Let's talk about our land. The way I see it, we have 3 cores right now. The Core, Island Core, and Na Core. (please don't boo me for the horrible joke)
First off though, I was greeted by this news:
![[Image: t151_lewwyn_azza.JPG]](https://dl.dropboxusercontent.com/u/5826112/PB13/t151_lewwyn_azza.JPG)
Not surprising, but we can breathe easier about being able to builder through the next 20 turns or so. So let's get to the cities.
The Core
![[Image: t151_the_core.JPG]](https://dl.dropboxusercontent.com/u/5826112/PB13/t151_the_core.JPG)
Here's our original group of cities, humming along. I'll make a few stray comments.
Trailblazers: I think we're going to go forge after this settler. We were going to go military, buuuuut Lewwyn just handed us a free ticket to build infrastructure, so thank you very much. Oxford is going here. This is halfway because of excellent base commerce, but the clincher is the more lucrative trade routes TB can get, which is currently funneling in a lot of commerce.
Red Wings: generating our scientist for the Printing Press bulb.
Orioles: Next is a few longbows, then a few catapults, then probably Zerks indefinitely. Someday we'll slot in a forge, but I don't think it's needed just yet. At least, not as much as military.
Tigers: Our best non-academied commerce city. We debated putting Oxford here since it has more raw commerce potential, but TB wins out for reasons stated above.
Bulldogs/Pirates: General commerce/hammer cities respectively. Pirates definitely needs to produce strong hammers for our western ship production later in the game.
Bills: just sort of a city that exists. It establishes our northern border, claims incense, and does literally nothing else whatsoever. We'll just sit and build missionaries out of it forever. You know, once we get a Confu missionary into it.
Island Core
![[Image: t151_islands.JPG]](https://dl.dropboxusercontent.com/u/5826112/PB13/t151_islands.JPG)
Valiants: this has been our worker/settler pump for this whole island core for awhile now. The current settler will settle the "c" SE-S-S of Valiants. Probably. Cow/horse is not out of the question, that's currently in discussion.
Boilermakers: I <3 this city. Also, we swapped this to a forge after I took this picture. It'll go back to being the island military pump after that, most likely.
Lions: Northern - name is hidden by a sign - but this will prob use the hammers to build National Epic, then go heavy on specialists with the abundance of food? Maybe-probably-whoknows. That's the tentative plan.
Packers/Wolverines/Seahawks: nothing special. Just farms, mines, workshops. I don't think we'll build any cottages at these spots. Packers could be a decent naval pump later in the game.
Na Core
![[Image: t151_nakor_core.JPG]](https://dl.dropboxusercontent.com/u/5826112/PB13/t151_nakor_core.JPG)
Lot more uncertainty here with individual cities, but we don't need to make any decisions quickly because so many of them are missing some basic infrastructure. Granted, they mostly have granaries (praise be RNG), but it'll take some time. Generally, we're leaving cottages Nakor built, but we probably won't add many more. The remaining jungle needs some serious worker attention. We just need more workers in general. I won't comment every city, but here's a few stray comments.
Expos: This guy has an academy and multiple TOWNS. Going to be one of our better science cities once we get it up to speed, though it is a little hamstrung by how much coast it has.
Sonics: A monster that has 11 population ready to come out of revolt.
Horse/Pig/Copper/Stone: Sorry, can't remember the name, and it's covered by resource icon. Anyway, monster production city. Maybe Ironworks here later? Farm everything that can be farmed (like that pointless cottage NW of the city that we actually should pillage right now), then mine and workshop all that we have enough food to support. I think we should farm over that hamlet that Nets is using too and give it to this city. But maybe that's too aggressive of me. I just love this city.
Browns: We're farming over a couple cottages so we can chain irrigation into this city for the rice. I imagine we'll just farm up and then work coast and specialists. Always gonna be a bit of a stub city.
Others: Nothing special determined yet. Just getting them functional is the goal right now.
Future Settlement
Here's Pac South:
![[Image: t151_pacsouth.JPG]](https://dl.dropboxusercontent.com/u/5826112/PB13/t151_pacsouth.JPG)
We're gonna squeeze 3 cities onto this probably. May as well, we're FIN. So if you've been counting the "c" signs, we have room for 7 more peaceful city plants if we don't lose this island. That'll get us to 32 cities. We'll have to re-evaluate once all those are planted, but we did hit the conqueror's plateau, so we may as well keep planting cities. As long as we can, you know, defend and improve them which is questionable right now.![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
I think that covers things pretty well. Any questions?
First off though, I was greeted by this news:
Not surprising, but we can breathe easier about being able to builder through the next 20 turns or so. So let's get to the cities.
The Core
Here's our original group of cities, humming along. I'll make a few stray comments.
Trailblazers: I think we're going to go forge after this settler. We were going to go military, buuuuut Lewwyn just handed us a free ticket to build infrastructure, so thank you very much. Oxford is going here. This is halfway because of excellent base commerce, but the clincher is the more lucrative trade routes TB can get, which is currently funneling in a lot of commerce.
Red Wings: generating our scientist for the Printing Press bulb.
Orioles: Next is a few longbows, then a few catapults, then probably Zerks indefinitely. Someday we'll slot in a forge, but I don't think it's needed just yet. At least, not as much as military.
Tigers: Our best non-academied commerce city. We debated putting Oxford here since it has more raw commerce potential, but TB wins out for reasons stated above.
Bulldogs/Pirates: General commerce/hammer cities respectively. Pirates definitely needs to produce strong hammers for our western ship production later in the game.
Bills: just sort of a city that exists. It establishes our northern border, claims incense, and does literally nothing else whatsoever. We'll just sit and build missionaries out of it forever. You know, once we get a Confu missionary into it.
Island Core
Valiants: this has been our worker/settler pump for this whole island core for awhile now. The current settler will settle the "c" SE-S-S of Valiants. Probably. Cow/horse is not out of the question, that's currently in discussion.
Boilermakers: I <3 this city. Also, we swapped this to a forge after I took this picture. It'll go back to being the island military pump after that, most likely.
Lions: Northern - name is hidden by a sign - but this will prob use the hammers to build National Epic, then go heavy on specialists with the abundance of food? Maybe-probably-whoknows. That's the tentative plan.
Packers/Wolverines/Seahawks: nothing special. Just farms, mines, workshops. I don't think we'll build any cottages at these spots. Packers could be a decent naval pump later in the game.
Na Core
Lot more uncertainty here with individual cities, but we don't need to make any decisions quickly because so many of them are missing some basic infrastructure. Granted, they mostly have granaries (praise be RNG), but it'll take some time. Generally, we're leaving cottages Nakor built, but we probably won't add many more. The remaining jungle needs some serious worker attention. We just need more workers in general. I won't comment every city, but here's a few stray comments.
Expos: This guy has an academy and multiple TOWNS. Going to be one of our better science cities once we get it up to speed, though it is a little hamstrung by how much coast it has.
Sonics: A monster that has 11 population ready to come out of revolt.
Horse/Pig/Copper/Stone: Sorry, can't remember the name, and it's covered by resource icon. Anyway, monster production city. Maybe Ironworks here later? Farm everything that can be farmed (like that pointless cottage NW of the city that we actually should pillage right now), then mine and workshop all that we have enough food to support. I think we should farm over that hamlet that Nets is using too and give it to this city. But maybe that's too aggressive of me. I just love this city.
Browns: We're farming over a couple cottages so we can chain irrigation into this city for the rice. I imagine we'll just farm up and then work coast and specialists. Always gonna be a bit of a stub city.
Others: Nothing special determined yet. Just getting them functional is the goal right now.
Future Settlement
Here's Pac South:
We're gonna squeeze 3 cities onto this probably. May as well, we're FIN. So if you've been counting the "c" signs, we have room for 7 more peaceful city plants if we don't lose this island. That'll get us to 32 cities. We'll have to re-evaluate once all those are planted, but we did hit the conqueror's plateau, so we may as well keep planting cities. As long as we can, you know, defend and improve them which is questionable right now.
![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
I think that covers things pretty well. Any questions?