Finally, the full report. I need a new computer - trying to do these reports on a 19" laptop is driving me nuts. I'm constantly swapping screens and the screenshots are
just too large to fit neatly in Paint (and when I zoom out, they're too small to edit comfortably). Or maybe I'm just disorganised
![mischief mischief](https://www.realmsbeyond.net/forums/images/smilies/mischief.gif)
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I feel we need stuff to kill Boudicca, so will have to leave Mansa to tech towards Lib in peace. Just so long as we kill him before he builds the Taj...
So, switch tech to Monotheism, to line up for GA civics swap; settle great general in BaS to get more XP on the mace; HE is next build there.
T161: AP vote comes in - we're at war with Monty. Other than trying to take a peek with a chariot we have over there, I don't do anything this turn.
I note that we are now behind Mansa in votes. That might be a good thing in the short term as it will definitely split the AI in a victory vote (Izzy has AP and is current Pope).
While it's nice to be part of a big Hindu block, I don't count on it lasting. Charley has been Buddhist before and I suspect will soon be conquering Monty's Buddhist cities; Izzy has been Jewish and also founded Christianity. It could all change very quickly (one reason I have not prioritised Hindu temples).
Monotheism in, go for Monarchy.
Start a quick theatre in Brocken to raise happy cap with dyes.
I hire an extra specialist at YM now that whip unhappy has worn off rather than work a plains farm; gets GA one turn faster.
I note that Brocken's GPP pool is a mix of GE and spy, so I'm going to need to use BaS to get the GS for an academy.
Brian has some well-placed workers in the desert near Khazak; Boudicca sends a cat sniffing after them, but they step one tile forward, road it and the cat dies to the follow-up maceman.
T162: Monarchy in, go for Engineering (science off for a bit).
Mansa gets music great artist and I realise that we could have beaten him to it; I'm not 100% sure I would have gone for it, as I really want the civics and military techs, but it sure would have been nice to have another great person (also crying slightly over beakers sitting in philosophy, although it was polite of Brian to give me the choice of a Lib push). I certainly should have noticed the opportunity!
I start moving troops on Durnovaria; in the north I follow up the kill of the cat by moving what we have against Khazak. As stated earlier, I might have been better off gathering more troops out of sight.
Looking at our large worker force and some of our low food cities, I think about replacing some riverside mines with windmills. I'd definitely look to do this if we were FIN, but am not sure that it's ideal otherwise. But we could really do with some more food at BaS in particular. I also plan to lay down watermills on plains around some production cities. They're meh right now even compared to farms but we're not that far from replaceable parts, and they'll keep getting better. I think it's worth re-wiring Christmas Past for max production, even at the cost of its (one) village, so I start planning.
T163: Great Scientist born at Yakob Marley. I don't even note his name before he gets turned into a Golden Age.
We change civics to HR/Bureau/Caste/OR. I run a load of scientists at BaS, calculating that I can empty its foodbox but not actually kill anyone before getting a Great Scientist in four turns. I'm a little less extreme at Brocken but stack up specialists there too (scientists when running low science slider, merchants when running high science slider - based on my rough understanding of something T-Hawk wrote). Aim to get a random great person out around end of GA.
YM starts pumping Hindu missionaries - we desperately want this in cities building GL and Moai. I considered holding off a few turns on OR, but we want it in BaS for HE.
Bombard defenses down in Durnovaria.
T164: Capture Durnovaria. Lost three suicide cats, then a CR cat I expected to survive at 86%. Also lost an axe at similar odds. But we killed an HA, three longbows, a chariot, a spear and three cats. It's only got a lighthouse, but I keep it - it's in range of fish when the next target city's culture goes, has the copper and an otherwise unclaimed riverside grass tile. Also, I have hopes that coastal cities will have extra value in a few turns time...
T165: Boudicca counter-attacks Durnovaria with HAs. Accross a river, against undamaged maces I had held back for garrison duty. The HAs die.
A counter-stack appears, heading for XP (again). I move the damaged troops from our stack back into XP to heal with medic. They should be able to kill the stack in a couple of turns. Some fresh cats / maces incoming for us here as well.
Start bombarding Khazak with the cats I've got; more cats and maces en-route up north.
T166: Stack advances, pillages that poor pasture again. I decide to let them have a round of bombardment while I heal; even if they move onto the hill instead, I reckon they will die to maces and maybe one suicide cat.
I push a small stack into Celtic territory near Durnovaria. Maces feel pretty safe on hills or in woods, and this blocks the road Boudicca would have to take to counter-attack the city. I want visibility on the city in the fog...
T167: HA hits my exploring stack and dies. It's a bit closer than I'd like though - we want pikes.
Engineering in (yay pikes!), decide to pick up Archery in 1t at 0% science. A handful of crossbows would be nice and a longbow or two would do for garrison at captured cities.
Great scientist at BaS! City can now go back to max production of HE. I played around with numbers before the GA and civic switch, and it seems that YM is clearly better than Brocken for the academy for at least the moment, so that's where the scientist heads.
I would like to go back to slavery, and do a whip to guarantee the GL, but have to wait a turn.
Speaking of wonders, we're first to Engineering and in a GA: I start Notre Dame at YM, even though we don't have stone. I'm expecting war weariness to really hurt at points in this game (Mansa has SoZ). There's one forest left there that I start to prepare to chop.
T168: Archery in, start Feudalism
I attack out of XP. First attack is C2 mace against HA at 78%. I lose. I also lose a C2 axe against C2 chariot at 73%. Overall these numbers are about expected given the number of battles, but losing that good mace (rather than, say, another axe later in the sequence) hurts.
I realise belatedly that we have a maceman fortified at Inky (the old "Blue Dot"). Oh, well, maybe we can quickly pump out a couple of cheap archers to garrison this and Zar; actually, we can't - everywhere is busy except BaS which has just finished HE, and has too much overflow to build archers! And next turn we'll have longbows, which are more expensive. Oh well. Maceman heads for the front anyway, he's not actually needed as MP right now.
Boudicca also has a new stack around, mostly HAs. My scouting stack drops back into forest. I could with a couple of pikes...
I switch to slavery and 2-pop whip the Great Lighthouse to make sure of it. This does mean we can't go into vassalage or get out of OR before the end of theGA, but I think we're OK with HR/Bureau/Slavery/OR.
T169: Great Lighthouse! Our first wonder. Bizarrely late and on a Pangaea map. But it makes that new iceball of ours profitable already, and helps all our other coastal cities too. Good call by Brian, I think, to go for this.
Boudicca retreats her cats into Bagacum, but sends a couple of HAs to roam in our territory. I send in two well-promoted spears, and the HAs die. One spear has formation, one can be given it. I would consider upgrading both to pikes if we can afford it, but will leave that up to next player.
My scouting stack finally gets sight of Camulodunum, the city in the fog. Probably planted before iron working - will we want to raze this?
(Note, pic actually from end of turnset - if anyone wants to know what the garrison was I can dig out the autosave)
T170: Feudalism in; start HBR, with the intention of Guilds next.
This is the last turn of the GA I'm afraid. We should get a great person out of Brocken, which can be used or kept as seen fit. I have finally got a stack at Khazak I'd consider attacking with and got the defenses down, but it still looks painful. We have a small reinforcement stack incoming, but that would mean two more turns delay. I've bottled this; I bombarded with one cat to take the defenses to zero and have left the decision to the next player... @Zalson, you can still attack this turn if you want!
Graphs to follow...
It may have looked easy, but that is because it was done correctly - Brian Moore