This turn didn't quite go how I wanted.
Here was the situation at the start of the turn. For some unknown reason the barb scout to the north of Roma only moved one tile west and stopped there in the forest instead of moving another tile north. In the east, the barbarian spear attacked my warrior on the hill as expected. That dropped it low on health, with what looked to be about 25 HP remaining. (I still hate the fact that Civ6's interface won't tell you the exact health remaining on enemy units for no good reason whatsoever.) Unfortunately this was just the "wrong" amount of health left. The slinger, attacking at -8 strength disadvantage, would never kill the barb spear no matter what I happened to roll. The warrior, attacking at +11 strength advantage, would always kill the barb spearman no matter what happened with the dice roll. The numbers just lined up wrong here, unfortunately. As I said last turn, what I should have done was attack one more time with the warrior on Turn 30, the turn that I moved up with the slinger, which would have dealt about 20 damage and left the barb spear on near death this turn, easy pickings for the slinger. I was throw off by the barb spearman charging out of the camp to attack my slinger, not what I thought it would do. The sad thing is that if I had like 0.5 more culture I would have unlocked a civics change this turn and I could have slotted in Discipline for one turn, then changed back to Agoge the following turn when Early Empire completed. The +5 strength from Discpline likely would have been enough to get the kill with the slinger this turn, and I'm kicking myself for not swapping over to Early Empire last turn. Oh well, I didn't know what the exact math would look like last turn and that my units would be in exactly the wrong spots for the combat luck.
Given no options to have the slinger take the kill, I attacked instead with the warrior so that it would pick up enough experience for a promotion:
I'll have that warrior explore the southeast corner of the continent next, promoting whenever I have a turn that the unit can only move one tile. The injured slinger will retreat back to my territory to heal up. As for my other slinger, it flung a stone at the barb scout in the north and crippled the unit; one more shot will land the kill there. Unfortunately the barb scout will likely be able to move out of range of future shots, although perhaps we can use Singaboy's warrior to pin it somewhere for one last slinger shot. Here's a better picture of the north:
We need to try and cut this unit off before it makes it back to its camp, wherever that might be. Maybe the random city warrior in the area will help out in some way via its zone of control, I dunno. If I can't kill this barb scout, another possibility for landing the Archery boost would be killing the barb spear in the hidden northern camp with this slinger. Singaboy could redline that unit and get it in position whereby this slinger would kill it. Obviously we have no vision up there right now but that's one thing that could potentially happen.
My capital is about to finish a third slinger and grow to size 4. I'll be running one turn of Urban Planning while finishing Early Empire, then swap into Colonization. A fourth slinger should finish in 2 turns and then it's time for a settler with the Colonization boost.
Meanwhile in the south, the barbarian camp that we spotted last turn apparently already had a scout out and it's about to spot Singaboy's capital. I was hoping that the barbarian spear might be another chance to get the Archery boost, but now it looks like I'll need to clear that camp ASAP to prevent the barb scout from returning and causing it to erupt. Naturally this is yet another spot with a horse resource within 5 tiles and we don't want barb horseman running about down here. As a result, it might be easier to get the Archery boost from killing this scout when it goes crazy after its camp gets cleared. I'll be moving my third and fourth slinger down here to cover that potentiality, plus the injured first slinger will be heading to heal in Ostia. Maybe one of them can land a killing shot on the scout.
If none of these possibilities work out, I have a request for Singaboy: can you research Archery to within one turn of completing and leave it there? That way it's no harm, no foul if I manage to land this boost, but if I can't, you can finish the tech and pass the boost along to me. It doesn't have to be the next thing China researches but it does need to be soon. We can't afford to delay the time needed for Rome to research Archery tech without having the tech boost.
Now one thing you might have noticed is that Rome has 25 faith but I did not get to select a pantheon. It's that stupid interface bug where only one player can found a pantheon each turn, and someone else must also have reached 25 faith this turn. The only ones ahead of me in turn order are EmperorK (who already has Divine Spark) and Jasper, so either Jasper picked a pantheon this turn or it was something wonky with the turn order. Really annoying. And then there was this:
Mikeforall's Khmer recruited a Great Prophet on the last interturn. However, they did not found a religion with it yet, which was a bit surprising. I thought that there was a delay between recruiting a Great Person and being able to found the religion, but Russia seemed to be able to do both on the same turn. I'm really, really hoping that Singaboy will be able to found our religion on this turn when he finishes Stonehenge mid-turn.
[...]
OK, I was dying to know about this, so I went back and watched the Livestream footage of my A Cold Doctrine Russia game that I played on Livestream. You can indeed move a Great Prophet on the turn that they are recruited, and so Singaboy should be in the clear here. He can found our religion on either the Holy Site district at the capital or on top of Stonehenge itself, wherever the Great Prophet happens to pop up. Either spot is fine, just get that religion up immediately before the Kongo/Khmer team can steal the beliefs we want. Let's get Jesuit Education and then take your pick of either Wats or Church Property. I'm OK with either one since we'll be enhancing our religion pretty quickly with the Mahabodi. This has been a really nerve-wracking pursuit of our religion but I think Singaboy is still going to be able to land the big Jesuit Education that we've wanted all along.
One last thing: if we want a China + Italy connection for our religion, maybe we name it after Marco Polo? It's a thought.
Here was the situation at the start of the turn. For some unknown reason the barb scout to the north of Roma only moved one tile west and stopped there in the forest instead of moving another tile north. In the east, the barbarian spear attacked my warrior on the hill as expected. That dropped it low on health, with what looked to be about 25 HP remaining. (I still hate the fact that Civ6's interface won't tell you the exact health remaining on enemy units for no good reason whatsoever.) Unfortunately this was just the "wrong" amount of health left. The slinger, attacking at -8 strength disadvantage, would never kill the barb spear no matter what I happened to roll. The warrior, attacking at +11 strength advantage, would always kill the barb spearman no matter what happened with the dice roll. The numbers just lined up wrong here, unfortunately. As I said last turn, what I should have done was attack one more time with the warrior on Turn 30, the turn that I moved up with the slinger, which would have dealt about 20 damage and left the barb spear on near death this turn, easy pickings for the slinger. I was throw off by the barb spearman charging out of the camp to attack my slinger, not what I thought it would do. The sad thing is that if I had like 0.5 more culture I would have unlocked a civics change this turn and I could have slotted in Discipline for one turn, then changed back to Agoge the following turn when Early Empire completed. The +5 strength from Discpline likely would have been enough to get the kill with the slinger this turn, and I'm kicking myself for not swapping over to Early Empire last turn. Oh well, I didn't know what the exact math would look like last turn and that my units would be in exactly the wrong spots for the combat luck.
Given no options to have the slinger take the kill, I attacked instead with the warrior so that it would pick up enough experience for a promotion:
I'll have that warrior explore the southeast corner of the continent next, promoting whenever I have a turn that the unit can only move one tile. The injured slinger will retreat back to my territory to heal up. As for my other slinger, it flung a stone at the barb scout in the north and crippled the unit; one more shot will land the kill there. Unfortunately the barb scout will likely be able to move out of range of future shots, although perhaps we can use Singaboy's warrior to pin it somewhere for one last slinger shot. Here's a better picture of the north:
We need to try and cut this unit off before it makes it back to its camp, wherever that might be. Maybe the random city warrior in the area will help out in some way via its zone of control, I dunno. If I can't kill this barb scout, another possibility for landing the Archery boost would be killing the barb spear in the hidden northern camp with this slinger. Singaboy could redline that unit and get it in position whereby this slinger would kill it. Obviously we have no vision up there right now but that's one thing that could potentially happen.
My capital is about to finish a third slinger and grow to size 4. I'll be running one turn of Urban Planning while finishing Early Empire, then swap into Colonization. A fourth slinger should finish in 2 turns and then it's time for a settler with the Colonization boost.
Meanwhile in the south, the barbarian camp that we spotted last turn apparently already had a scout out and it's about to spot Singaboy's capital. I was hoping that the barbarian spear might be another chance to get the Archery boost, but now it looks like I'll need to clear that camp ASAP to prevent the barb scout from returning and causing it to erupt. Naturally this is yet another spot with a horse resource within 5 tiles and we don't want barb horseman running about down here. As a result, it might be easier to get the Archery boost from killing this scout when it goes crazy after its camp gets cleared. I'll be moving my third and fourth slinger down here to cover that potentiality, plus the injured first slinger will be heading to heal in Ostia. Maybe one of them can land a killing shot on the scout.
If none of these possibilities work out, I have a request for Singaboy: can you research Archery to within one turn of completing and leave it there? That way it's no harm, no foul if I manage to land this boost, but if I can't, you can finish the tech and pass the boost along to me. It doesn't have to be the next thing China researches but it does need to be soon. We can't afford to delay the time needed for Rome to research Archery tech without having the tech boost.
Now one thing you might have noticed is that Rome has 25 faith but I did not get to select a pantheon. It's that stupid interface bug where only one player can found a pantheon each turn, and someone else must also have reached 25 faith this turn. The only ones ahead of me in turn order are EmperorK (who already has Divine Spark) and Jasper, so either Jasper picked a pantheon this turn or it was something wonky with the turn order. Really annoying. And then there was this:
Mikeforall's Khmer recruited a Great Prophet on the last interturn. However, they did not found a religion with it yet, which was a bit surprising. I thought that there was a delay between recruiting a Great Person and being able to found the religion, but Russia seemed to be able to do both on the same turn. I'm really, really hoping that Singaboy will be able to found our religion on this turn when he finishes Stonehenge mid-turn.
[...]
OK, I was dying to know about this, so I went back and watched the Livestream footage of my A Cold Doctrine Russia game that I played on Livestream. You can indeed move a Great Prophet on the turn that they are recruited, and so Singaboy should be in the clear here. He can found our religion on either the Holy Site district at the capital or on top of Stonehenge itself, wherever the Great Prophet happens to pop up. Either spot is fine, just get that religion up immediately before the Kongo/Khmer team can steal the beliefs we want. Let's get Jesuit Education and then take your pick of either Wats or Church Property. I'm OK with either one since we'll be enhancing our religion pretty quickly with the Mahabodi. This has been a really nerve-wracking pursuit of our religion but I think Singaboy is still going to be able to land the big Jesuit Education that we've wanted all along.
One last thing: if we want a China + Italy connection for our religion, maybe we name it after Marco Polo? It's a thought.