Turn 228
Apologies for the lack of a Turn 227 report. I had a stressful day yesterday and didn't end up getting to the turn until really late. Hoping this makes up for it, as actually quite a few things happened this turn. First off:
Settled the city of Orphaned Seafood, our seventh. Our 8th city will be going up next turn, our 9th the turn after that.
However, our neighbors are getting frisky, and stealing our seafood:
This shouldn't come as any great surprise since they settled the other island, but I'm still irritated. WK I'm going to propose we move our final city towards REM to east of the lake perhaps? Alternatively, we could still plant on your southern C and try to crush their city with the combined culture of both of ours. Food for thought.
Looks like we were right assuming tensions between Plako and Scooter:
Their map additionally revealed a bunch of their, REM's, and Plako's cities.
On a final, completely unrelated note, I really hate SA's:
Nothing else happened abroad of note.
Future Plans
I think our foremost priority at this point needs to continue to be overcoming our lackluster start. We do this through relying on our capital and IMP to assist our settling efforts. We don't need to be doing the best, we just need to avoid appearing to be an appetizing target while we wait for dikes to come online. Financial and our research capital should prevent us from running a tech deficit until then, so our shortcomings will be in the Food/MFG department, and military strength as a result. However, what's important here is just to not appear the weakest. It seems that Scooter is going to go after Plako, I suggest we try to remain on good terms with them. Alhazard seems to be in no condition right now to go after anyone, so I don't think we need to worry about that front. This means we still need to convince Mackoti and REM. The former will hopefully go after Al (maybe we split him up together). REM might take some convincing.
So, with this in mind, I propose as the main tenets for our foreign policy:
1. Play for time/cultivate good relationships where we can.
2. Do not appear weak.
3. Set up to devour Al/Do some EI pillaging.
After the next two turns, we only have two land border cities left to settle (Far west with REM, east with Al).
I think these need to be priorities simply because they may not always be available. After that, let's grab every single island we can. We aditionally want as much coast in our culture as we can get for future dike craziness. With that in mind, I envision our settling taking place in two more waves:
1. East and West border cities/island land grab
2. Backfill everything
Top of my head settling priority list:
1. Western Border City (Most likely to be settled by REM if we don't)
2. Eastern border City (Port to build Galley in for...)
3. Northeastern Gold City (Mack has a port already, need to get going on this fast)
4. Northeastern Silver City (Ditto)
5. Southeast copper island (Boat from Ismus city we're settling soon)
6. Northern Gold City (Boat from Mack border city)
7. Northern Silver City (Ditto)
We need to discuss if we think we can beat Mack to the northeastern island. I think we should still settle the eastern border city really soon regardless. Maybe we can boat them away later even if he gets them first. I hold that the copper islands can translate well into early game naval strength if we play it right, but we really would need Cuirs to do things off of boats.
After we grab as many islands as we can, we return to our subcontinent and fill in the gaps to the north and south.
I expect some people's expansion will be slowing down soon, so we may have more time than I think.
We should set somewhere up for a scientist to get an academy in Plains Cow. Also, do we want to sit on our 1 man GA for awhile? Or hit it as soon as we can? I lean towards the former.
We need a to finish libraries in some of our core cities (KND, JOA, RD) and after that, we need a round of courthouses. We also need stone city in some time frame to get Oxford going, but we can hold off on this until we have six cities large enough to build them in a decent time frame. We also need workers for island cities, and longbows to defend island cities.
With this in mind, here is my general idea for what to do with each city in the short term:
PC - Bank -> Settlers
DR - Longbows, workers, start a whipping cycle on
KND - Regrow on library, courthouse, whip another settler
JOA - Regrow on library, courthouse, whip another settler
RD - Regrow on library, courthouse, whip another settler
No Copper - Work Boat, Worker, ???
Orphaned Seafood - Work boat, Worker, Longbows
Western Border City - Work boat, Galley
Mack Border City - Galley, Worker
I think we continue to cottage every riverside we can for now, but other than the capital, let's try and hold off on cottaging non-riverside grassland for now, as we'll likely want to do workshops on those. As far as city specialization goes:
Plains Cow - BC capital
Dry Rice - Shitty unit pump
Krill Next Door - Cottage/Specialist Hybrid?
Jungle All Over - Cottage/Specialist Hybrid?
Desert River - Future Naval Pump, interim whipping city, somewhat cottaged. I really think we just want to grow this city to size 5/6 and put it on a whipping cycle.
No Copper - Naval Pump
Orphaned Seafood - Cottages, interim military pump
I struggle with what to do with JAO and KND. They both have massive food bonuses, but both also have lots of riverside land. Realistically though, we should probably denote one (KND?) as a dedicated GP city. Then again, I think our ismus city to the south might be better for that, with a good food bonus and no riverside grassland that makes me want to cottage it. I think for the time being, growing riverside cottages in these cities and whipping them for settlers is fine though. Maybe our future border city with REM (3 food bonuses) should be our GP city? Our northwest lake backfill would also be a decent spot.
As important as bulbing is in this game though, it would probably be a good idea to identify which one will serve the cause soon.
Anyway, I'll leave it at that for now.