Turn 100 - 375BC
Most everything this turn looks pretty good - except that our war chariot still lost the 50/50 battle and died.
I'll start with the far eastern scout as usual. I wasn't going to post a picture of this routine scout movement, at least until I noticed what UniversCiv was doing with their worker. They are farm-chopping a non-river plains tile... uh, ok?
I guess that they really wanted that 2/1/0 tile yield for some reason, enough to spend 8 worker turns on it. Very strange.
This picture also shows one of the other big developments for the turn: CFC finished the road to our territory, and we now have a trade connection to their team and also to UniversCiv. Kudos to our team members for the excellent detective work, I think kjn predicted ahead of time that a connection to CivFanatics would connect to UniversCiv as well. Now we'll get the CFC trade routes automatically starting next turn, as trade routes are calculated at the beginning of each turn and they haven't gone through just yet. When I saw the connection to UniversCiv, I went ahead and requested Open Borders with them in-game, sending them a basic message that said something like "we have a trade connection, how about we sign Open Borders for trade route income?" I think they'll probably accept (they have not logged into the game yet), since we're extremely far away and they seemed pretty friendly from their first message. If UniversCiv would sign OB, then we have absolutely no need for CivPlayers trade route income. Suck on it, jerks.
In the nothwest, we found pretty much nothing. (The barb axe did not go for our Woodsman II axe and continued wandering eastward. I figured that was fine, the barb axe can go bother the German team.) Anyway, we did spot another spice and a grassland cow, but certainly nowhere near the ivory resource. If we want that ivory, it's probably going to have to be a resourceless, thoroughly crappy city until much later in the game. We can discuss this further, but I'm going to set up a separate post in the dot mapping thread for us to cover "where do we settle next?" in more detail.
Here's the sad new from the turn, as our war chariot proved unable to win its coinflip battle with the barb axe. The combat log had to twist the knife further by having Ruff's Riders rally from near-death to come within one hit of victory... and then still fall short. Sigh.
Fortunately, there's a barb warrior incoming towards Seven Tribes which should give us experience point #10 and a guaranteed Heroic Epic. I expect that we'll be researching Literature in about 25-30 turns, and hopefully can get the HE up shortly thereafter.
The second piece of good news this turn came at Adventure One, where we (finally) received a free spread of Hinduism into the capital. This basically saves us the cost of one missionary; we might want to build a war chariot (to replace the one that died) in Tree Huggers instead of a missionary now. I'll leave that up to the team's call. Plenty of cities could still use a religion spread, including Gourmet Menu, which doesn't really want to whip any buildings until it can make use of that Oganized Religion bonus.
In the south, there's a barb spearman incoming near Focal Point. There's an axe inside the city that should be able to stop it from causing any trouble, and if the barb shifts towards the capital, the axe in Gourmet Menu can shuffle over and whack it. I don't anticipate a problem. The axe and war chariot at Starfall are both recovering from their battles last turn. We were a retreat at 2% odds away from having BOTH war chariots die, sheesh.
Here is the northeast with the new CivFanatics road connection clearly visible. For scooter and our diplo team: this seems like a perfect opportunity to dial up CFC and request an NAP extension. I would suggest writing something along the lines of "thank you so much for building the road to our civ, this seems like a great time to extend our peaceful intentions for another 20-30 turns etc etc". Let's try to lock them up before they can concoct anything with CivPlayers, who they will meet next turn.
Overview / tile micro:
We actually changed a lot of stuff around this turn as a result of coming out of Anarchy. With Organized Religion in hand, we can finally start emphasizing production on some of these wonders. Focal Point picked up three mine tiles, for example, and along with the pigs + copper + one plains cottage, it is food neutral and producing 17 base / 21 modified production/turn. Mausoleum is due there at eot 107 with a lot of chops and a whipped worker overflow. This caused a shuffling of tiles in the area around Focal Point, with Mansa's Muse taking a grassland cottage and borrowing the corn to grow to size 6. We have this one turn where we don't work a grassland cottage (S of Mansa), but the city will grab it upon growth next turn.
Elsewhere, our former Wealth builds have been turned into three missionaries and a worker build at Gourmet Menu. The missionaries at Horse Feathers and Forbidden Fruit are very much needed for Seven Tribes and The Covenant respectively - they are not really up for discussion. The missionary at Tree Huggers could definitely be turned into a war chariot, and that's a discussion worth having. What do you guys think? The Gourmet Menu worker gives us a good excuse to work a bunch of plains tiles at no "penalty" while Seven Tribes borrows the floodplains tiles to grow quickly, for use in our Hanging Gardens operations. I think that's the most efficient way to use the tiles down there in the southwest. By the way, Hanging Gardens due eot 104. Getting pretty close there. We're looking more and more likely to get Great Wall as well, or at the very least a nice sum of failgold.
Worker micro note: I left the worker northeast of Horse Feathers (Worker J) unmoved for this turn so far. The notes have this guy move to the forest west of the silks and chopping it, but my understand was that we were saving this forest for a granary chop for a future city two west of the jungle rice. We might want to send this worker somewhere else as a result. We could road southeast of the rice towards that future city, or mine one of the hills around the capital, or go somewhere else entirely. Thoughts?
Swapping all those cities off of Wealth and changing into the High upkeep Organized Religion civic definitely did cut into our economy. We went from running break-even on research at about 55% to break-even at about 45%. Having a Shrine that contributes 7 gold/turn is definitely helping out, as we'd be losing money at 40% research otherwise. This map is rough on expansion. Anyway, that will get better as our cities grow (we have four cities at size 1 right now contributing relatively little) and when our trade routes connect next turn. We're currently getting 11 international trade routes; that will go up to the full 24 if UniversCiv accepts our Open Borders offer. Thirteen extra commerce/turn will help a lot.
Research sits at 0% on Code of Laws until we get a better answer from CivPlayers.
These are the Demographics after I whipped Eastern Dealers and after CFC captured their barb city for their 9th overall city. We've essentially traded some GNP for Production in these numbers; we were still at almost 200 GNP when running break-even research. But we'll probably be a bit slower at research for the moment with our 12 cities compared to the 8 cities of Apolyton and CivFr with their Academy capitals. Obviously being ahead so many cities and so much Food is worth somewhat slower research (at least until we get our own Bureacademy capital).
And here are our expenses showing where all that money was going. This is a pretty solid map for Organized, although the lighthouse bonus is essentially wasted.
I think that's it for now; I'll put up some more elaborate Turn 100 stuff sometime tomorrow.