Alright, so I was feeling lazy for a bunch of reasons so instead of a big t150 report you get a t151 report. I will probably in fact split it into pieces - I'll give a run through of the cities now along with a bit of other commentary then later on either this turn or next try and get a mapstitch and some other overview-y type stuff.
So let's take a tour of the empire. I'll give shots of every city and then a few brief words about all of them. I'm also going to pretend that we have a late game here instead of a concession to TBS within 40t, which is by far the most likely outcome.
I should also note, all of these cities are bit smaller than I normally keep them thanks to a few rounds of heavy whipping to put together the army. If all goes according to plan, there will be very little whipping after this.
Valhalla
The capital has pulled a ton of weight this game, as it always does. Early on it fueled growth by building lots of foodhammer units - since then it has mostly built units. I should have snuck a stable in there at some point, because it has built a fair few Knights but time, essence and all that. Thoth went Mercantilism last turn which means I'm getting no foreign TR any longer, which sucks, obviously. Anyway, its a bureaucap, so its importance is increased. I don't really see a scenario in which I'll go with Nationalism or Free Speech long term, so it will probably always be a bureaucap. If I decide to GA 2 and 3 close together, its possible there might be a drafting pit stop, but we'll see.
Eden
The second city has been the primary producer of GPs, generating 3 of the 4 so far and certainly will produce at least one more before hopefully being usurped by a NatEpic city later game. Its days of doing anything else are over, however, and it has been producing a little bit of wealth for a long time. Its possible later game I chunk off some of that food to Shangi-La or Agartha, but unlikely. Might do some workshops later game if I'm able to get a better GP farm together. Might still just do wealth builds, just more of them.
Cockaigne
The 3rd city is the primary hammer producer in the empire and has been pretty much all game. In addition to banging out my only wonder, the MoM, it has by far built more units than any other city, being responsible for many of the empires Axes and Spears in addition to about half the Horse Archers and a fair few Knights. While late game it will be usurped by some workshop paradise, most likely, its still the most likely Heroic Epic city once I have a unit eligible for that. I'm contractually obligated to mention Lewwyn wanted this city and I didn't, I would have split this into two cities. Its certainly worked out well.
Atlantis
Atlantis has been the strongest city in the east, generating lots of income and being able to pump out hammers when configured that way as well. It also generated a GP during the last golden age. As it turns out, double fish is pretty good. It has generated a fair bit of workers/settlers and of late, has pushed military
El Dorado
El Dorado was supposed to be the junction to the killer Moai city but unfortunately it never happened. We just didn't realize how close Oxy was and didn't get there. One of our three/four biggest mistakes this game. Anyway, El Dorado has been pretty solid as a hybrid city, generating a fair bit of commerce and a respectable amount of hammers. It has produced more units than any city outside of Cockaigne, though I expect that will fade as time goes on since it doesn't have the long term potential of some other sites. That gold tile was our first happiness resource and the commerce from it was critical in escaping the pre-Currency economic crash.
Ys
The clams city, as it was oft referred to pre-settling is the Taoist holy city. Beyond that, we sort of split the difference a bit in constructing it - those young hamlets should probably be a workshop and a farm - but nonetheless it produces just enough to be useful. Prior to the mobilization campaign it was the Missionary producer and will probably resume that duty once I feel I can lay off units. Not sure when I can lay off units with TBS just a couple turns from Rifling.
Shangri-La
This was the first great "carve from jungle" project and the decision to prioritize this location and Iron Working with it was one of the big mistakes of the game, IMO. Even though early happies are important and obviously the Gems tile itself is good for commerce, carving from Jungle is so expensive both in terms of beakers and worker turns I think it set us back from Currency which was such a critical economic tech we didn't catch up to the others til too late.
Quivira
Quivira is the other, better gold city. Its location on the TBS front has meant it never quite got the opportunity to grow into full flower and it also has had many other jobs for us. It will produce the next GP, which will most likely be an artist, though it goes without saying a low-odds engineer would be welcome.
Asgard
Asgard is the better of the northeastern holdings, though it was a city we went hardcore commerce when a slightly more hybrid approach might have been superior. Nonetheless, its generated a good bit of gold/science and build a fair few units for the northeastern front. It will continue to build a few cheap defensive units before finding its destiny on permanent wealth builds.
Jotunheim
Jotunheim was suppsoed to be little more than a linking city to Hyberborea (the city we lost to TBS) and points east. You can see the inane tundra cottage we'll never work there as well. Nonetheless, it build a fair few Horse Archers and has since spammed out cheaper defensive units. We'll sneak a forge in here at some point and then it will probably continue to build whatever is the cheapest, useful unit to fend off a future TBS incursion. That probably means a whole lot of siege.
Tartarus
Tartarus was the replacement Moai after the better site was invalidated by Oxy and is proof that a faster Moai is important - once you get that down, the city explodes. You're currently looking at a city that's casually spitting out 24 base commerce and 26 base hammers and still growing. A rarity as well - you don't often see a Moai with no seafood. Four 3/1/2 tiles aren't bad, though and those workshops will be better in 2 turns.
Avalon
Avalon has been hurt by some recent whipping but it was planted more for what it gave the empire than what it does, being planted for the Silk tiles. Other than that, it gives us some units from time to time.
Nysa
Nysa is the linking city between the core and the SW cities that Lewwyn was so focused on claiming. Its okay. Not a lot to say about it beyond that. Its another city whose longterm future probably involves getting the forge done finally and then building wealth.
Camelot
Camelot was planted to reach Elysian Fields and when not impetuously whipped generates a decent amount of production. The fair bits of coast and Peak tiles mean it will never be an All-Star but it serves a purpose.
Elysian Fields
We debated the placement of this city quite a bit. I think given everything that happened, the current spot is superior but if dtay didn't fold, we might have been happier 1 west. Nonetheless, it has been and will continue to be a solid secondary producer. Really need to get that Courthouse down, though.
Agartha
Probably the most useless city in the empire, since Nifelheim might suck harder but this city really just served to make Axis Mundi less of a reach.
Scholomance
There's a reason we called this mediocre wheat before we settled it. It does capture that Wheat, though.
Axis Mundi
The furthest SE of the cities, it makes a pretty solid secondary production city and will probably at a minimum be able to keep its garrison healthy.
Narnia
Another mediocre linking city.
Niflheim
The piece of crap iceball would be worthless if it weren't for IC-TRs. After that Courthouse it will build 2h worth of wealth forever and ever.
Lyonesse
The former Ike is the weaker of the two cities captured from dtay. Its potential to threaten our more key burgs was more central to earmarking it for capture than anything it will itself accomplish.
Shambhala
Shambhala nee Captain Falcon was productive immediately since it came with all those buildings intact. Its not amazing by any means, but so long as it can compete in the cultural battle with Commodore, it will be productive.
That's the tour. More later when I actually play the turn.
So let's take a tour of the empire. I'll give shots of every city and then a few brief words about all of them. I'm also going to pretend that we have a late game here instead of a concession to TBS within 40t, which is by far the most likely outcome.
I should also note, all of these cities are bit smaller than I normally keep them thanks to a few rounds of heavy whipping to put together the army. If all goes according to plan, there will be very little whipping after this.
Valhalla
The capital has pulled a ton of weight this game, as it always does. Early on it fueled growth by building lots of foodhammer units - since then it has mostly built units. I should have snuck a stable in there at some point, because it has built a fair few Knights but time, essence and all that. Thoth went Mercantilism last turn which means I'm getting no foreign TR any longer, which sucks, obviously. Anyway, its a bureaucap, so its importance is increased. I don't really see a scenario in which I'll go with Nationalism or Free Speech long term, so it will probably always be a bureaucap. If I decide to GA 2 and 3 close together, its possible there might be a drafting pit stop, but we'll see.
Eden
The second city has been the primary producer of GPs, generating 3 of the 4 so far and certainly will produce at least one more before hopefully being usurped by a NatEpic city later game. Its days of doing anything else are over, however, and it has been producing a little bit of wealth for a long time. Its possible later game I chunk off some of that food to Shangi-La or Agartha, but unlikely. Might do some workshops later game if I'm able to get a better GP farm together. Might still just do wealth builds, just more of them.
Cockaigne
The 3rd city is the primary hammer producer in the empire and has been pretty much all game. In addition to banging out my only wonder, the MoM, it has by far built more units than any other city, being responsible for many of the empires Axes and Spears in addition to about half the Horse Archers and a fair few Knights. While late game it will be usurped by some workshop paradise, most likely, its still the most likely Heroic Epic city once I have a unit eligible for that. I'm contractually obligated to mention Lewwyn wanted this city and I didn't, I would have split this into two cities. Its certainly worked out well.
Atlantis
Atlantis has been the strongest city in the east, generating lots of income and being able to pump out hammers when configured that way as well. It also generated a GP during the last golden age. As it turns out, double fish is pretty good. It has generated a fair bit of workers/settlers and of late, has pushed military
El Dorado
El Dorado was supposed to be the junction to the killer Moai city but unfortunately it never happened. We just didn't realize how close Oxy was and didn't get there. One of our three/four biggest mistakes this game. Anyway, El Dorado has been pretty solid as a hybrid city, generating a fair bit of commerce and a respectable amount of hammers. It has produced more units than any city outside of Cockaigne, though I expect that will fade as time goes on since it doesn't have the long term potential of some other sites. That gold tile was our first happiness resource and the commerce from it was critical in escaping the pre-Currency economic crash.
Ys
The clams city, as it was oft referred to pre-settling is the Taoist holy city. Beyond that, we sort of split the difference a bit in constructing it - those young hamlets should probably be a workshop and a farm - but nonetheless it produces just enough to be useful. Prior to the mobilization campaign it was the Missionary producer and will probably resume that duty once I feel I can lay off units. Not sure when I can lay off units with TBS just a couple turns from Rifling.
Shangri-La
This was the first great "carve from jungle" project and the decision to prioritize this location and Iron Working with it was one of the big mistakes of the game, IMO. Even though early happies are important and obviously the Gems tile itself is good for commerce, carving from Jungle is so expensive both in terms of beakers and worker turns I think it set us back from Currency which was such a critical economic tech we didn't catch up to the others til too late.
Quivira
Quivira is the other, better gold city. Its location on the TBS front has meant it never quite got the opportunity to grow into full flower and it also has had many other jobs for us. It will produce the next GP, which will most likely be an artist, though it goes without saying a low-odds engineer would be welcome.
Asgard
Asgard is the better of the northeastern holdings, though it was a city we went hardcore commerce when a slightly more hybrid approach might have been superior. Nonetheless, its generated a good bit of gold/science and build a fair few units for the northeastern front. It will continue to build a few cheap defensive units before finding its destiny on permanent wealth builds.
Jotunheim
Jotunheim was suppsoed to be little more than a linking city to Hyberborea (the city we lost to TBS) and points east. You can see the inane tundra cottage we'll never work there as well. Nonetheless, it build a fair few Horse Archers and has since spammed out cheaper defensive units. We'll sneak a forge in here at some point and then it will probably continue to build whatever is the cheapest, useful unit to fend off a future TBS incursion. That probably means a whole lot of siege.
Tartarus
Tartarus was the replacement Moai after the better site was invalidated by Oxy and is proof that a faster Moai is important - once you get that down, the city explodes. You're currently looking at a city that's casually spitting out 24 base commerce and 26 base hammers and still growing. A rarity as well - you don't often see a Moai with no seafood. Four 3/1/2 tiles aren't bad, though and those workshops will be better in 2 turns.
Avalon
Avalon has been hurt by some recent whipping but it was planted more for what it gave the empire than what it does, being planted for the Silk tiles. Other than that, it gives us some units from time to time.
Nysa
Nysa is the linking city between the core and the SW cities that Lewwyn was so focused on claiming. Its okay. Not a lot to say about it beyond that. Its another city whose longterm future probably involves getting the forge done finally and then building wealth.
Camelot
Camelot was planted to reach Elysian Fields and when not impetuously whipped generates a decent amount of production. The fair bits of coast and Peak tiles mean it will never be an All-Star but it serves a purpose.
Elysian Fields
We debated the placement of this city quite a bit. I think given everything that happened, the current spot is superior but if dtay didn't fold, we might have been happier 1 west. Nonetheless, it has been and will continue to be a solid secondary producer. Really need to get that Courthouse down, though.
Agartha
Probably the most useless city in the empire, since Nifelheim might suck harder but this city really just served to make Axis Mundi less of a reach.
Scholomance
There's a reason we called this mediocre wheat before we settled it. It does capture that Wheat, though.
Axis Mundi
The furthest SE of the cities, it makes a pretty solid secondary production city and will probably at a minimum be able to keep its garrison healthy.
Narnia
Another mediocre linking city.
Niflheim
The piece of crap iceball would be worthless if it weren't for IC-TRs. After that Courthouse it will build 2h worth of wealth forever and ever.
Lyonesse
The former Ike is the weaker of the two cities captured from dtay. Its potential to threaten our more key burgs was more central to earmarking it for capture than anything it will itself accomplish.
Shambhala
Shambhala nee Captain Falcon was productive immediately since it came with all those buildings intact. Its not amazing by any means, but so long as it can compete in the cultural battle with Commodore, it will be productive.
That's the tour. More later when I actually play the turn.
I've got some dirt on my shoulder, can you brush it off for me?