Turn 89 - 650BC
Yeah, this was a really uninteresting turn. They can't all be edge of your seat excitement.
Probably the most interesting stuff came from our scout in CFC territory. I moved along their road through the hills and forests of southern CivFanatica, winding up at the other end in the city of Lakshmi. This is their seventh and most recent city, size 2 with no infrastructure as yet. The Jewish missionary produced in Terasvin last turn moved here and will probably spread religion for a border expansion. Note that there is a barb city to the immediate south of Lakshmi, only three tiles away from the CFC city. Should we send the scout down there next turn to check that out (moving southeast and seeing what's there before moving again), or should we head off to the northeast to head towards Spanish Apolyton and CFC's last city? Let me know what you think.
CFC chopped a forest last turn with their Fast Workers (the forest two east of Terasvin) which turned into a Jewish Temple at the start of this turn. This looks like their plan to deal with their happiness issues, spread religion and build their cheap Spiritual temples. It's not a bad plan at all, but it's also a weaker option than teching to Calendar and simply connecting more happiness resources. CivFanatics is a very likely candidate to try for the Apostolic Palace, which would synergize well with those temples of theirs. We will have to keep an eye on this and decide if we want to try and block that later. It would be very much like their team to try and win a cheezy AP victory.
Here is the northwest. Our Woodsman axe will finally be healed up enough to go out exploring again next turn (4.3 health now, will be 4.8 health next turn). Axeman Wyn in the extreme west continues to find little on the upper stretches of that river. I would like to move southwest next turn... but this runs the risk of CivPlayers potentially seeing our unit one turn before we plant our stone city. Here's my suggestion: I'll wait to move Wyn until the very end of the turn timer. We know that the German team won't ever end their turn, so why not use this to our advantage. I can move the unit at end of turn, and if CivPlayers can see our unit, no big deal. We'll already have played the following turn and founded stone city before they log into the game. Feels like the best option to me since moving in any other direction other than southwest wouldn't be that useful here.
Settler finished in Horse Feathers boarded the galley with an axeman for protection. They will land next turn and found the stone city on T91. We seemed to have a strong consensus that the stone location was better than suggested alternate locations. We can't see any barbs right now in the southwest, and our Shock axe down there spent the turn healing.
The eastern half of our territory was also very quiet. No barbs in sight, our cities in continued builder mode. Alemanni comes out of resistance next turn, making next turn a good time to rename it if desired. Possible suggestions: Splendid Isolation, Eastern Gem Dealers, Friendly Takeover, and Holiday Surprise. I think I like Eastern Gem Dealers the best, as it fits almost perfectly here. The stone city is already nominated to become Brick By Brick.
The one unit left unmoved at present is the new worker out of Mansa's Muse, Worker L. There was some disagreement over what to do with this worker; the old plan was to move SE and finish the non-river plains cottage. It's not the most useful tile at 1/1/1 though... Let me know what the best plan is for this guy before I end our turn. Keep in mind that we'll be whipping Worker M out of Focal Point next turn, as that should also factor into our worker plans for this area. We are pretty much set on worker actions for all other regions right now.
Here's our overview and tile micro for the turn. Workers in the east finished clearing the jungle on the banana tile at Forbidden Fruit; they will complete the plantation next turn. Workers in the north repositioned towards Horse Feathers, completing 3/4 of a cottage along the way. Workers in the southwest built half of a grassland cottage and will finish it next turn. One other worker is repositioning towards Adventure One to build another grassland cottage there.
Interesting tile stuff... Mansa's Muse is building another 6t worker at 8 -> 10 production/turn (Expasive!) in a food-neutral configuration. Focal Point is working an unimproved plains forest this turn for lack of other tiles before it gets whipped next turn. We can finish that crummy plains cottage if desired, but it's not really that much better. The 1/2 plains forest tile gets the city up to exactly 8 production for the same Expansive bonus again; it's effectively a 1/3 tile in this situation versus the potential 1/1/1 non-river plains cottage. Not worth it, in my opinion.
Four different cities grow next turn (Adventure One, Horse Feathers, Gourmet Menu, and Tree Huggers). HF gives up the iron this turn because it will be one food short of growing if it doesn't. Gourmet Menu picks it up for extra production towards library. Seven Tribes is working a plains cottage over the wheat tile for granary food box purposes (it will run Avoid Growth next turn for the same reason). Seven Tribes will also pop borders next turn, giving us much-needed barb visibility down there.
Since this is such a slow turn, here's a few bonus stats. We have killed 22 barb warriors so far in this game.
Only loss was the initial starting warrior. RIP dude. Units thus far have been 3 warriors, 8 axes, 1 galley, 8 settlers, and 11 workers. That's not quite a farmer's gambit, but it's definitely growth-oriented. We've built 7 granaries, 3 libraries, 9 free obelisks, 1 lighthouse, 1 Stonehenge, and 1 Hindu Shrine. Nice.
Demos continue to show the very big lead in Food and GNP as before. Our values in GNP are as follows:
100% = 178
60% = 158 (break-even)
0% = 129 (still #1)
Not bad. Noteworthy here is that whoever is Rival Best in Production went way up between turns, up from 40 -> 47 production. We were also passed in Soldier count by another team, probably WPC rearming in their ongoing war. CivFr now has a size 10 capital and a size 9 second city, which is playing havoc with the Population stat. While that might sound intimidating, our capital will also be size 10 in just five more turns... although naturally we'll immediately double-whip it for yet another worker at that point, and then stagnate it at the happy cap while working 8 cottages.
Slow turn but we still do have some things up for discussion. Let me know your thoughts.