Okay let's see. Not much happened on turn 91. EMC hooked up the stone, finished executing their whip overflow micro plan to build Moai Statues in 1 turn, and then passed the stone to us. EMC is still getting culture into the stone tile despite not generating any culture in their city, which is totally confounding me and not in agreement with anything I've read about tile culture. I would guess that they are getting 1 cpt into the tile right now, and we are getting 2 cpt as expected (from monument and religion). So we'll take the tile over in a few turns, but it's really odd. I kept tech off for this turn because we finished Hydrogen's library at EOT.
Turn 91 demographics:
Okay, let's do an overview of our current situation on turn 92 and recent developments.
As I said, we found gems in EMC's area. And it's very far north of the equator, unlike our jungle luxuries which are on the equator or south of it.
And note that I have special license to whine about the map because Krill made it.
So what do we have in our jungle? Dyes as discovered before, and apparently two ivory. Why do we need more crappy ivory that isn't even forested?
Also note that there is apparently jungle on those mountains, which we cannot ever clear. So I really hope there isn't going to be a group of 4+ jungled mountain tiles which would add up to a permanent 1 unhealth for no reason at all. Also, Ellimist told me there is a fish 2W of that inner coast forest with the city sign on it, which is why we're planting that city there. It can't go 1S or those tiles east of the copper would be unused. Sucks to plant on the only forest in the area though, same with the city southeast of the cows...I am still hoping to find a banana or even a sugar in those remaining fogged tiles that will let me move that spot. It could also go 1SW onto the marble sign I guess, with the northern cow city moved off the hill 1E. That might be better; the current locations are considerably better strategically defensewise though. There is no food south of the dyes until Jkioan's monster 3 clam + corn city (Johnny English).
Some interesting developments in our cities now. Let's see.
Although the sign has a question mark in it, we definitely want to whip the lighthouse next turn. One more turn of production would drop it to a 1-pop whip (it currently has 9h, 16h would be above the 15h threshold), and we want to overflow into Moai Statues. We'll want to give the hamlet to Beryllium for a turn until Hydrogen regrows to 5. Once we grow back to 6 (probably will take 2-3t) we'll whip a settler and overflow into Moai again. We do that for two settlers and Moai should complete. Then we'll probably not whip Hydrogen again for the forseeable future.
Where is this new settler going you ask? It'll be going on the inner coast location.
That spot west of Oxygen. We ruminated over whether to place it there or place it northwest of it, and decided on that spot. Reasons being that we'll probably want to plant a filler city north of it anyway to grab two tiles that we cannot catch in any way, so we might as well shift it down to make room for that city (it will have five tiles to itself including the city tile now). That unfortunately moves all resources out of the first ring, but we can cottage the flood plains and dump a missionary into the city for a fast border expansion. We'll probably farm that tile northwest of the wheat in order to irrigate it when we get CS, and it'll provide some additional food that the filler city can use.
We could plant further south instead of the inner coast, but I really want to see what's on the center island and settle at least one city on it as soon as reasonably possible. Plus we're not really prepared to push that far south yet, need a skirmisher or two plus some roads and workers in the area. You can see that worker southeast of Oxygen is roading and not cottaging as I previously said he'd probably be doing. Oxygen's borders expand in 4 turns, at which point I believe we can chop that city tile's forest at only a small penalty (should be 20h after Mathematics). So the plan is to use that worker to chop it; next turn it finishes the road. Then it moves to the tile west of Oxygen, puts a turn into a cottage, then goes to chop the forest. Then it can cottage the flood plains in preparation.
You can also see the Fluorine area here. Two workers are roading those hills, they finish next turn. The galley will be 2S of its current location laden with the settler and missionary. On turn 94 we'll finish roading the horse with one worker, while the other worker moves onto the forest. Turn 95 Fluorine is founded, one worker pastures while the other chops. That may be slightly less efficient than roading the forest and then pasturing with both workers before returning to chop the forest, but I did some mental calculations and I don't think it'll make much of a difference. Remember, the sooner the granary completes the more food you get after growing, unless it completes before you get to half full on the food box, in which case you don't get anything. If we had roaded the forest instead of roading the horse tile, then we'd be one worker turn short and would not be able to immediately start pasturing with both workers. Only one worker would be able to pasture on turn 95 (other worker would have spent its turn finishing the road on the hill to let the first worker on). Pastures take 4 worker turns, so we'd have needed 3 turns to finish the pasture anyway. So we'd only have finished the pasture one turn sooner. Overall that would be slightly superior, but as I had already dumped a turn into the road on the horse tile before I did these calculations, it was already too late. I hope that wall of text was comprehensible.
We found wines in Jkioan's area. I'm confident that Krill made sure that everyone has one now. Apparently there was some sort of bug and EMC and Kuro both got a "do you want to revolt to Hereditary Rule" popup the turn after we revolted, and it allowed them to revolt if they had clicked yes. I don't think it would really have worked, since my experience with FFH says that civics qualifications are checked every turn so they would've been kicked back to Despotism on the following turn anyway. And of course the game needs that in the case you only qualify for a civic due to the Pyramids or Shwedagon Paya and then lose it.
Jkioan still has not planted their sixth city, so I really have no idea where that settler went. I hope they're not trekking into the jungle to settle north of the dyes or something. Kuro planted his ninth city a couple turns ago. EMC has a settler done which they used to abuse whip overflow into Moai Statues, so they will be planting their seventh soon. They may not get any more settlers out for the next few turns, because they are in Caste System.
I was able to complete two workers in Boron in successive turns just from that one 2-pop whip, very happy about that. We're now at 10 workers, 11 next turn; soon to be at 9 cities. The island is almost fully improved, so that will soon free up 2-3 workers (Beryllium will probably whip one after growing to 4, or maybe we'll whip a galley instead).
Here's a look at Carbon. It's shaping up to be a very nice city, probably helped by the fact that we've only whipped it once.
As I said before, we got a religion spread in here at EOT. After the barracks is done we'll want to build at least one skirmisher, then maybe we'll build a library. It'll be working at least three heavy commerce tiles most of the time even if the city is primarily designed for military production. We haven't worked that copper once yet, since I think the food is better. I wish our copper was on grass like Jkioan's.
That other grass mine will finally be finished next turn by the newly completed Boron worker, which dumped a turn into a cottage on the way this turn. We'll likely be working that and the copper soon here, since Oxygen is going to get to size 3 and will need to steal the southern cottage. The worker that just finished the winery will float south and cottage the other flood plains, helped by the other worker once the mine finishes.
As you can see from the screenshots, the Mathematics ETA dropped and we will be able to complete it next turn. I was hoping the Hydrogen library would put us over, hurray for that. Speaking of Mathematics, it's relevant to look at Helium:
Started on the Pyramids as you can see. I think after next turn we will switch to an aqueduct and then go for the Hanging Gardens. I had a boring and largely annoying diplomatic exchange with Kuro, where he tried to convince us that we should give him stone and let him build one of the wonders. In exchange he would agree not to shoot himself in the foot by putting his development on hold for like eight turns in order to chop out the HG. Yeah, no thanks.
I doubt he's actually going to do that, so we're going to swap off and go for the HG first. We're not going to switch to Representation right now, and it's not like we have any specialists at all, so the only reason to finish Pyramids early is extra GE points. Which are definitely nice, but I like our chances on the HG. Failure will mean a useless aqueduct which will be annoying, but I don't think it'll happen. Or maybe our warrior will find that city of his and scatter his workers if he's actually doing that. We can build the HG in ~9 turns, it's actually the same exact cost as the Pyramids because we get fewer bonuses on the aqueduct.