Big Update Time (With Pictures!):
From the front: Azza's last keshik, instead of fleeing as predicted, attacked and lost against my spearman at 32% odds. Azza seems to take a lot of low-odds battles; I'll have to remember that in case I fight him again. Meanwhile, Azza sued for peace; I sent back a counter-proposal requiring his 32 gold. From the diplomacy screen, it appears Azza just settled two more cities, bringing his count equal to mine.
At home: Legoland just finished an archer, timed to coincide exactly with its growth, and has started on the settler that unit will escort. Pirates finished its archer and grew at the end of the turn, and will start its settler next turn. (I chose to produce archers in this case because the costs allowed me to sync up the builds and growth exactly and start on the settlers sooner.) My workers are in two loose clumps, one improving my newest city in the south and the other working on the cities in the north, especially the northwestern one which I couldn't fully improve up to now due to Azza's keshiks (I renamed this city "Wild West," another Lego product line, in honour of the conflict). The northern cities (Aquanauts, Hydranauts, and Wild West) are continuing the plan of growing onto commerce tiles while building infrastructure. One thing I would appreciate advice on is whether or not I should whip these cities' libraries, since the overall goal is to create commerce/research through growth. After finishing its settler, Pirates may switch over to this role as well, since it has all those coast tiles to grow onto, and leave Legoland to continue producing settlers. I suppose Pirates could grow and produce the escorts while Legoland puts out the settlers. (As a side note, I don't think Legoland is that strong of a commerce location, meaning unless I move the capital, Bureaucracy loses a lot of its appeal. I will have to ponder the implications of this.)
Now for some pictures. First, an overview shot from before I ended the turn:
You can see my projected city locations marked with signs. They are more conservative than they were up to now, because I realized putting them in theoretically better locations further out would make them difficult to defend and more difficult to afford. Better to have more good cities I can afford than a few great cities I can't, and can't hold on to.
Now for each of my existing cities:
Can anyone think of a fitting Lego product line name for Machu Picchu?
Oh, here's an image of the projected settlement area to the south. You can see what I mean about better locations further south, but those are I think too far away. These ones will stretch my finances to the limit as it is:
Now for the F-tabs, starting with the demographics screens:
I won't bother with the culture or espionage screens. You can see how alarming Serdoa's graphs are, and how behind I am. That spike in GNP I had earlier looked rather impressive at the time (since the graph scaled to it rather than Serdoa's current spike), but it ended when I whipped away so much population at the start of the war with Azza (in retrospect, I obviously didn't need to whip so much, but I didn't know how many keshiks Azza had coming, and I didn't want to take any chances).
Here you can see the wonders that have been built:
I highlighted the Great Lighthouse; that probably goes a long way to explaining how Serdoa's affording all these cities and putting out monstrous research (at least no one's opened borders with him yet). Note that he also just built the Hanging Gardens to add fuel to the fire of his massive empire, and how his Oracle grab will probably guarantee him the Colossus as well for even more economic viability in all those coastal cities he doubtless has. I wonder if I could chop out the Mausoleum of Mausolus to at least have some method of attempting to catch up (of course, Serdoa and/or Old Harry may be on Calendar already, though I expect Serdoa will have gone for Code of Laws instead).
Civics:
I'm running Hereditary Rule and Slavery, and can switch into Organized Religion at any time (I don't have enough Jewish cities for it to be useful yet, and the leap in upkeep costs is substantial).
Military:
I highlighted the workers just so you can see where they are now, but you can see my overall strength as well (not enough to attack, not that it would be economically viable anyway, but enough to defend with until Serdoa or Old Harry hits me with Medieval units).
Finances:
Not much to say here; obviously I break even around 40%. Unfortunately, the gains I'm planning to make in this area will probably be counterbalanced in the short-term by the new cities I'm planning on settling. Hopefully I can limp along to Currency and turn things around ...
Actually it looks like I forgot to take the tech screen. Oh well, I described where I'm at in that big post a couple days ago; just a few turns till Mathematics comes in, then as many as a dozen more for Currency (ouch ...). If Azza gives me that gold I asked for, that'll help. These next two cities are going to cost a lot ...
Here's an overview of all the cities in case it helps with the "big picture." You can see how much happiness and health I have to grow into:
Finally, an overview shot of the former warzone and bustling northern area of the empire, to accompany the shot of the southern settlement area above:
This was taken after I ended the turn; you can see Judaism happily spread to my newest city naturally (it spread to Legoland naturally a few turns ago as well). One final note about religions - Confucianism hasn't been founded yet, which means Serdoa (nor Old Harry) has gotten to Code of Laws yet for courthouses. That'll probably be soon, but the longer it takes, the better; the more breathing room I have to catch up before he gets his next round of economic infrastructure up, the better.
Anyway, that was a big update. Any questions? Comments? Helpful advice from anyone who's unspoiled?
Have a good weekend, everyone.
THH
From the front: Azza's last keshik, instead of fleeing as predicted, attacked and lost against my spearman at 32% odds. Azza seems to take a lot of low-odds battles; I'll have to remember that in case I fight him again. Meanwhile, Azza sued for peace; I sent back a counter-proposal requiring his 32 gold. From the diplomacy screen, it appears Azza just settled two more cities, bringing his count equal to mine.
At home: Legoland just finished an archer, timed to coincide exactly with its growth, and has started on the settler that unit will escort. Pirates finished its archer and grew at the end of the turn, and will start its settler next turn. (I chose to produce archers in this case because the costs allowed me to sync up the builds and growth exactly and start on the settlers sooner.) My workers are in two loose clumps, one improving my newest city in the south and the other working on the cities in the north, especially the northwestern one which I couldn't fully improve up to now due to Azza's keshiks (I renamed this city "Wild West," another Lego product line, in honour of the conflict). The northern cities (Aquanauts, Hydranauts, and Wild West) are continuing the plan of growing onto commerce tiles while building infrastructure. One thing I would appreciate advice on is whether or not I should whip these cities' libraries, since the overall goal is to create commerce/research through growth. After finishing its settler, Pirates may switch over to this role as well, since it has all those coast tiles to grow onto, and leave Legoland to continue producing settlers. I suppose Pirates could grow and produce the escorts while Legoland puts out the settlers. (As a side note, I don't think Legoland is that strong of a commerce location, meaning unless I move the capital, Bureaucracy loses a lot of its appeal. I will have to ponder the implications of this.)
Now for some pictures. First, an overview shot from before I ended the turn:
You can see my projected city locations marked with signs. They are more conservative than they were up to now, because I realized putting them in theoretically better locations further out would make them difficult to defend and more difficult to afford. Better to have more good cities I can afford than a few great cities I can't, and can't hold on to.
Now for each of my existing cities:
Can anyone think of a fitting Lego product line name for Machu Picchu?
Oh, here's an image of the projected settlement area to the south. You can see what I mean about better locations further south, but those are I think too far away. These ones will stretch my finances to the limit as it is:
Now for the F-tabs, starting with the demographics screens:
I won't bother with the culture or espionage screens. You can see how alarming Serdoa's graphs are, and how behind I am. That spike in GNP I had earlier looked rather impressive at the time (since the graph scaled to it rather than Serdoa's current spike), but it ended when I whipped away so much population at the start of the war with Azza (in retrospect, I obviously didn't need to whip so much, but I didn't know how many keshiks Azza had coming, and I didn't want to take any chances).
Here you can see the wonders that have been built:
I highlighted the Great Lighthouse; that probably goes a long way to explaining how Serdoa's affording all these cities and putting out monstrous research (at least no one's opened borders with him yet). Note that he also just built the Hanging Gardens to add fuel to the fire of his massive empire, and how his Oracle grab will probably guarantee him the Colossus as well for even more economic viability in all those coastal cities he doubtless has. I wonder if I could chop out the Mausoleum of Mausolus to at least have some method of attempting to catch up (of course, Serdoa and/or Old Harry may be on Calendar already, though I expect Serdoa will have gone for Code of Laws instead).
Civics:
I'm running Hereditary Rule and Slavery, and can switch into Organized Religion at any time (I don't have enough Jewish cities for it to be useful yet, and the leap in upkeep costs is substantial).
Military:
I highlighted the workers just so you can see where they are now, but you can see my overall strength as well (not enough to attack, not that it would be economically viable anyway, but enough to defend with until Serdoa or Old Harry hits me with Medieval units).
Finances:
Not much to say here; obviously I break even around 40%. Unfortunately, the gains I'm planning to make in this area will probably be counterbalanced in the short-term by the new cities I'm planning on settling. Hopefully I can limp along to Currency and turn things around ...
Actually it looks like I forgot to take the tech screen. Oh well, I described where I'm at in that big post a couple days ago; just a few turns till Mathematics comes in, then as many as a dozen more for Currency (ouch ...). If Azza gives me that gold I asked for, that'll help. These next two cities are going to cost a lot ...
Here's an overview of all the cities in case it helps with the "big picture." You can see how much happiness and health I have to grow into:
Finally, an overview shot of the former warzone and bustling northern area of the empire, to accompany the shot of the southern settlement area above:
This was taken after I ended the turn; you can see Judaism happily spread to my newest city naturally (it spread to Legoland naturally a few turns ago as well). One final note about religions - Confucianism hasn't been founded yet, which means Serdoa (nor Old Harry) has gotten to Code of Laws yet for courthouses. That'll probably be soon, but the longer it takes, the better; the more breathing room I have to catch up before he gets his next round of economic infrastructure up, the better.
Anyway, that was a big update. Any questions? Comments? Helpful advice from anyone who's unspoiled?
Have a good weekend, everyone.
THH