The detail about scouts not being able to pillage traders... I dunno, I'm still not sure about that. This was the picture in question:
Are we absolutely sure that pillaging was unavailable? It looks as though there might be more commands under the arrow on the left side of the interface. Maybe Alhambram was correct and it's just not possible for scouts to pillage trade routes, Civ6 certainly has enogh weird little quirks that it wouldn't surprise me. Perhaps we'll have a chance to test this further in this game at some point. Anyway, new turn:
This was a pretty quiet turn for my civ. Cornflakes moved the Kongo warrior back two tiles in a defensive manner off in the southeast. I kept exploring with my own units, although I decided to have the archer stand in place to heal in case the Kongo unit moves aggressively forward. There's some pretty good land in the area, albeit not as good as what we've settled elsewhere. Venezia finished its first galley this turn and I'll move it southeast for the time being. I'd like to find out if that area with the truffles and chocolate resources is an island or part of the mainland. The second galley out of Venezia will head southwest instead of southeast to investigate the other peninsula in that direction.
A few words about upcoming city planning and economic development. Milano grabbed the truffles tile this turn for a nice 3 gold/turn boost in income. Growth and hopefully the city's conversion to our religion should come in 3 turns. I need to get more food in there to help the city grow faster; a trade route to Roma would be really nice when the current trade route ends. The next tile gets picked up at Milano in 9 turns, and we'll have 2/3 odds to get either the rice or the wheat to farm for the Feudalism boost. Crossing my fingers for the rice tile, which would go to 4 food yield and that would be really nice for this spot. Cattle + rice tiles would get this city up to a nice food surplus.
The builder continued moving towards Ostia this turn. It's going to farm the western wheat, then the southern wheat, and then move to Milano to farm whatever resource tile gets picked there next. The second builder out of Roma is going to chop/mine a plains hill tile and then move down to Ostia's rice tile to produce the sixth and final farm. Ostia expands borders in 13 turns, but I think a turn or two will get shaved off that as the city grows. Currently I need 10 more turns of civics research to finish Feudalism (with the boost) so that's lining up rather nicely. I'll probably have to dump a turn or two into Military Training civic, but that's fine. Venezia will finish its second galley in 3 turns with city growth, but I may try to delay it to 4 turns to keep food surplus high and get more production overflow. Most of these cities are on high-food diets at the moment, growing upwards and training builders that won't finish until Serfdom civic is ready.
Roma is producing that second builder right now. It's running ahead of the pace I expected, even while working mostly high food tiles, so I'll have it get another builder halfway done and then swap to city walls when Defensive Tactics + Limes finishes in 4 turns. Build the city walls quickly with the 100% production boost and then overflow chop into the Commercial district. After that, I'll probably look to get out another settler here. I'm planning to go back into Colonization policy and crank out 2-3 settlers after the round of city walls with Limes policy get produced.
Oh, and the Campus district here did not change its science output, still just 1 beaker instead of 2 beakers. Does anyone know why that is? Do get get +1 beaker from two adjacent districts, and +1 beaker from two adjacent jungles, but one jungle and one district don't count together? That's probably the answer even if it makes no sense.
I did offer a Declaration of Friendship to Cornflakes and the Kongo civ. Let's see if he accepts; I would guess that he will, since they have a weak situation and probably should be worrying about the England/Nubia team. One way or the other, we'll have some more information about their intentions.
With this being a slow turn, I thought I'd show the Great Person screen. There are still no Great Person point invested in the Great Admiral, Great Engineer, Great Merchant, or Great Prophet categories right now. In the Great General category, Woden has two Encampments build and he's 18 turns away from the first Great General assuming no changes. Russia is slowly stacking up points towards the Great Writer/Artist/Musician categories with no one else having any points. The only place where there's any kind of race is the Great Scientist field: TheArchduke and Kongo are making 1 point/turn and Rome is making 2 points/turn. While I'm a good distance behind, there's a third Campus finishing in 5 turns at Firenze and I have a decent chance of catching TheArchduke. It would be nice to take this first Great Scientist to grab some of the harder Classical/Medieval boosts (and use the unit as an explorer right now), but it's not a huge deal. I'll probably get the second Great Scientist if I don't get the first.
The big news is in score tracking this turn. EmperorK has gone from 30 points of empire score just three turns ago to 57 points of empire score this turn.
I have him down as going from two cities up to five cities and building another Lavra district, which could be wrong but it's hard to tell. It would certainly be helpful if we met their team and could see how many cities Russia had. The fact that a Lavra district = 6 points and a new city also equals 6 points makes it difficult with nothing but score tracking. If Russia really did go up to five cities, I wonder if Germany built a city and gifted it over to Russia. That could help explain what I'm seeing since Germany still has three cities and only gained the most recent one by capturing a city state. Maybe we'll meet their team and have more information.
Regardless, the main lesson here is that the Russia/Germany team is hot on our heels and we don't have as much of a lead as I had hoped. That's what happens when an individual civ doubles their empire score in three turns. Whatever they're doing, it's working for them.