I will get sailing soon. I need masonry and I'm thinking meditation may be good, to pick up a monastery and make some missionaries. I'm soon going to need to expand borders to work all the food in new cities and that's better done with religion. Also, I need to put culture on RadarLove, to fight the culture that gavagai will put there with his soon to be library.
Someone got Judaism!!
Commodore got circumnavigation!! I need to look up what that is - I think it's an extra trade route for coastal, so I want that all right.
In my land:
I Founded RedBarchetta
This stole the wheat from HitchARide. It will do some whipping, but ultimately, it is there to work some cottages for HitchARide and be filler. Also, to take advantage of the fact that mined PH are monster tiles while building settlers for an IMP civ. Granary and some archers for now. Some whipping.
Next turn, I'll found the corn/horse city. Dunno what I'll call it yet. My big focus will be expanding towards Ruff/civac now, which may be too late. Hopefully, ruff doesn't continue with aggressive settlings - if he does, I will likely have to do something about that. I don't really want to ATTACK rome, but sometimes you gotta do what you gotta do.
I need another WB to explore the north island and a galley. Or maybe just a galley and send a scout up there. Maybe that's it - send a settler up there soonish (I think after I set up a border with Ruff I'm ok with)
I just showed demos last turn, but this is how much ranking in demos is. I place 1 city, which gives me 7 hammers (1 for the new spot, 6 for the settler-fueld PH) and I go from 6th to 1st in mfg good.
Dump of city screens, in case anyone is interested.
Cap, set up for settler spamming. This settler will be out in a couple of turns with a chop.
High food whips a granary next turn, overflow into an archer which goes east. Grows on a galley, I think. maybe 2 pop whip that into a worker? 2 pop whip a worker into the galley? I'll need a worker there for the stone.
Build some WB for coastal cities.
City most in need of a lighthouse after the granary. Also, culture.
monument, then granary. Really need ironworking and more culture in here. I hate fighitng creative civs culturally...
(November 4th, 2020, 17:30)AutomatedTeller Wrote: Turn 62:
Commodore got circumnavigation!! I need to look up what that is - I think it's an extra trade route for coastal, so I want that all right.
Yep, that's exactly what it does in CtH. Pretty sweet economic boon.
I think I have to send a scout east - if I'm right and commodore is east of gavagai, then it'll be faster in two directions. And hey - I have an extra scout!!
(November 4th, 2020, 17:30)AutomatedTeller Wrote: Turn 62:
Commodore got circumnavigation!! I need to look up what that is - I think it's an extra trade route for coastal, so I want that all right.
Yep, that's exactly what it does in CtH. Pretty sweet economic boon.
And everybody can get it, so your are not left out.
Founded HighwayToHell, which is not really a driving song, but highways are important to roadtrips. Honestly, I'm not a massive fan of AC/DC, but it's hard not to sing along with "I'm on the highway to hell!!"
Fun fact: the song came out in 1979. 15 years later, it was nominated for a grammy (it did not win)
Improving the horse first to get some chariots out.
Asked Gavagai for open borders, to get my scout out to commodore-land faster. Dunno if he will take me up on it.
Exploration west:
move, find food. Couple of islands out there - dunno if those are contested or not, but if they are, I'm best able to grab and keep them. having the other Imp civ next to me is a pain, but at least I know he's not competing with me for these spots.
Whipped my first granary in in DriveMyCar. turn 63, first piece of infra!!
Gavagai refused my open borders request. He's at war with Commodore - I presume he sent his war chariots that way? Either that or he is scouting and dow'd to send a WB through. Commodore whipped twice.
Not a ton interesting. I need to make more units, though.
Got sailing, switched to Masonry.
I get another settler next turn and I think I'm going to overflow into either an archer or a chariot in the cap. With a chariot, I could kill that Ruff city, but I don't think I'm ready for war with him at this point. Having it would be useful in any case. An archer might be a good idea, though. I need me some axes soon, too, just to pump up the power.
oh - I got my first cottage down last turn. No longer completely dependent on protective trade routes for an economy, baby!!
so, this seems like a good turn to do some planing:
So, I've placed red and yellow places for cities. The red ones are my priorities, 1-4.
1) Is necessary to challenge ruff. The settler comes out of HitchARide next turn, followed up by an archer.
2) is an easy city that doesn't require worker support, though it does require a workboat.
3) Will give me ICTR, which is nice. I might end up with a different place on that island.
4) Is not a great city, but it does have the advantage of taking control of the crabs. If I go there, Gavagai cannot place a city to get it because of how he is
After that are the yellow cites.
These are all a little unclear - I'm not sure where the jungle ones with the bananas go, nor the best way to handle the north island.
The interesting one is the black one, on the floodplain, next to the Ruff city. it's a little hard to see, so I put a circle next to it - black, with red interior. My choices are to place there, or capture/raze ruffs city and place a city 1W of that, where I was planning on putting on later, anyway. If I take/raze, then I'm almost certainly getting Praetorians to the face at some point - which might be ok, if I can get to crossbows or LB first.
one thing I have to do is build more military. A total farmers gambit is bad.