectly. Eridan can constantly 2-whip Workers too if nessecary, but will probably be on Settler duty.
Of course, I need to bulb Mathematics to make this plan work, but that should not be a problem: Thanks to the Granary, it won't be hard to set it up to get a Scientist soon or exactly when I get MC.
I also want Maths for possibly building the HG(More on this later) and for Hammams(Very useful!), in addition to Construction and possibly Calender. I won't want an Academy until Aradia Megido(You'll see in a minute) is founded anyway.
In 2T Feferi's Settler is whipped and the turn after Erodan's, which both get on a boat the following turn. So, where shall we settle and in what order?
City #5: Aradia Megido
![[Image: AradiaMegido0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/AradiaMegido0000.jpg)
Aradia Megido, of course, is the wonderful Corn/Corn/Gold city.
It gets:
Gold
2 Corn, one riverside
8 Riverside Grassland tiles(Assuming it steals all it can from Karkat, which you can see a bit there, which it will)
2 non-Riverside grassland tiles
1 riverside Plains
2 Plains Hill
2 Grassland Hills
...As you can see, it is basically a quintessential megacity. This is going to be a key part of our plans. Great everything. Cottage that shit up, since you have so much workable food. Easy whips, too.
Technically speaking, due to Settler speed, it will be founded 6th, but since our two Settlers leave the same time, I put it #5 due to importance.
Aradia Megido is part of the Godly Triumver8, along with Vriska Serket and John Egbert. Perfect for the megacity.
Looking at it, Aradia should be EXACTLY 12 tiles between both me and Jkioan. The line in the sand, as it were. I may be wrong, however: It might of been 13 to mine. I will doublecheck sometime.
City #6: Sollux
![[Image: Sollux0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/Sollux0000.jpg)
At first, I thought to settle Karkat/Coastal Copper first. However, I quickly released that would be impossible for the Colossus: I could never hook the copper up in time. Since I only wanted it for it's forests and I doubt anyone is getting Maths soon enough for me to lose the HG from there all the same, settling a delicious 5 Flood Plains + Grassland copper. The biggest issue is slow growth, I will need to farm a Flood Plain or maybe even two for it and it can't be whipped much. It will need to borrow some grassland hills from Captor(Partially visible) to be useful.
It's biggest use will be giving me Copper for Colossus doubling, allowing the plan to work, and being a decent backline city for research later. Overall, while not an absurdly powerful city, it is a good city, which should form the backbone of a good empire.
Better than Eridan, anyway.
City #7: Karkat
![[Image: Karkat0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/Karkat0000.jpg)
City #7 is Karkat, which has 180 hammers worth of forest. I am considering chopping out the HG here: Not sure if it'd be faster/better to chop 180 hammers + presumably Aqueduct overflow or just handbuild it, since Kar doesn't have much production.
This city most benefits from the Colossus: Since most of it's good tiles will be taken by Aradia, working 3 commerce coast + Pigs + Commerce should be good short term. It will whip a Galley at some point, possibly early on(Maybe before HG), so they Aradia or itself can whip Settlers to put on the middle island visible from it.
Not a great city, but with a little elbow grease and it's valuable position, worth every dime.
City #8: Captor
![[Image: Captor0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/Captor0000.jpg)
City #8 is Captor. In terms of power, it is very strong, but it comes late due to priority.
The Pigs and Sheep are both +3 food, giving a 6/0/1 and 5/1/1 tile respectively. That along allows it to work it's SEVEN GRASSLAND HILLS, making this a production GIANT.
Before Forges and such are added in, that's a cool 21 hammers per turn from just those, with 23 total when you count the center tile and the Pig having 1 hammer.
For once, Watermills seem like the right idea for those riverside tiles, letting it work them for +1 hammer and later making a 2/2/3 tile. Even with just 1 hammer though, the 4 Watermills that it would get would bring us to 27 base hammers, put through a Forge and other modifiers. Later on I can add Heroic Epic.
This thing can basically pump out military forever. I think, if I get a Forge and Org Religion in here, then I might handbuild the AP if I don't have a suitably forested spot, as with those bonuses it should easily grab a LOT of hammers. That'd be...34 HPT @ 23 hammers while working on the AP, with a Forge and Org Religion, right? If so, that's a 11T build for the AP OR The Hanging Gardens...If I get Theology first, I'd easily have the AP.
Actually, should I make this #7 and slowbuild the HG? Of course, I won't immedietely have a Forge and all that...so it might not work well. Bah! I dunno.
Either way, as you can see, this is a VERY good city. The only issue is, surrounded by hills and a water route it is HORRIBLE to defend. I absolutely MUST place a frontline city ahead to protect it and Equius from land-based assaults! Otherwise, this city is utterly indefensible.
Still worth it, though.
Instead of editing half of this post, I just wanted to claim: The sheep is actually +2, so I need to farm a single tile I think for food parity.
City #9: Leijon
![[Image: Leijon0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/Leijon0000.jpg)
Leijon is a nice city. Nothing grand, but that riverside Sheep is a 5/0/2 tile. It grabs some riverside grassland that Aradia misses, along with three hills. It is another unremarkable but good city, backboned well behind Aradia and Karkat. I would prefer to make another front city in front of these three, but Jkioan will probably do it first.
Finally, the trio of Aradia/Karkat/Leijon makes a nice cultural barrier.
City #10: Vantas
![[Image: Vantas0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/Vantas0000.jpg)
Not nessecarily #10, it is mostly here to say I will settle this spot. Eventully. Someday.
Colossus will make it more useful, so maybe when I finish it.
Turn ended, so Eridan can whip Work Boat next turn.
![[Image: USSThunderchild0012.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/USSThunderchild0012.jpg)
As you can see, the curve is now meeting expected "near civ"ness. NobleLewwyn contact is imminent.
![[Image: Arty0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/Arty0000.jpg)
Ari hasn't revealed much, but it will allow me to nicely show my settling order and city plots. This will be a very long post!
![[Image: Hmph0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/Hmph0000.jpg)
And Tony reveals Corn...almost assuredly for another city. The copper is already taken by IMO a pretty nice site.
Ducky got on the corn this turn and the third Worker, who I need to name still, started on it this turn, so it should finish in 2T, then the Pigs, then the Horses, then hills and roads(I need more roads!)
Now then, 62T in, I feel it is time for some long term ideas...and I think I am going to do something ambitious, for two reasons:
1. IT'S FUN!
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
2. I think this idea gives me a great chance to win as well, minimally impacting my expansion rate and maximizing my land.
Act Two: 20% Cooler
My Tech path will be Archery -> Metal Casting -> Currency, lightbulbing Maths. After that, things get hazy: But I may, with a Hindu missionary giving me a second temple, bulb Theology and build the AP. That one is more iffy, but I don't want a Hindu or Jewish AP.
The idea is to have Equius, with his forests, chop out the Colossus before Ellimoogle can get it. They said they will be, and I quote, "we'll probably start it before that and finish with the bonus[Org Religion]". So we know that it should not be done within 17T: Which is when, at max current research, they would get OR.
We get Metal Casting in 13, if you count 2T of Archery and assume no changes. So we need to build a Forge and the Colossus in 4 turns minimum, but let's aim for 4 to be safe.
Equius has 5 forests, which are worth 30 hammers each post-Maths, which makes 150 hammers. The Colossus, roughly speaking, costs 125 hammers with Copper, which we can get. However, with a Forge, we only need 120 of those 150 hammers. What do we use those 30 hammers for, then?
The Forge itself, to make it a 3-whip and thus whip it at 3 pop, which allows us to chop the remaining forests quickly(2-3T depending on roads)!
Thus, we merely need copper hooked up and a Size 6 Equius and we have ourselves the Colossus, thus denying it to Ellimist(Who seems to desire it highly, along with Cothons) AND making our coastal tiles worthwhile up to Astro.
The biggest problem, of course, is Worker labor: Fortunately, the island won't need any Worker labor for a long time(Erodan will be whipped enough just the Fish + Corn + 2 cottages + shared cottage is enough, Feferi has a six 6 plan, Eridan will be whpped, etc), so I can send all three of my Workers to the mainland, both for this plan and helping it grow. Even so, I will need to build more Workers: But Feferi will need something to build once it grows anyway after the Library and Workers work perfectly. Eridan can constantly 2-whip Workers too if nessecary, but will probably be on Settler duty.
Of course, I need to bulb Mathematics to make this plan work, but that should not be a problem: Thanks to the Granary, it won't be hard to set it up to get a Scientist soon or exactly when I get MC.
I also want Maths for possibly building the HG(More on this later) and for Hammams(Very useful!), in addition to Construction and possibly Calender. I won't want an Academy until Aradia Megido(You'll see in a minute) is founded anyway.
In 2T Feferi's Settler is whipped and the turn after Erodan's, which both get on a boat the following turn. So, where shall we settle and in what order?
City #5: Aradia Megido
![[Image: AradiaMegido0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/AradiaMegido0000.jpg)
Aradia Megido, of course, is the wonderful Corn/Corn/Gold city.
It gets:
Gold
2 Corn, one riverside
8 Riverside Grassland tiles(Assuming it steals all it can from Karkat, which you can see a bit there, which it will)
2 non-Riverside grassland tiles
1 riverside Plains
2 Plains Hill
2 Grassland Hills
...As you can see, it is basically a quintessential megacity. This is going to be a key part of our plans. Great everything. Cottage that shit up, since you have so much workable food. Easy whips, too.
Technically speaking, due to Settler speed, it will be founded 6th, but since our two Settlers leave the same time, I put it #5 due to importance.
Aradia Megido is part of the Godly Triumver8, along with Vriska Serket and John Egbert. Perfect for the megacity.
Looking at it, Aradia should be EXACTLY 12 tiles between both me and Jkioan. The line in the sand, as it were. I may be wrong, however: It might of been 13 to mine. I will doublecheck sometime.
City #6: Sollux
![[Image: Sollux0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/Sollux0000.jpg)
At first, I thought to settle Karkat/Coastal Copper first. However, I quickly released that would be impossible for the Colossus: I could never hook the copper up in time. Since I only wanted it for it's forests and I doubt anyone is getting Maths soon enough for me to lose the HG from there all the same, settling a delicious 5 Flood Plains + Grassland copper. The biggest issue is slow growth, I will need to farm a Flood Plain or maybe even two for it and it can't be whipped much. It will need to borrow some grassland hills from Captor(Partially visible) to be useful.
It's biggest use will be giving me Copper for Colossus doubling, allowing the plan to work, and being a decent backline city for research later. Overall, while not an absurdly powerful city, it is a good city, which should form the backbone of a good empire.
Better than Eridan, anyway.
City #7: Karkat
![[Image: Karkat0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/Karkat0000.jpg)
City #7 is Karkat, which has 180 hammers worth of forest. I am considering chopping out the HG here: Not sure if it'd be faster/better to chop 180 hammers + presumably Aqueduct overflow or just handbuild it, since Kar doesn't have much production.
This city most benefits from the Colossus: Since most of it's good tiles will be taken by Aradia, working 3 commerce coast + Pigs + Commerce should be good short term. It will whip a Galley at some point, possibly early on(Maybe before HG), so they Aradia or itself can whip Settlers to put on the middle island visible from it.
Not a great city, but with a little elbow grease and it's valuable position, worth every dime.
City #8: Captor
![[Image: Captor0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/Captor0000.jpg)
City #8 is Captor. In terms of power, it is very strong, but it comes late due to priority.
The Pigs and Sheep are both +3 food, giving a 6/0/1 and 5/1/1 tile respectively. That along allows it to work it's SEVEN GRASSLAND HILLS, making this a production GIANT.
Before Forges and such are added in, that's a cool 21 hammers per turn from just those, with 23 total when you count the center tile and the Pig having 1 hammer.
For once, Watermills seem like the right idea for those riverside tiles, letting it work them for +1 hammer and later making a 2/2/3 tile. Even with just 1 hammer though, the 4 Watermills that it would get would bring us to 27 base hammers, put through a Forge and other modifiers. Later on I can add Heroic Epic.
This thing can basically pump out military forever. I think, if I get a Forge and Org Religion in here, then I might handbuild the AP if I don't have a suitably forested spot, as with those bonuses it should easily grab a LOT of hammers. That'd be...34 HPT @ 23 hammers while working on the AP, with a Forge and Org Religion, right? If so, that's a 11T build for the AP OR The Hanging Gardens...If I get Theology first, I'd easily have the AP.
Actually, should I make this #7 and slowbuild the HG? Of course, I won't immedietely have a Forge and all that...so it might not work well. Bah! I dunno.
Either way, as you can see, this is a VERY good city. The only issue is, surrounded by hills and a water route it is HORRIBLE to defend. I absolutely MUST place a frontline city ahead to protect it and Equius from land-based assaults! Otherwise, this city is utterly indefensible.
Still worth it, though.
Instead of editing half of this post, I just wanted to claim: The sheep is actually +2, so I need to farm a single tile I think for food parity.
City #9: Leijon
![[Image: Leijon0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/Leijon0000.jpg)
Leijon is a nice city. Nothing grand, but that riverside Sheep is a 5/0/2 tile. It grabs some riverside grassland that Aradia misses, along with three hills. It is another unremarkable but good city, backboned well behind Aradia and Karkat. I would prefer to make another front city in front of these three, but Jkioan will probably do it first.
Finally, the trio of Aradia/Karkat/Leijon makes a nice cultural barrier.
City #10: Vantas
![[Image: Vantas0000.jpg]](http://i10.photobucket.com/albums/a121/rocketracer94/Vantas0000.jpg)
Not nessecarily #10, it is mostly here to say I will settle this spot. Eventully. Someday.
Colossus will make it more useful, so maybe when I finish it.
Turn ended, so Eridan can whip Work Boat next turn.