Apparently I'm not required in the delicate work of putting decorations away in neat rows
.
T100: Before, ending turn, some changes:
- Science on, to get sailing in 1t
- Switch to library in FD to start culture push
- Start worker in XP (forge is 20t away slow built if I max growth, so I'm going to whip a worker, drag a friend over and chop some forests)
T111: Charley goes Buddhist. Huh - that makes him, Qin and Monty. It's nice that the Buddhist block is currently at civil war, but could be longer term trouble.
We get Sailing, I set research for Mysticsm, due in 1t at 50% science; I want that Stele started next turn, but can't afford 100% science.
I move one chariot towards the centre of the Empire; I'm a bit nervous about the single warrior at our new city. Do AI scouts fogbust? There are a couple running around.
Move one axe towards the sheep pasture just outside Cuman, to bolster chariot stack on defense.
Worker near YM heads for forest near CP to get chopping.
2-whip poor old CP; it will regrow even slower as I choose to work grassland cottage over grassland farm.
2-whip library in FD, stacking unhappiness. Clear queue so that overflow can be put into Stele
NOTE: may need to go back and document what was in build queues at start of set.
T112: Great scientist and Great General born abroad.
Start Stele at FD, forge at CP. Worker starts to chop at CP, his new friend moves to join him.
Bananas chopped at Brocken; decide not to farm them as Cal is up soon. Aim to cottage all river grassland and work them over next few turns (four workers here makes that easy).
Caleuche founded on coast. Start workboat. One worker moves to forest to chop, others camp furs as they can start that this turn.
Boudicca still wants our city for peace; this never changes all set
.
Start researching Calendar, turn science off. Our break-even drops to below 40% with the new city, with Cal in 10 turns; I'm not sure what happened, but this gets a lot better by the end of the set (cottages at Brocken, maturing cottages elsewhere, market at YM would be the good answer; lots of KTB from everyone else getting Calendar would be the bad one...).
113: Izzy joins Boudicca in Judaism; this is not good news, but at least we were planning on a war-based game anyway. Boudicca takes Khazak (barb city east of CP). She also sends a settler party to the coast.
This is too tasty to ignore. I move some axes and the spear out of XP and try to swing them round between the silver and the peak; I bring workers across ready to road under them next turn (this proves to be a total waste of worker turns; I thought I might value being able to get forces back to XP faster if I did end up with troops on the ice or copper, but this never became relevant - and I knew two workers can't 1t a tundra road, so the idea was probably
).
T114: Spanish stack splits, with settler bolting for home, one chariot heading N, one walking right up to my stack. Thanks - 98% spear victory comes off! I do now have a problem making sure that my axes, workers and wounded spear can stay out of range of the other chariot for the next two turns, so most of them end up retreating, hence wasting those worker turns...
Furs come online, making happiness problems a non-issue for the next few turns (otherwise I would have to stagnate XP).
T115: A barb worker, fleeing Khazak wonders near our borders. I dash a chariot over to lay out the welcome mat.
T116: Grabbed barb worker. Hey, we're top of the scoreboard! - it doesn't last, sadly.
Monty wants an allay against Charley. Nope.
Boudicca gets a great merchant, and Khazak comes out of resistance. I don't like the new, broader border, so I start thinking of more military. Micro BaS for a bit more production so we can do a 2-pop whip and grab the overflow in the three turns as last whip wears off.
T117: Workboat chopped at Caleuche; sadly 1t to late to get to fish as borders pop (I hate tundra). Start a granary, eye up remaining forest for chops. A barb archer wonders out of Cuman towards the new city; I move warrior into city, if I have to I can upgrade him next turn (we now have the cash).
T118: Charley adopts HR. Barb archer does nothing. Boudicca sends a stack our way.
2-whip forge at XP; plenty of overflow for an axe.
2-whip queued market at YM (forge slow built last turn); I want to let the cap grow, but we're looking at working unimproved tiles, and there are no good candidates to improve until Cal comes in; more overflow.
T119: Monty asks us to stop trading with Mansa. Nope. I really hope he's engaged in a death match with Charley, because I'd bet we're next on his list...
Boudicca's stack looks like it might be heading for BaS, not XP. That would not be good.
2-whip forge at BaS; more yummy overflow.
I realise that we can research masonry in 1t. Walls are not great for any civ, and still worse for a creative one that already has 40% defence in the target cities (which are also on hills), but it's nice to give the next player the option of whipping them in. We want it anyway, so I slot it in and turn science on.
T120: Boudicca's chariot caught up with her stack last turn and I didn't realise. It can hit a lone chariot W of XP, and she has a C1, we don't. Dead chariot
. At least the stack has swung towards XP, where the axes have been fortifying since the settler hunt. It would be good to hit the stack on flat ground, but XP is separated from the rest of the empire, and the stack, by rivers. Attacking across the river gives bad odds, and crossing the river takes up a turn... ugh. I get frustrated and move one axeman across the river to try and have him join up with the chariots and any new axemen so we can at least consider hitting them on the flat if Boudicca is dumb. I suspect that this was not clever, as he now looks terribly out of position.
Good news is that Granny doesn't have to cross any rivers, so can take out wounded chariot and move back to safety (this screenshot is a repeat of one in previous summary).
Masonry is in, and I'm pleasantly surprised to find out we have enough gold for Calendar in 4t. That doesn't match my calculations from a few turns back, but I'm not complaining.
Thoughts:
- Why does Boudicca always turn up late in my turnset? Ugh.
- Not having bridges is crippling active defence around XP.
- I've abandoned the pasture guard; this could be very bad news if Cuman flips soon and we don't have enough troops to guard it / kill the barb archers
. Will we get some free garrison when it flips?
- I keep forgetting to anything with EP, so please check this next turn (sorry)
Research is on Calendar and may be on 90% for no good reason (almost certainly a misclick) - please check in actual save! I'd consider Construction instead for bridges and cats. Also, Mansa will trade us ivory for a couple of happy luxuries, and we have spare gold, silver and nearly furs. HBR and wellies could solve Boudicca entirely...
But we do really want Calendar to open up more improvements; we also want CoL for courthouses, and Aesthetics->Lit for epics and maybe GLib, and I'm beginning to want Civil Service, which is long way off. Choices, choices (see also haphazard's comments).
Flipping around techs and looking at GNP in demos suggests to me that someone has Calendar (we get a few more GNP than for HBR, and lot fewer than for Archery). I'd love to get MoM but would not suggest bending ourselves out of shape, as it could easily go (Mansa?).
Apologies for no city round-up, but I'm out of time.
It may have looked easy, but that is because it was done correctly - Brian Moore