Turn 124 - 225AD
Apolyton picked up the circumnavigation bonus, and CivFr completed the Great Library. Otherwise, steady as she sails for now.
We didn't find too much of great interest from our scouts this turn. This was probably the most interesting tidbit. As it turns out, it's not CivFr that's settling aggressively - it's actually Apolyton who's cramming a city right next to established borders. This is going to get awkward in a hurry when Nom expands its borders in a turn or two (CivFr is Creative). As for our scout, we'll continue to head east for the moment and then swing to the north when we run into the other side of that large body of water. We must be approaching the eastern edge, since the western side is only about 8-10 tiles east of this screenshot.
Here's a little bit more of WPC territory after detouring to the gold tile for more information. The city they want us to spread religion into is located two tiles west of this spot; we'll get there next turn. Could not have reached the city and spread religion this turn no matter what we did. WPC has more wines up here that they don't have the technology to use; still no Monarchy tech. Honestly. Their land is actually pretty nice from what I can see, they just had no idea how to use it properly.
I have no idea how relations will ultimately shake out with this team. I could see us keeping them around as a weak vassal state, or I could equally see us devouring them later on for more territory. We'll keep them as friends for now, and keep our options open for the post-German period. A lot will depend on what the other teams choose to do diplomatically.
Here's our Woodsman II axe that successfully managed to scumbag double-move through CivPlayers territory without them ever seeing the unit inside their territory. Thanks to sooooo for doing the actual move at the start of this turn. Next up: trying to head northwest around the big lake to try and find Apolyton borders on the other side.
The event log has the two major events of the turn: Apolyton getting the circumnavigation bonus, and CivFr landing the Great Library. This second event was 100% guaranteed, it was just a matter of time until they finished the wonder. CivFr has cleaned up every marble wonder of the game thus far: Mausoleum, Great Library, Parthenon, and Temple of Artemis. They've made great use of that resource. Their play to hit the top of the tech tree also worked out handsomly, resulting in the Music Great Artist and those various aforementioned wonders. Their size 16 capital will be a sight to see once they finally research Civil Service and pair up Bureaucracy + Academy + Great Library in there. With all that said, however, they've given up any chance at Liberalism by hitting the top of the tree so hard, and with German marble, we should be able to deny them Taj Mahal as well. Hopefully.
Losing the circumnavigation bonus to Apolyton is a shame, but nothing to be done about it. That was a lowish priority, still something we were hoping to get later. They might well have landed it through map trading and a little bit of north-south exploring. The advantage of teching Paper first, I suppose. Not the end of the world.
A couple of things to note in this screenshot. First, we'll be planting city #17 on the indicated tile next turn, planned to be called Frozen Jungle for lack of a more appropriate name. The goal longterm here is to workshop all those jungle tiles and end up with a totally kickass city in the State Property era. In the meantime, I am thinking of farming one more grassland tile (for +6 food) and probably cottaging 2 tiles, letting us run size 4 -> size 2 whip cycles for a bit. Then let the city grow to size 6 for drafting purposes a bit later. Something like that should work out. We'll also be roading through here over to Ditchdigger in the next few turns, which will help to secure the two cities to the west if CivPlayers would ever get aggressive.
Elsewhere, Heroic Epic is down to 3t remaining. Sure would have been easier to build that one with marble, heh. The capital swapping off temple and onto a settler, which we'll take to 98/100 production and complete much later with a one-pop whip. Tree Huggers finished a theatre, and I have set it to a Hindu Monastery. This is a debatable call, so hear my logic. We do need a couple of cities with monasteries since we'll be abandoning Organized Religion later on. Tree Huggers has spent most of its life thus far building OR missionaries, which makes it a good candidate to get a monastery. It also will have a great deal of production later on, when we can workshop a bunch of those grassland tiles, and the city is located very close to our northern border, which is where I expect to send most of our missionaries in the future. Shorter transit times for religion spreads. Feel free to overrule if you will, but I think the logic is sound, and until we get Metal Casting / forges, there is nothing terribly important to build in this city.
This is the eastern side of our territory. With nothing too terribly important going on, I'll highlight our research instead here. At the start of the turn, we are at 735/1080 beakers into Paper tech. We want to get as close to maximum beakers as possible without going over (Price Is Right style) for overflow purposes later. This works out almost perfectly at 40% science for this turn: 269 base beakers becomes 333 beakers after modifiers. 735 + 333 = 1068 beakers, out of the 1080 needed for the tech. That's 98.89% of the total. Not too shabby, if I do say so.
From here, we do the same thing with Philosophy tech (20% science), then run another turn of 0% science on T126, and start going full 100% from Turn 127 to Turn 130. Liberalism at end of turn 130.
Once the deal for German marble goes through, it will be very easy to build the National Epic here in Eastern Dealers. We just need to get the three grassland hill tiles mined. We can then work the pigs, clams, gems, 3 grassland hills, and an Engineer specialist after whipping forge. That's 14 base production, with 250% bonus production from forge + Organized Religion + marble = 14 + 14 + 7 = 35 production/turn. The National Epic costs 250 shields, so it's roughly a 7 turn build, less with more overflow. Should be easy to do. There are two workers heading down here now to get started on those hill mines, and two more workers following in about 4 more turns to help.
For the current turn, the city is working 5 specialists instead of 6 because that's all we need to produce the Great Scientist. It's due in 2t either way. We might as well work the gems tile, the city's best tile, on both turns instead of working an otherwise crummy Scientist specialist. You do not want to be ignoring 1/3/8 tiles.
The Military Advisor gives us a nice little overview of the world map, and also shows off our mighty army. Sad as this is, we are the world #2 in Power right now. Nobody too fearsome out there.
When we actually do start building a military for real, I'm going to feel sorry for some of these other teams. Well, not too sorry.
Overview / tile micro:
I don't have too much to add here. We chopped a granary to completion for French Riviera, on a tile where we'll be chaining irrigation later anyway. The Covenant borrowed the cows from Simple Life to grow a turn earlier. Keep your fingers crossed for that Great Lighthouse build in Gourmet Menu, now only 2 turns away from completion. I will be mighty sad if we miss it now.
Demos in Golden Age mode remain pretty awesome. First or second in every single category other than trade routes, which is going to be the case pretty much always because we're bigger than everyone else.
We should be done now, but I will leave the turn unfinished for at least 12 hours to leave time for comments.