Alright, let's get back to the actual turnplaying. Speaker accidentally logged in this morning with a very funny alt-account name. I won't post it here, but I hope he will later on.
Jowy is back out to 5 cities again, having planted right at the end of the last turn. You can see all five of them above, and he has chosen to rename his new cities Thebes and Argos. (Looks like someone holds a grudge!) I don't think it could be any more obvious that these city spots are designed to wall us off from moving further east.
The land isn't terrible, however I'm not really sure how Jowy plans on defending these spots. A basic tenet of MP is to limit how many cities are on the front lines, and yet all three of Jowy's cities in the south are easily attackable from St. Alban's! Even better for us, these cities have virtually no hills, and very little productive capability (aside from whipping). Guess we'll see how this plays out, but I doubt this will end well for him.
Our horse archers play tag with a Kathlete chariot in the far north. I'm reminded of British and French agents clashing with one another in the far east back in the 18th century, carrying their rivalry to the furthest corners of the globe...
One of the side effects of this map being so symmetrical is that we can deduce a lot of information from the overall design. For example, we can infer that any team which has wines pop up on their resource overlay has at least one city on an offshore island (there doesn't appear to be any wines on the main continent). Ditto for incense once teams discover Calendar tech. (The lack of any Calendar resources on the trading screen indicates that no one has that tech yet... or they only just discovered it and haven't hooked them up.)
I whipped the granary at Spartansburg, which fulfilled two goals: grant us a sweet 75 shields and also remove excess population that didn't have improved tiles to work. Forge next here - which we should be able to whip in about ten turns due to the massive population growth - and then Spartansburg will really be rolling.
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Speaker, we should try to jump on TS tonight to do some planning and make sure we're on the same page. There are basically two ways we can play this from an economic standpoint:
- Run max food/commerce and whip markets/forges to completion.
- Run max shields, finish forge first, and then build or whip markets.
Based on the city micro Speaker did, we seem to be on the second path - and I sort of tend to agree, because our core cities already have such significant whipping penalties. It would be nice to get out from under them. But we need to be clear on this, so that we can get all our ducks in a row. Let's say we build (not whip) forges to completion in our core cities, which will take something like 5t (Gettysburg), 5t (Chancellorsville), and 7t (Fredericksburg). Then we could whip markets afterwards, getting the full 50% shield bonus. Here's the pop comparison for market whips:
150 shields
- 5 pop (no bonus)
- 4 pop (Organized Religion +25%)
- 3.3 pop (Organized Religion and Forge +50%)
Makes a huge difference... basically with both religion and forge in place, it only costs 3 pop to get a market, which isn't bad at all.
HOWEVER, we also are running up against the happy cap in a lot of cities. Gettysburg, Chancellorsville, Fredericksburg, and Hampton Road will all go unhappy with their next pop point. If we are going to build forges over the next half-dozen turns, we have to pull back some of those cats near the front lines and stick them in our core cities for HR happiness purposes. This should be possible due to our NAPs with all those other teams... but you never know what they'll do, I guess. Speaker and I need to plan this out and coordinate here.
We also still have no defenders assigned to Shiloh, and the plan there is to whip Antietam this turn (putting the overflow into missionary) and refound the city on Turn 134. I didn't do this yet to confirm with Speaker.
So... yeah, a lot to go over!
Hopefully we'll have time for it tonight.