Turns played, here's the report:
T121: Finish HBR, start Masonry. I favour binary science, so I went to 0% for a few turns here (it was a cheap tech).
T122: Warrior in the desert gets eaten by the evil Polar Bear. Diseased warrior to the north explores a dungeon, which turns out to be empty, while fleeing from a skelly. Afterwards it head up towards safety in Sabathiel's land.
T125: Random event:
I took the xp loss over losing the unit to send the Armageddon counter down by 2. For some reason, the event healed the warrior to full, so I fortified it in the forest hoping the skelly would suicide onto it, which it did. Afterwards the warrior eventually made its way back down into our territory. It's not that useful, but it can explore dungeons at least.
T127: I go exploring with a settling party from the Sheaim, as there are lots of bears in those woods:
T129: First look at barb city:
I decided to send the settler to the north here, instead of the desert to the west, since overall it's a better spot (in the desert getting the gold and wheat in the bfc means losing out on quite a few of the lovely floodplains. And it would require less worker-turns to get up and running. I also moved it one square to the west. It adds a couple of peaks to the BFC, but brings in the horses (a nice hammer tile if nothing else), and puts the cows in the first ring, so the city gets a good tile to work straight away. Also, Radonnor's borders popped thanks to religion, which I didn't notice for some reason until there were only 2 turns left on the monument (which I finished, thanks ocd :/). I really should have swapped it over to workers once it was at the cap.
T130: Settler completes out of capital, start a Stables. The settler was slightly delayed as I swapped to a warrior there at the start to grow to the cap. I also wanted to wait until I had more warriors to escort it. That warrior in the north gets eaten by a spider, and we meet the Khazad. I sign OB, they have 3 cities, they were ahead of us in score at the time. He's somewhere to the south.
T131: Masonry was completed at some point before, not sure when, and I had been saving until this point when I turn science back on for Construction (workshops really will be handy). It had a time of 10 turns, but it ended up being 9.
T133: City founded, cows pastured on the same turn (for some reason I don't have a screen of this event). The city (and workers) is guarded by a half-dozen warriors or so. Expenses are starting to increase with how many units we have (~15 warrior I think).
T135: Hello, what's this...
hmmm... Diplo screen shows him as having 4 cities total as well.
I send a warrior to go have a look, and hopefully explore further west without being eaten by the devil polar bear.
T136: A closer look...
T138: Stables finishes in cap, start our first horseman. Conrond, which had been 2-turning warriors for most of this turnset, starts on a stables of its own.
T139: A worker finishes out of Radonnor, I set it on to warrior duty, picking up the slack from Conrond working on a stables.
T140: Construction finishes. Here's an overview:
In the core, all cities are at the happy cap, and only Radonnor needs more worker attention, workshopping those two plains tiles it has been depressingly working lately. At some point we should deal with that goblin camp, but I would prefer to wait until we get horsemen, so we don't have to sacrifice a bunch of warriors to do so.
There's the prick, let's avoid that bear for now, there's plenty of land to explore in the north-west, or we can start scouting out the Malakim lands for an invasion later.
The "frontier". There are three workers around Feiss, I'd say two fo them can go back to work on workshops. Tech is set to hunting for those elephants, but nothing's committed.
With Decius shooting up the scoreboard (size 11 cap and huge borders from the holy city is my guess, the only wonder built is the Heron Throne in the Sheaim capital), I don't think we're going to be swapping any time soon.
My feelings are it is probably best to focus on the barbs right now with our first set of horsemen, cleaning up that camp and capturing that city (which we should keep), and giving our horsies valuable xp in the process.
I don't know if it's worth still trying to settle in the desert to the west, perhaps the spot 1S of where the sign is now (the scrubs). It's far enough from the Malakim city it wont be crushed by its culture, and still have potential borrowing some farms from Conrand to get an early boost. The gold of course is highly desirable.
Other than that spot and the barb city, the only route for expansion I see is to invade the Malakim, and it'll probably only take a couple of city conquests to send us to the top of the score board.
superjm --> UP!
haphazard1 --> On deck.
T121: Finish HBR, start Masonry. I favour binary science, so I went to 0% for a few turns here (it was a cheap tech).
T122: Warrior in the desert gets eaten by the evil Polar Bear. Diseased warrior to the north explores a dungeon, which turns out to be empty, while fleeing from a skelly. Afterwards it head up towards safety in Sabathiel's land.
T125: Random event:
I took the xp loss over losing the unit to send the Armageddon counter down by 2. For some reason, the event healed the warrior to full, so I fortified it in the forest hoping the skelly would suicide onto it, which it did. Afterwards the warrior eventually made its way back down into our territory. It's not that useful, but it can explore dungeons at least.
T127: I go exploring with a settling party from the Sheaim, as there are lots of bears in those woods:
T129: First look at barb city:
I decided to send the settler to the north here, instead of the desert to the west, since overall it's a better spot (in the desert getting the gold and wheat in the bfc means losing out on quite a few of the lovely floodplains. And it would require less worker-turns to get up and running. I also moved it one square to the west. It adds a couple of peaks to the BFC, but brings in the horses (a nice hammer tile if nothing else), and puts the cows in the first ring, so the city gets a good tile to work straight away. Also, Radonnor's borders popped thanks to religion, which I didn't notice for some reason until there were only 2 turns left on the monument (which I finished, thanks ocd :/). I really should have swapped it over to workers once it was at the cap.
T130: Settler completes out of capital, start a Stables. The settler was slightly delayed as I swapped to a warrior there at the start to grow to the cap. I also wanted to wait until I had more warriors to escort it. That warrior in the north gets eaten by a spider, and we meet the Khazad. I sign OB, they have 3 cities, they were ahead of us in score at the time. He's somewhere to the south.
T131: Masonry was completed at some point before, not sure when, and I had been saving until this point when I turn science back on for Construction (workshops really will be handy). It had a time of 10 turns, but it ended up being 9.
T133: City founded, cows pastured on the same turn (for some reason I don't have a screen of this event). The city (and workers) is guarded by a half-dozen warriors or so. Expenses are starting to increase with how many units we have (~15 warrior I think).
T135: Hello, what's this...
hmmm... Diplo screen shows him as having 4 cities total as well.
I send a warrior to go have a look, and hopefully explore further west without being eaten by the devil polar bear.
T136: A closer look...
T138: Stables finishes in cap, start our first horseman. Conrond, which had been 2-turning warriors for most of this turnset, starts on a stables of its own.
T139: A worker finishes out of Radonnor, I set it on to warrior duty, picking up the slack from Conrond working on a stables.
T140: Construction finishes. Here's an overview:
In the core, all cities are at the happy cap, and only Radonnor needs more worker attention, workshopping those two plains tiles it has been depressingly working lately. At some point we should deal with that goblin camp, but I would prefer to wait until we get horsemen, so we don't have to sacrifice a bunch of warriors to do so.
There's the prick, let's avoid that bear for now, there's plenty of land to explore in the north-west, or we can start scouting out the Malakim lands for an invasion later.
The "frontier". There are three workers around Feiss, I'd say two fo them can go back to work on workshops. Tech is set to hunting for those elephants, but nothing's committed.
With Decius shooting up the scoreboard (size 11 cap and huge borders from the holy city is my guess, the only wonder built is the Heron Throne in the Sheaim capital), I don't think we're going to be swapping any time soon.
My feelings are it is probably best to focus on the barbs right now with our first set of horsemen, cleaning up that camp and capturing that city (which we should keep), and giving our horsies valuable xp in the process.
I don't know if it's worth still trying to settle in the desert to the west, perhaps the spot 1S of where the sign is now (the scrubs). It's far enough from the Malakim city it wont be crushed by its culture, and still have potential borrowing some farms from Conrand to get an early boost. The gold of course is highly desirable.
Other than that spot and the barb city, the only route for expansion I see is to invade the Malakim, and it'll probably only take a couple of city conquests to send us to the top of the score board.
superjm --> UP!
haphazard1 --> On deck.