well Lewwyn is apparently allergic to reporting. but he's playing the turns dutifully so I'll do my part.
First, the hut gave us 31 gold. A little disappointing, but there is plenty of undiscovered terrain in that area that has not likely been visited by another civ, so hopefully we'll find another hut while there are still a few techs left that can be popped (iron working and metal casting are the most expensive ones that can be popped, iirc).
here is what the scout has revealed most recently:
I think, hit the deer, then tundra hill next turn to rope off the northern border here, and then head south towards the stone at the south end of the peninsula. we can't send the scout back to the area south of azza anyway, as we are blocked by a barb city, so we might as well fully explore the eastern region.
I renamed the scout Odysseus for good luck. Our warriors are Gilgamesh, Achilleus, Patroclus, Hector, Agamemnon, and Menelaus .
Achilleus is doing his own scouting:
next turn he should move 1SE. I'm crossing my fingers that there is a seafood in that last patch of fog. that would make a plant on the eastern coast (the grassland) very viable - it would pick up the cow, the wines, AND the gold. it might be too ambitious if there is no seafood, though.
I have no interest in claiming the spot 1W of the wines, we don't need another non-coastal city claiming coastal spots, heh. so maybe 1NW of the wine would be safer, claiming wine and cows and sharing the corn with the Iliad. the gold will be a much later city if we do this, but we will have some chariots nearby to attempt to swipe a settler if azza plants there.
anyway, this will be city #4 (the aenid??), we just have to figure out exactly where to put it.
after exploring this area I hope Achilleus can maneuver his way south of azza, finding some of his other cities and hopefully eventually finding serdoa or discovering some other civs.
we have 2 workers working to quickly improve the Odyssey:
Penelope is completing a road to establish trade routes, while Ishtar finishes the farm.
Once the road is complete, I think penelop should chop the GHF to complete the granary, then work on a mine. this will be a decent production city with 2 mines, allowing the capital to focus more on commerce. since there are no riverside spots, I don't think we should build any cottages here. we can plant another farm lakeside once the borders expand, and more once civil service comes in. and of course workshops, once we have code of laws and metal casting .
originally planned to build a barracks after the granary, but since we are tabling the war plans, why not start a wonder here? we just need to get the mines up quick and we can start either stonehenge or the oracle? we can put the second chop into it. maybe whip the granary for overflow, if we don't complete it before we grow to size 2 (completing it before growth would obviously be better, im just not sure of the micro here).
ah, the motherland:
the chariot completes and we grow to size 5 in 2 turns. we will start another settler and the two workers will finish their chop into it 1 turn later. It may be better not to whip, honestly, we need to get the capital up to size 6 to compete economically, especially as we are in a race for judaism. Plus we are only working 1 of our 3 riverside grassland cottages (the Iliad is working it, not the capital), which is bad. The chops and the level 5 should allows us to complete the settler in 2 or 3 turns without a whip.
Note the iliad switched to a workboat. when completed, it will scout the island to the east, then return in time to camp the fish for the silver city. that will hopefully be city #5, we'll research sailing immediately after monotheism and crank out a galley and settler as quickly as we can. The silver city will have fishies, silver, and a tundra furs, and give us intercontinental routes. Lewwyn is salivating . the island to the east may end up as city #6, with seafood, the potential to share grassland cows with the Aenid, and hopefully even better stuff.
after sailing? probably a quick archery, then either iron working, or writing-math-calender. not sure yet.
demos:
they look bad, but food and GNP should improve very quickly if we don't abuse the whip. if we turn the Odyssey into a MFG spot we may even get close to azza before too long.
First, the hut gave us 31 gold. A little disappointing, but there is plenty of undiscovered terrain in that area that has not likely been visited by another civ, so hopefully we'll find another hut while there are still a few techs left that can be popped (iron working and metal casting are the most expensive ones that can be popped, iirc).
here is what the scout has revealed most recently:
I think, hit the deer, then tundra hill next turn to rope off the northern border here, and then head south towards the stone at the south end of the peninsula. we can't send the scout back to the area south of azza anyway, as we are blocked by a barb city, so we might as well fully explore the eastern region.
I renamed the scout Odysseus for good luck. Our warriors are Gilgamesh, Achilleus, Patroclus, Hector, Agamemnon, and Menelaus .
Achilleus is doing his own scouting:
next turn he should move 1SE. I'm crossing my fingers that there is a seafood in that last patch of fog. that would make a plant on the eastern coast (the grassland) very viable - it would pick up the cow, the wines, AND the gold. it might be too ambitious if there is no seafood, though.
I have no interest in claiming the spot 1W of the wines, we don't need another non-coastal city claiming coastal spots, heh. so maybe 1NW of the wine would be safer, claiming wine and cows and sharing the corn with the Iliad. the gold will be a much later city if we do this, but we will have some chariots nearby to attempt to swipe a settler if azza plants there.
anyway, this will be city #4 (the aenid??), we just have to figure out exactly where to put it.
after exploring this area I hope Achilleus can maneuver his way south of azza, finding some of his other cities and hopefully eventually finding serdoa or discovering some other civs.
we have 2 workers working to quickly improve the Odyssey:
Penelope is completing a road to establish trade routes, while Ishtar finishes the farm.
Once the road is complete, I think penelop should chop the GHF to complete the granary, then work on a mine. this will be a decent production city with 2 mines, allowing the capital to focus more on commerce. since there are no riverside spots, I don't think we should build any cottages here. we can plant another farm lakeside once the borders expand, and more once civil service comes in. and of course workshops, once we have code of laws and metal casting .
originally planned to build a barracks after the granary, but since we are tabling the war plans, why not start a wonder here? we just need to get the mines up quick and we can start either stonehenge or the oracle? we can put the second chop into it. maybe whip the granary for overflow, if we don't complete it before we grow to size 2 (completing it before growth would obviously be better, im just not sure of the micro here).
ah, the motherland:
the chariot completes and we grow to size 5 in 2 turns. we will start another settler and the two workers will finish their chop into it 1 turn later. It may be better not to whip, honestly, we need to get the capital up to size 6 to compete economically, especially as we are in a race for judaism. Plus we are only working 1 of our 3 riverside grassland cottages (the Iliad is working it, not the capital), which is bad. The chops and the level 5 should allows us to complete the settler in 2 or 3 turns without a whip.
Note the iliad switched to a workboat. when completed, it will scout the island to the east, then return in time to camp the fish for the silver city. that will hopefully be city #5, we'll research sailing immediately after monotheism and crank out a galley and settler as quickly as we can. The silver city will have fishies, silver, and a tundra furs, and give us intercontinental routes. Lewwyn is salivating . the island to the east may end up as city #6, with seafood, the potential to share grassland cows with the Aenid, and hopefully even better stuff.
after sailing? probably a quick archery, then either iron working, or writing-math-calender. not sure yet.
demos:
they look bad, but food and GNP should improve very quickly if we don't abuse the whip. if we turn the Odyssey into a MFG spot we may even get close to azza before too long.
Please don't go. The drones need you. They look up to you.