You'll be pleased to know I finally got through my turn set. Apologies for taking longer than I said I would but I just received an offer for grad-entry at the med school I was hoping to get into and naturally some celebrations were in order. Hope that didn't affect my play too much, here's our next 20 turns:
Pre-turn/T146 - I had a look around to get a better idea of our current situation. Those archers in the barb city to our west received so many bonuses they were sitting on a modified strength of 6.75. Therefore we would need at least swordsmen with the city raider promotion to have better than even odds on defeating each archer. Catapults would be ideal in this situation but Construction and then production of those said catapults would be a long way off, particularly with our economy in not the best of shapes. I moved some units around in order to set up Whosit's fogbusting plan, we weren't in Hereditary Rule so anything I thought was excess I allocated this task. As somebody mentioned, I played my turn set using binary research.
T147 - Iron was officially hooked up so we now have that added safety.
T148 - Barracks were beginning to finish in most cities. There wasn't too much to build at this stage so I started pumping out military for defense and in preparation to take down those barb cities.
T149 - Ivory Towers finished it's archer this turn so I began on another settler to claim the red dot site with the horses and gold. Happiness was becoming a problem in our empire so this with hooking up the furs near Silver Dreams once borders had popped was a priority. A Great Spy was born in a far away land.
T150 -
I decided to move an axeman out of our capital to explore the north and get a picture of Justinian's land since we have Open Borders. It wasn't long before I bumped into his closest city (boy they're close!). Taking a quick glance at Willem's land I can see the Dutch already have Feudalism since they are now defended by longbows. I had to re-jig a few cities so they grew just as the whipping penalty ended. On the whole I thought I did well to manage this. With little else to build besides military I took emphasis off production and focused on growing our cottages.
T151 - We get a pop up at the start of the turn telling us we are the most hopeless Civ when it comes to wealth. No big deal... I get visualisation on another Justinian city near the northern barb city. I think Justinian will go for that barb city before long. Willem's research has been set to Code of Laws.
T152 - Willem adopts Vassalage and Organised Religion. With units being produced in our cities I next set up a round of swordsmen.
T153 - Our northern scout continues to find Justinian's cities. She had 8 in total at this stage.
T154 - Ivory Towers 3 pop whips it's settler, it'll borrow the cows from CC and grow back really quickly. A barb archer moves out of the western city this turn. I move our axemen out of the way that were watching the city so I can get my swordsman there in time to attack the archer.
T155 - The swordsman kills the archer reaching 5XP which allows us to now pick two promotions for this unit. I thought this would be really useful for now attacking the barb city with city raider II.
T156 - After seeing a lot of Justinian's land I noticed a lot of chariots out and about. My next round of units produced were set for spearmen. Willem continues to only boast 3 cities.
T157 - In comes Alphabet this turn and let's take a look at what's on the table.
Both neighbours are willing to trade for Fishing, Meditation and Polytheism. Unfortunately we didn't have any smaller techs to trade with and Alphabet was worth more than all three combined. I don't know how everyone else feels but I didn't think this would be the best time to trade anything, particularly because none of these techs were urgently required. Looking at our options for research and taking into account our poor economy I decide to go for Currency next. It will be great to get down those two cities that are filled with floodplains but we need a little financial help first.
Also this turn I found the red dot city Golden Arches, aptly named after the rare commodity the city produces - horseshoes made out of solid gold! (Note for the future, if we found any food corporations later on, this may be the site for it.)
Although you can't really see, I set up our workers to begin mining the gold once the city was placed (it had already been roaded to) for much needed happiness empire-wide, and it also has a cottaged floodplains ready to roll.
T158 -
A scouting axeman reveals the pride of the Dutch navy.
Hang on a second, shouldn't we be doing that?? Here's hoping we don't start seeing galleys with settlers soon. I did not see this workboat beforehand but maybe it slipped through before Silver Dreams was planted. Speaking of SD, I whipped it's monument and began on it's granary. This turn I also started pillaging the barb improvements for petty gold. As you can see I'm frustrated we can't do much else at the moment.
T159 - More units complete and I start producing our first spy in Sealed Pigs. A forest chop should get it out very quickly (running out of ideas for our workers and this allowed for more cottage spamming).
T160 - Confucianism was FIADL. Let's assume that was Willem who just happened to finish Code of Laws this turn. His research has now gone towards Aesthetics.
T161 - We get a little notification saying our empire now holds half a million souls, I guess it's time for another round of whipping. =) Our northern scout unveiled Justinian's capital this turn (I'll show all his land at the end of this report).
T162 - Sealed Pigs completed the spy and it begins moving towards the Dutch.
T163 - We now have horses and fur hooked up. Perhaps a round of chariots should be built next?
T164 - Two of our workers are down south with little to do so I begin pre-chopping a forest for when it comes time to build a work boat for Silver Dreams. I've left a sign to indicate what I mean.
T165 -
Unfortunately this turn Justinian manages to capture the northern barb city. His swordsmen came from a direction I couldn't see and must have been quite fortunate to take the city so easily.
And here ends my 20 turn set (well 19 to get us back on track). Now some screenshots of this continent:
And our demographics from my last turn at 100% science:
As you can see we're not doing too bad. Second in GNP (losing to Willem I believe) and just about 1 or 2 in everything else. Our production isn't flattering being ranked 4th, but I did focus more on getting our cottages matured and with little but military units to build I think this isn't terrible.
In this turn set I was able to set up Whosit's fogbusting plan, we now have a decent group of units to attack the barb city if we want to (3 swords and 2 axes), our spy unit has just entered Willem's land and will begin uncovering his territory. Currency will complete in about 15 turns I imagine so the next player (TT) will have to decide where to go after that. I'd like us to found more cities but our economy can't really handle it at the moment if we want to keep a decent research rate (currently we're only turning a profit at 30%). Well thanks for reading and let's hope I remember to attach the save. TT you're up!