Turn 47 - 2120BC
So we had the question of where to move our scouting warrior in the southeast. There wasn't a strong team consensus on this. I considered T-Hawk's suggestion to check out the coast for seafood, but ultimately I wanted to get our warrior back towards our territory, so that we can send another warrior off to the northwest to go scope out the fish area. I also couldn't help but remember the last time I moved a scouting warrior onto flat ground, which turned a unit into lion meat. In the end, I went southwest onto the hill:
Well, there's another lion. It's unclear how far the land extends down to the south; this being a Toroidal map, there's probably someone else down there if we go far enough. For the moment, nothing else too terribly useful spotted.
We have a promotion unused, and I suggest taking Combat I. No screwing around here, we don't want any mistakes. With a hill bonus, C1, and the slight bonus we get against barb animals, we should be huge favorites to survive. I have not promoted or ended turn to allow for team discussion. Assuming the unit lives, I plan to move northwest along the ridge of hills and return to our territory, so another warrior can go scout the fish.
We settled a city this turn:
There were few comments on city name, and I went with my suggestion of Focal Point. This lets us use easy two-letter abbreviations for each city: AO, MM, and FP. Useful to save time.
Workers A and C moved to the copper resource and mined it. Worker B put another turn into the forest chop, which is now 1t from completion and will be cashed in shortly. Focal Point is working the copper resource as listed in the micro plan; I believe that someone said that it can work the grassland forest instead and still finish the granary on time. Someone please confirm this before I make the tile swap.
We are running 0% science this turn, since we'll run out of funds otherwise. Focal Point took us from -3gpt at max rate to -8gpt. Cities are very expensive on this map. Polytheism due in 3t after we resume research, on T51. We will found Hinduism if no one discovers it in the next few turns (religion still unclaimed).
Here is Adventure One working the corn and all of the cottage tiles. Our micro plan calls for a 10t settler here, followed by a worker double-whip and then regrowth onto granary. Make your alternate suggestions now or forever hold your peace!
Mansa's Muse has picked up the deer tile, so that with deer + corn it will grow in 2t (and fill up its new granary in the process). Focal Point, as stated before, it currently on unimproved copper, pending confirmation that we can work grassland forest this turn.
Start of turn Demographics. We are surprisingly competitive despite 0% science, working a whole bunch of 2/0 and 1/1 cottage tiles, and not using the gold resource while growing to size 3 at MM. I'll take it. We need 2t more, at which time we'll pick up the gold again and an improved copper resource. Should look pretty nice about then.
Elsewhere, we were the fifth team to plant a third city, right in the middle of the pack. Expect CivFanatics to add their own third city very soon. We have tied Apolyton for the lead in total pop once again at nine pop. On this turn, We Play Civ and German team both gained 1 pop, and CivFr gained 2 pop. That's all I see so far, at least at the start of the turn.
So we had the question of where to move our scouting warrior in the southeast. There wasn't a strong team consensus on this. I considered T-Hawk's suggestion to check out the coast for seafood, but ultimately I wanted to get our warrior back towards our territory, so that we can send another warrior off to the northwest to go scope out the fish area. I also couldn't help but remember the last time I moved a scouting warrior onto flat ground, which turned a unit into lion meat. In the end, I went southwest onto the hill:
Well, there's another lion. It's unclear how far the land extends down to the south; this being a Toroidal map, there's probably someone else down there if we go far enough. For the moment, nothing else too terribly useful spotted.
We have a promotion unused, and I suggest taking Combat I. No screwing around here, we don't want any mistakes. With a hill bonus, C1, and the slight bonus we get against barb animals, we should be huge favorites to survive. I have not promoted or ended turn to allow for team discussion. Assuming the unit lives, I plan to move northwest along the ridge of hills and return to our territory, so another warrior can go scout the fish.
We settled a city this turn:
There were few comments on city name, and I went with my suggestion of Focal Point. This lets us use easy two-letter abbreviations for each city: AO, MM, and FP. Useful to save time.
Workers A and C moved to the copper resource and mined it. Worker B put another turn into the forest chop, which is now 1t from completion and will be cashed in shortly. Focal Point is working the copper resource as listed in the micro plan; I believe that someone said that it can work the grassland forest instead and still finish the granary on time. Someone please confirm this before I make the tile swap.
We are running 0% science this turn, since we'll run out of funds otherwise. Focal Point took us from -3gpt at max rate to -8gpt. Cities are very expensive on this map. Polytheism due in 3t after we resume research, on T51. We will found Hinduism if no one discovers it in the next few turns (religion still unclaimed).
Here is Adventure One working the corn and all of the cottage tiles. Our micro plan calls for a 10t settler here, followed by a worker double-whip and then regrowth onto granary. Make your alternate suggestions now or forever hold your peace!
Mansa's Muse has picked up the deer tile, so that with deer + corn it will grow in 2t (and fill up its new granary in the process). Focal Point, as stated before, it currently on unimproved copper, pending confirmation that we can work grassland forest this turn.
Start of turn Demographics. We are surprisingly competitive despite 0% science, working a whole bunch of 2/0 and 1/1 cottage tiles, and not using the gold resource while growing to size 3 at MM. I'll take it. We need 2t more, at which time we'll pick up the gold again and an improved copper resource. Should look pretty nice about then.
Elsewhere, we were the fifth team to plant a third city, right in the middle of the pack. Expect CivFanatics to add their own third city very soon. We have tied Apolyton for the lead in total pop once again at nine pop. On this turn, We Play Civ and German team both gained 1 pop, and CivFr gained 2 pop. That's all I see so far, at least at the start of the turn.