Update Time
I have to admit, it has been that long I even forgot how to take screenshots
Ok so where do we start.
Since my last update 30 turns have been played and we are currently up to T105.
This is the map of my lands as I know it. It is the same land layout for all of us.
I don't know if you can see over to the west, but TT just lost a city to 2 barb axes I can imagine him to be p!$$ed about that!
Anyway, from the map you can see I have managed to expand to 10 cities so far with quite a bit of room to expand further to my NE / SE and SW. There is land to the north over water too and a few islands to our south that could also be settled.
I am running HR / Slavery / OR civics at the moment and have converted to Christianity.
View of my cities
My capital is going to focus on military for now and ensuring my cities are well defended. We can't having any nasty axes start to appear and cause us any unneccesary harm. I may even consider running a few scientists to help aid research and get through the techs.
I am hoping to grow this city and grow some more. It is in here that I hope to generate most of my GPeople. The culture within this city is putting some pressure on one of TT's cities. I did agree not to try and put too much culture into here other than what I currently have.
My missionary city. I badly need some culture in thos e southern cities, so in the short term, my aim is to get them some faith! After that, it will go into military build.
Another military build city for now. I may even look at popping out some more missionaries also.
A bit of a hybrid city. Focus is to cottage spam all around and use the hammers to help out on military after infra builds.
My northern city. Plan here is to turn this into a commerce city and with lack of food, not whip if at all possible.
Similar to Elland Road, I am hoping this city will be a bit of a hybrid between commerce and military with the hammers available.
Breaking the chain in my city naming theme, and the fact that Krill kindly left me an in game sign I had every intention of settling here, so in thanks to Krill for offering to cover whilst I am away I conceded the city to his beloved thugball team :neenernee
Thinking about it - have you got FA Cup tickets Krill?
Anyhow, back to game, once Brittania expands, I expect to grow grow grow here and again use the city pretty much as a commerce / military pump.
Moving further south I badly need culture down here. These are my expanding land fillers. I am beginning to realise, I would have probably been wiser filling the more greener lands further north than these southern spots. This city will be a more like a fishing village and will focus on commerce, and hopefully build some naval units to explore the lands south.
And finally my final city planted this very turn. Baseball Ground will be similar to Villa Park and is in bad need of some culture. I am reearching Sailing now so these cities can set to on a lighthouse.
I also plan to place Moai in either of these cities.
Demogs
I did expect to be better off than I actually am, but hopefully in a few more turns once my cities grow things will look a little bit more rosier.
With regards to Diplo, I have screenshots but I shall try and remember what may have now disappeared.
I have had a good rappor with these guys. I know they are run away leaders and I am curious to see what the others are going to do about it. I know TT was partiularly keen on attacking them (or well it came across that way in his messages earlier game anyway). Thats good all said and done, but if they defend well, it could ruin both our games, and if we did succeed in damaging them, I or Ruff could possibly gain land wise, but how long before they turn on the next big guy??
TT has had either a bad opening gambit play attacking ad or has had some terrible luck, but either way he has left himself open as the weaker party and if I were to attack anyone, he would certainly be my first choice I think. With him attacking Ad early game, I feel I may even be able to get him onside and we share TT's lands to expand into should the need arise.
We have an agreed NAP with TT until T150 with 10 turn cooldowns waring also. It seems TT has an idea to expand to the other lands, whatever it may be for now. Thankfully this works for me for now as I don't have to explain why I have a no ROP clause to allow his troops anywhere near NSA territory.
I have not heard from Ad in quite a while. I think he may be ringleading the whole attack the big guy situation. I am playing along at the moment to secure the T150 NAP and hopefully by then be in a situation that we do not have to go along the lines of attacking NSA but maybe contemplate attacking TT at some point.
Finally Ruff. Not much to add to this really. Very little conversation or communication throughout the game.
I think I have covered most things, but if you feel you need more info, pop those questions and I shall try and answer.
I have to admit, it has been that long I even forgot how to take screenshots
Ok so where do we start.
Since my last update 30 turns have been played and we are currently up to T105.
This is the map of my lands as I know it. It is the same land layout for all of us.
I don't know if you can see over to the west, but TT just lost a city to 2 barb axes I can imagine him to be p!$$ed about that!
Anyway, from the map you can see I have managed to expand to 10 cities so far with quite a bit of room to expand further to my NE / SE and SW. There is land to the north over water too and a few islands to our south that could also be settled.
I am running HR / Slavery / OR civics at the moment and have converted to Christianity.
View of my cities
My capital is going to focus on military for now and ensuring my cities are well defended. We can't having any nasty axes start to appear and cause us any unneccesary harm. I may even consider running a few scientists to help aid research and get through the techs.
I am hoping to grow this city and grow some more. It is in here that I hope to generate most of my GPeople. The culture within this city is putting some pressure on one of TT's cities. I did agree not to try and put too much culture into here other than what I currently have.
My missionary city. I badly need some culture in thos e southern cities, so in the short term, my aim is to get them some faith! After that, it will go into military build.
Another military build city for now. I may even look at popping out some more missionaries also.
A bit of a hybrid city. Focus is to cottage spam all around and use the hammers to help out on military after infra builds.
My northern city. Plan here is to turn this into a commerce city and with lack of food, not whip if at all possible.
Similar to Elland Road, I am hoping this city will be a bit of a hybrid between commerce and military with the hammers available.
Breaking the chain in my city naming theme, and the fact that Krill kindly left me an in game sign I had every intention of settling here, so in thanks to Krill for offering to cover whilst I am away I conceded the city to his beloved thugball team :neenernee
Thinking about it - have you got FA Cup tickets Krill?
Anyhow, back to game, once Brittania expands, I expect to grow grow grow here and again use the city pretty much as a commerce / military pump.
Moving further south I badly need culture down here. These are my expanding land fillers. I am beginning to realise, I would have probably been wiser filling the more greener lands further north than these southern spots. This city will be a more like a fishing village and will focus on commerce, and hopefully build some naval units to explore the lands south.
And finally my final city planted this very turn. Baseball Ground will be similar to Villa Park and is in bad need of some culture. I am reearching Sailing now so these cities can set to on a lighthouse.
I also plan to place Moai in either of these cities.
Demogs
I did expect to be better off than I actually am, but hopefully in a few more turns once my cities grow things will look a little bit more rosier.
With regards to Diplo, I have screenshots but I shall try and remember what may have now disappeared.
I have had a good rappor with these guys. I know they are run away leaders and I am curious to see what the others are going to do about it. I know TT was partiularly keen on attacking them (or well it came across that way in his messages earlier game anyway). Thats good all said and done, but if they defend well, it could ruin both our games, and if we did succeed in damaging them, I or Ruff could possibly gain land wise, but how long before they turn on the next big guy??
TT has had either a bad opening gambit play attacking ad or has had some terrible luck, but either way he has left himself open as the weaker party and if I were to attack anyone, he would certainly be my first choice I think. With him attacking Ad early game, I feel I may even be able to get him onside and we share TT's lands to expand into should the need arise.
We have an agreed NAP with TT until T150 with 10 turn cooldowns waring also. It seems TT has an idea to expand to the other lands, whatever it may be for now. Thankfully this works for me for now as I don't have to explain why I have a no ROP clause to allow his troops anywhere near NSA territory.
I have not heard from Ad in quite a while. I think he may be ringleading the whole attack the big guy situation. I am playing along at the moment to secure the T150 NAP and hopefully by then be in a situation that we do not have to go along the lines of attacking NSA but maybe contemplate attacking TT at some point.
Finally Ruff. Not much to add to this really. Very little conversation or communication throughout the game.
I think I have covered most things, but if you feel you need more info, pop those questions and I shall try and answer.
Life is what YOU make of it.
Go out and enjoy it to the max!
Go out and enjoy it to the max!