Turn 68 - 1280BC
Lots of work to do, lots of decisions to make.
Here's the north and the event logger. The expansion of borders at Horse Feathers gives us pretty good visibility of potential incoming barbarians up there. Since we want to make sure to defog the area around the gems city, I've got our warrior moving to the northeast for now. The long term plan to use this unit as military police inside Horse Feathers. Our spear will head west next turn onto the jungle hill tile, and continuing moving towards the gems site. It will be the military unit on guard duty at least initially, with plans to get an accompanying axeman down the road. That city is scheduled to go up on T71, not far away at all.
The event logger contains record of our 61 failgold from the Oracle's fall, as well as a Great Scientist. That is almost certainly Apolyton at work, laying claim to their early Academy. They have been impressive thus far in this game, along with CivPlayers. I definitely see them as our two biggest rivals, with CivFr possibly also in the mix. The other teams have been thoroughly unimpressive to me so far. (Good news: we are surrounded by weakish teams!)
Forestry operations at Mansa's Muse:
Congratulations on your new Oracle settler! Well, better than chopping and losing a coin flip... This settler will need two turns in transit, and then found the gems city on T71, as mentioned above.
Here's what our cities look like at the moment. We have some unit micro to figure out. In particular, we need to get all these axes lined up for military police and barb defense purposes. Let me give you my suggestions, and we can figure things out from there.
* Axe inside Focal Point killed the barbarian on the copper, taking one hit in the process and grabbing a second experience point. Because we moved on a roaded tile, I was able to move him back inside the city for faster healing. I have not promoted this unit. This axe probably stays inside Focal Point to defend the city.
* Axe on the floodplains cottage is at 4.7 health and has 1 XP. My initial thought was to stay in place and heal, then whack the incoming barbarian warrior next turn, but we are going to need some kind of unit in Horse Feathers to keep it from becoming unhappy. As such, I think we should move northwest this turn, then move into HF over the next two turns. That will also mean we don't need to worry about invasion in the northwest.
* This would then mean that the new axe in Mansa's Muse moves southwest-southwest this turn, so that it could kill the incoming barb warrior next turn. This unit would then become the defender of clams city. One possible issue: this axe would not be in place to defend clam city right when it was founded. If we would see a barb unit, we could then move the floodplains axe listed above to defend it. (This is why the floodplains axe moves northWEST and not northEAST this turn, to be able to cover clams settler if needed.)
* The new axe to be completed next turn in Focal Point would then be free to head out and explore the south, or at least be free after this current wave of barb warriors are all dead. That would be my preference, so that we could finally see if there are horses nearby down there. This unit is essentially free to move and put out any crisis fires that might pop up in the next turn or two.
What do you guys think? Any superior suggestions that I'm not seeing?
Our Demographics are not terribly impressive at the moment. Keep in mind that we did whip 7 pop points in the past couple of turns, and none of that pop has grown back yet. We have granaries in place, and much of that whipped pop was invested into two settlers and two workers. Things will look smoother when we jump from 4 to 6 cities in rapid fashion. But for right now, I do not like seeing us behind that much in the Food category, even for one turn.
Iron Working looks like it will take us about 6t to research, even with our Oracle failgold. Techs are EXPENSIVE on this map, even something like Iron Working. We desperately need more happiness as well; those gems can't be completed soon enough. I definitely think that we may want to revist the topic of Monotheism / Monarchy versus Sailing / Calendar as a team. We can only pursue one of these paths next. We are not going to be getting a free Golden Age any time soon for civics changes. What do we want to do next after getting Iron Working for our gems connection? (If we can defog a trade route along that river, and if we see a genuine island with our exploring work boat, then Sailing / Calendar is probably still superior as a path. Still, it's worth discussing this as a team.)
Over to everyone else. I have not moved any of our axes so far this turn (aside from killing the one on our copper) and I have not ended turn.
Lots of work to do, lots of decisions to make.
Here's the north and the event logger. The expansion of borders at Horse Feathers gives us pretty good visibility of potential incoming barbarians up there. Since we want to make sure to defog the area around the gems city, I've got our warrior moving to the northeast for now. The long term plan to use this unit as military police inside Horse Feathers. Our spear will head west next turn onto the jungle hill tile, and continuing moving towards the gems site. It will be the military unit on guard duty at least initially, with plans to get an accompanying axeman down the road. That city is scheduled to go up on T71, not far away at all.
The event logger contains record of our 61 failgold from the Oracle's fall, as well as a Great Scientist. That is almost certainly Apolyton at work, laying claim to their early Academy. They have been impressive thus far in this game, along with CivPlayers. I definitely see them as our two biggest rivals, with CivFr possibly also in the mix. The other teams have been thoroughly unimpressive to me so far. (Good news: we are surrounded by weakish teams!)
Forestry operations at Mansa's Muse:
Congratulations on your new Oracle settler! Well, better than chopping and losing a coin flip... This settler will need two turns in transit, and then found the gems city on T71, as mentioned above.
Here's what our cities look like at the moment. We have some unit micro to figure out. In particular, we need to get all these axes lined up for military police and barb defense purposes. Let me give you my suggestions, and we can figure things out from there.
* Axe inside Focal Point killed the barbarian on the copper, taking one hit in the process and grabbing a second experience point. Because we moved on a roaded tile, I was able to move him back inside the city for faster healing. I have not promoted this unit. This axe probably stays inside Focal Point to defend the city.
* Axe on the floodplains cottage is at 4.7 health and has 1 XP. My initial thought was to stay in place and heal, then whack the incoming barbarian warrior next turn, but we are going to need some kind of unit in Horse Feathers to keep it from becoming unhappy. As such, I think we should move northwest this turn, then move into HF over the next two turns. That will also mean we don't need to worry about invasion in the northwest.
* This would then mean that the new axe in Mansa's Muse moves southwest-southwest this turn, so that it could kill the incoming barb warrior next turn. This unit would then become the defender of clams city. One possible issue: this axe would not be in place to defend clam city right when it was founded. If we would see a barb unit, we could then move the floodplains axe listed above to defend it. (This is why the floodplains axe moves northWEST and not northEAST this turn, to be able to cover clams settler if needed.)
* The new axe to be completed next turn in Focal Point would then be free to head out and explore the south, or at least be free after this current wave of barb warriors are all dead. That would be my preference, so that we could finally see if there are horses nearby down there. This unit is essentially free to move and put out any crisis fires that might pop up in the next turn or two.
What do you guys think? Any superior suggestions that I'm not seeing?
Our Demographics are not terribly impressive at the moment. Keep in mind that we did whip 7 pop points in the past couple of turns, and none of that pop has grown back yet. We have granaries in place, and much of that whipped pop was invested into two settlers and two workers. Things will look smoother when we jump from 4 to 6 cities in rapid fashion. But for right now, I do not like seeing us behind that much in the Food category, even for one turn.
Iron Working looks like it will take us about 6t to research, even with our Oracle failgold. Techs are EXPENSIVE on this map, even something like Iron Working. We desperately need more happiness as well; those gems can't be completed soon enough. I definitely think that we may want to revist the topic of Monotheism / Monarchy versus Sailing / Calendar as a team. We can only pursue one of these paths next. We are not going to be getting a free Golden Age any time soon for civics changes. What do we want to do next after getting Iron Working for our gems connection? (If we can defog a trade route along that river, and if we see a genuine island with our exploring work boat, then Sailing / Calendar is probably still superior as a path. Still, it's worth discussing this as a team.)
Over to everyone else. I have not moved any of our axes so far this turn (aside from killing the one on our copper) and I have not ended turn.