Turn 51:
I agree with much of Ruined's thoughts on new cities. He made us 3 settlers, so gonna settle westwards to piss of Gandhi. Or block the land off.
Took a shot of 'appeal' here -
two green tiles to make holiday resorts on. If we need to, down the line. I dunno, can we place districts to increase appeal to coastal tiles?
Tentative dot in the south - for our 4th settler.
IBT: Arabia founds Islam.
Turn 52:
Scout found Stockholm.
As you can see, we were first and get a nice +2 science in capital.
I decide to go against Ruined' here. I swap into new government - back to the old +faith +gold in capital one.
This will grant us a pantheon in 5 turns, which will give us the eureka for mysticism. My plan is here simply to use mysticism to swap back into builder civic and then push 'em out. So I set #2 city to watermill(1) and capital on trader. New builder heads up to the new city sites. Chocolate plantation. I like jungle - those 2/2 tiles are pretty strong for this time of game and our chocolate dot will make an effort to build Chichen Itza down the line.
Turn 53:
Varuning!
My mama always said, life's like a city of chocolates. You neved know what's you gonna get.
Wonka's Factory is founded. And named Fukuoka. Almost Cocoa, though. Forego +3 gold for a quicker monument.
Turn 54:
You settle too close!
-We will settle elsewhere in the future. I think we have settled as close to Brazil as we are going to in the next 30 turns.
New city:
Turn 55:
You settle too close!
-(Fingers in ears: Naaa naaa naa). To me, the second and third option here look about the same. Second is more confronting, but third is just as bad, just ignore the guy. I know my wife would rather have negative reply than ignoration.
No idea what the difference is here in-game. Tell me, game, with a pop-up, what these different choices mean! I learned from my first game that 30 turns seems to be the number you have to be a good boy before you satisfy option 1 here, but what about the others? Damn UI. Anyways, picked the third, ignore.
T 55 overview shot:
T 56:
New city.
Gandhi dot - sealing off the mountain chain for us. It was here or east, and I couldn't resist spiting Gandhi like this, and blocking the way for him.
Mysticism hits. Set policy (back) to +30% builderism. Select border-pop pantheon. Goddess of the Harvest was gone.
T 57:
Trader finishes. Choices:
Underwhelming. I decide to rebase to Fukuoka first.
Scout finds two huts.
First huts gives us boost to Astronomy and Masonry. Astronomy finishes Stockholm syndrome quest, we have two envoys there. I could send the mysticism envoy for suzerain status, but no point yet as we have no districts.
T58:
Trade route begun.
I could have gone to Rio here, but at this point, +1 food is better than +3 gold and +2 faith. Maybe. Anyway, the road to capital is vital, and after this route ends we'll have trading posts in two of our cities, which is good for future routes. This finishes Currency by way of boost.(I was researching horseback riding). We can now not build commercial districts. Sniff.
Warrior exploring further westwards, finds (Ricky) lake.
Warrior feels bad about leaving Fukuoka lightly defended, but checking out prices reveals that we can buy a replacement in a pinch. 160 gold for a warrior, 200 for archer. Plus this is indeed a nightmare to attack through. We should be safe. We also like Brazil.
Also note that I build a cocoa plantation and even worked it for +4 gold over +1 prod. Builder has one charge left.
T59:
We enter classical age. Scout hits a hut, boosts military tradition. Stockholm wants us to build a commercial district. Bah, talk about super-easy self-helping city state quests...ohhhh. Sniff.
Saladin calls.
Okay. Thanks for calling.
T60:
Archers gain some exp slaughtering barbarian warrior in the east.
They can advance and kill barb outpost...but we did get that eureka from a hut already so no big deal.
Tech is steady towards apprenticeship.
Find a natural wonder with exploring warrior, boosting astronomy.
So, a builder-light set. No chopping was done on any innocent forests on my set. We have a new builder coming out from capital, he should be willing to murder stuff.
I was kind of hoping to meet some more city-states and get the boost to new government, so we can switch cards and get even more settlers too, but seems that is...tricky. Just Stockholm yet.
I'm actually gonna stop here. I feel there are a lot of things happening, and we need to plan districts. I've been saving us for industrial ones, and theatre districts for our projected path. It is also too late to finish tonight. If there is a riot demanding I play my next 10 as well, I'll do so tomorrow, but very happy to end here and get some fresh eyes on this.
Here's the GP chart...
Religion is a tight race, and why would we go there again. Brazil has an encampment, India is getting merchant points, Arabia likes science and they all like holy shit.
-M
I agree with much of Ruined's thoughts on new cities. He made us 3 settlers, so gonna settle westwards to piss of Gandhi. Or block the land off.
Took a shot of 'appeal' here -
two green tiles to make holiday resorts on. If we need to, down the line. I dunno, can we place districts to increase appeal to coastal tiles?
Tentative dot in the south - for our 4th settler.
IBT: Arabia founds Islam.
Turn 52:
Scout found Stockholm.
As you can see, we were first and get a nice +2 science in capital.
I decide to go against Ruined' here. I swap into new government - back to the old +faith +gold in capital one.
This will grant us a pantheon in 5 turns, which will give us the eureka for mysticism. My plan is here simply to use mysticism to swap back into builder civic and then push 'em out. So I set #2 city to watermill(1) and capital on trader. New builder heads up to the new city sites. Chocolate plantation. I like jungle - those 2/2 tiles are pretty strong for this time of game and our chocolate dot will make an effort to build Chichen Itza down the line.
Turn 53:
Varuning!
My mama always said, life's like a city of chocolates. You neved know what's you gonna get.
Wonka's Factory is founded. And named Fukuoka. Almost Cocoa, though. Forego +3 gold for a quicker monument.
Turn 54:
You settle too close!
-We will settle elsewhere in the future. I think we have settled as close to Brazil as we are going to in the next 30 turns.
New city:
Turn 55:
You settle too close!
-(Fingers in ears: Naaa naaa naa). To me, the second and third option here look about the same. Second is more confronting, but third is just as bad, just ignore the guy. I know my wife would rather have negative reply than ignoration.
No idea what the difference is here in-game. Tell me, game, with a pop-up, what these different choices mean! I learned from my first game that 30 turns seems to be the number you have to be a good boy before you satisfy option 1 here, but what about the others? Damn UI. Anyways, picked the third, ignore.
T 55 overview shot:
T 56:
New city.
Gandhi dot - sealing off the mountain chain for us. It was here or east, and I couldn't resist spiting Gandhi like this, and blocking the way for him.
Mysticism hits. Set policy (back) to +30% builderism. Select border-pop pantheon. Goddess of the Harvest was gone.
T 57:
Trader finishes. Choices:
Underwhelming. I decide to rebase to Fukuoka first.
Scout finds two huts.
First huts gives us boost to Astronomy and Masonry. Astronomy finishes Stockholm syndrome quest, we have two envoys there. I could send the mysticism envoy for suzerain status, but no point yet as we have no districts.
T58:
Trade route begun.
I could have gone to Rio here, but at this point, +1 food is better than +3 gold and +2 faith. Maybe. Anyway, the road to capital is vital, and after this route ends we'll have trading posts in two of our cities, which is good for future routes. This finishes Currency by way of boost.(I was researching horseback riding). We can now not build commercial districts. Sniff.
Warrior exploring further westwards, finds (Ricky) lake.
Warrior feels bad about leaving Fukuoka lightly defended, but checking out prices reveals that we can buy a replacement in a pinch. 160 gold for a warrior, 200 for archer. Plus this is indeed a nightmare to attack through. We should be safe. We also like Brazil.
Also note that I build a cocoa plantation and even worked it for +4 gold over +1 prod. Builder has one charge left.
T59:
We enter classical age. Scout hits a hut, boosts military tradition. Stockholm wants us to build a commercial district. Bah, talk about super-easy self-helping city state quests...ohhhh. Sniff.
Saladin calls.
Okay. Thanks for calling.
T60:
Archers gain some exp slaughtering barbarian warrior in the east.
They can advance and kill barb outpost...but we did get that eureka from a hut already so no big deal.
Tech is steady towards apprenticeship.
Find a natural wonder with exploring warrior, boosting astronomy.
So, a builder-light set. No chopping was done on any innocent forests on my set. We have a new builder coming out from capital, he should be willing to murder stuff.
I was kind of hoping to meet some more city-states and get the boost to new government, so we can switch cards and get even more settlers too, but seems that is...tricky. Just Stockholm yet.
I'm actually gonna stop here. I feel there are a lot of things happening, and we need to plan districts. I've been saving us for industrial ones, and theatre districts for our projected path. It is also too late to finish tonight. If there is a riot demanding I play my next 10 as well, I'll do so tomorrow, but very happy to end here and get some fresh eyes on this.
Here's the GP chart...
Religion is a tight race, and why would we go there again. Brazil has an encampment, India is getting merchant points, Arabia likes science and they all like holy shit.
-M
Played: FFH PBEM XXVI (Rhoanna) FFH PBEM XXV (Shekinah) FFH PBEM XXX (Flauros) Pitboss 11 (Kublai Rome)
Playing:Pitboss 18 (Ghengis Portugal) PBEM 60 - AI start (Napoleon Inca)
Playing:Pitboss 18 (Ghengis Portugal) PBEM 60 - AI start (Napoleon Inca)