OK, so a full report. Mackoti adopted Slavery:
He's also got Machinery and Archery, so he should have no excuse for losing cities. Although he will have to whip them.
Btw, people are starting to pick up Archery. Maybe we should, too, to have something cheap that can sometimes be produced in 1 turn without slavery.
Just in case Mackoti gets negligent, I moved our Galleon from Callisto into Ariel and loaded it with three units. Our galley pillaged the crabs and is loaded with an axe. We can hit two cities with four units next turn, one of them is defended by a Phalanx this turn, the other is unknown.
Next turn we'll have a galleon in Luna that can move onto the fish outside Argos (with an axe on board?). The galley can move onto the southern fish, and the galleon in Ariel can do either, depending on what the other boats spot (probably unload all units in Ariel before leaving port).
City builds:
City by city:
Some rushed decisions there. I guess Titania should either have worked a coast or Triton's plains hill instead of the engineer. And Tethys could have borrowed a farm from Rhea instead of Callisto (although callisto did exchange 1f1c for 2h by working the plains farm).
Demographics after ending turn:
Finally, an update on the land that deserves no update:
We've found the eastern edge, a grassland tile down south, and we've found a single spot that grabs two food resources. [Err.. no it doesn't. I've marked it with a "City" sign, but we're not the Kuriotates.]
I guess the most positive thing we'll achieve here at the moment is farming our combat one War Chariot up to 10XP on those barb cities. The WC should fight at 5.5 vs 3 strength (warriors get +25% from city defense and +25% fortification), which is just bad enough to gain 2XP from battles.
I have to run.