Turn 73 - 1080BC
Another quiet turn for us. The 80 hour turns that the German team continues to force on everyone else are incredibly annoying.
Our axe in the wilderness moved southwest, not finding anything too terribly interesting this turn. I would like to move him southwest and then northwest onto the plains hill, which should reveal the entire area and allow us to make the best decision of where to place a city down here. The local terrain looks pretty nice; I have no doubt get can get a strong city of some kind here.
Note that there is yet another barb warrior incoming in the south. Our axe in Gourmet Menu should be able to handle this one when it gets closer and pick up another point of experience.
Here is the widescreen map showing all our cities and the tile micro. Elsewhere, our heavily damaged warrior moved another two spaces towards the capital, and will swap places with the axe inside next turn. Workers in the north chopped a completed granary into Tree Huggers and finished the cattle pasture, changing it from a 2/1 into a 3/3 tile. (The one downside of both Tree Huggers and Gourmet Menu is their forced reliance on 3 food tiles at size 1. Kind of a shame, but there's nothing we can do about this, and both will become excellent cities after they connect clams/bananas.) The final two workers completed a plains river cottage down by the capital, which gets immediately worked this turn.
Adventure One grabs the deer tile from Mansa's Muse so that it can produce exactly 10 foodhammers; it's sitting at 39/100 foodhammers in the settler, and we'll keep it like this for the next three turns until it can hit 69/100 for maximum possible overflow after whipping. The capital has little production and will overflow into a library, so this is one case where maximizing the overflow really does matter. Mansa's Muse will grow next turn to size 5 and complete a scout for our mission to CivFanatics. It will grow onto a plains river cottage to be completed next turn. Focal Point also grows to size 5 next turn, Horse Feathers is in the middle of its 5t worker at a steady 12 foodhammers/turn, and the last two cities are working their only improved tiles at size 1. Tree Huggers is sitting at 2 culture and +3 culture/turn, and therefore will expand borders to claim the gems in 3t.
Our research continues to hum along nicely; we make 72 base beakers this turn, and 87 beakers after modifiers are added. As best I can tell, none of the teams we know has Iron Working (no extra research modifiers). We'll get it eot 75 after another turn each of 0% and 100% science.
Demos look about the same as before, with our team running second in both Food and GNP, and then average in Production. I'm pretty sure that the top GNP team (Apolyton) is not the team leading in Food, since they only have 4 cities to our 6. No major changes anywhere else. There are still no trade connections between any teams as yet. Hopefully we'll be the first when we finish Sailing.
WPC and German team both continue to run Espionage points against us. Nevertheless, we should have bar graphs on both teams next turn. I'll post the graphs next turn when we can see all three teams. I have all 4 points assigned this turn to WPC to see their graphs, then will probably split 2/2 afterwards to maintain bar graphs on both.
And, uh, that's about it. I already ended turn because there was nothing else for us to do on this turn, every unit already moved. It's pretty easy when the major decisions have been discussed and planned ahead of time. If only a certain other team could act the same way...
Another quiet turn for us. The 80 hour turns that the German team continues to force on everyone else are incredibly annoying.
Our axe in the wilderness moved southwest, not finding anything too terribly interesting this turn. I would like to move him southwest and then northwest onto the plains hill, which should reveal the entire area and allow us to make the best decision of where to place a city down here. The local terrain looks pretty nice; I have no doubt get can get a strong city of some kind here.
Note that there is yet another barb warrior incoming in the south. Our axe in Gourmet Menu should be able to handle this one when it gets closer and pick up another point of experience.
Here is the widescreen map showing all our cities and the tile micro. Elsewhere, our heavily damaged warrior moved another two spaces towards the capital, and will swap places with the axe inside next turn. Workers in the north chopped a completed granary into Tree Huggers and finished the cattle pasture, changing it from a 2/1 into a 3/3 tile. (The one downside of both Tree Huggers and Gourmet Menu is their forced reliance on 3 food tiles at size 1. Kind of a shame, but there's nothing we can do about this, and both will become excellent cities after they connect clams/bananas.) The final two workers completed a plains river cottage down by the capital, which gets immediately worked this turn.
Adventure One grabs the deer tile from Mansa's Muse so that it can produce exactly 10 foodhammers; it's sitting at 39/100 foodhammers in the settler, and we'll keep it like this for the next three turns until it can hit 69/100 for maximum possible overflow after whipping. The capital has little production and will overflow into a library, so this is one case where maximizing the overflow really does matter. Mansa's Muse will grow next turn to size 5 and complete a scout for our mission to CivFanatics. It will grow onto a plains river cottage to be completed next turn. Focal Point also grows to size 5 next turn, Horse Feathers is in the middle of its 5t worker at a steady 12 foodhammers/turn, and the last two cities are working their only improved tiles at size 1. Tree Huggers is sitting at 2 culture and +3 culture/turn, and therefore will expand borders to claim the gems in 3t.
Our research continues to hum along nicely; we make 72 base beakers this turn, and 87 beakers after modifiers are added. As best I can tell, none of the teams we know has Iron Working (no extra research modifiers). We'll get it eot 75 after another turn each of 0% and 100% science.
Demos look about the same as before, with our team running second in both Food and GNP, and then average in Production. I'm pretty sure that the top GNP team (Apolyton) is not the team leading in Food, since they only have 4 cities to our 6. No major changes anywhere else. There are still no trade connections between any teams as yet. Hopefully we'll be the first when we finish Sailing.
WPC and German team both continue to run Espionage points against us. Nevertheless, we should have bar graphs on both teams next turn. I'll post the graphs next turn when we can see all three teams. I have all 4 points assigned this turn to WPC to see their graphs, then will probably split 2/2 afterwards to maintain bar graphs on both.
And, uh, that's about it. I already ended turn because there was nothing else for us to do on this turn, every unit already moved. It's pretty easy when the major decisions have been discussed and planned ahead of time. If only a certain other team could act the same way...