Turn 101 - 350BC
Not every turn can be eventful; this one is roughly the equivalent of the Coolidge administration. Slow, steady progress.
This is the cul de sac into which our eastern scout has run itself. I would like to suggest again to our diplo team that we drop our objections to UniversCiv and simply accept the Open Borders proposal that they made. OB are worth 4 commerce/turn at present, more once we settle our next city, and will allow our scout to keep heading east. Right now he's pretty much stuck. Food for thought.
The UniversCiv worker is still farming that plains forest tile northeast of their lake. 3t to go. Poor fellow.
The Woodsman II scouting axe in the far northwest continues to find not much of anything. There's a desert to the west of the German team, with iron inside, and we still cannot see any other cultural borders peeking out from under the fog. I will keep going northwest until we run into something, most likely Apolyton (they are supposed to be west of the Germans).
The southern axe has basically confirmed that there are no food resources anywhere remotely close to the ivory, unless you count that plains cow three tiles to the southeast and already within CivPlayers borders. I will keep this axe in the area to watch CivPlayers movements and stake our early claim to that ivory resource.
In the southwest, the barb warrior has happily volunteered to give us our tenth experience point and Heroic Epic status. However, I have not attacked yet because I want to make sure that the lack of a military police garrison will not make Seven Tribes unhappy and mess with our Hanging Gardens plans. I am about 90% certain that the city will be fine next turn, since we are connecting wines for an additional happy point. That said, it is at the happy cap right now, and I do not want to screw things up. Can someone test this with out sandbox just to confirm that we don't need a unit inside Seven Tribes next turn? I do not want to move out the axe if it delays the wonder.
The barb spearman moved up a tile towards our southern border. We have an axe with 0 XP sitting on the copper resource which can move onto either the mined hill or the forest tile this turn. My suggestion is to move onto the forest to cover the worker, and then attack the spear when it moves northeast onto the plains hill next turn. However, I'm open to hearing suggestions on this. We would have 91.2% odds to win the axe vs spear battle on the hill: very good but not unbeatable. And we don't really have a unit for followup if the axe vs spear battle would fail. Any alternate suggestions for me on how to play this tactically?
The worker on the grassland hill mine (Worker L) has not moved and has no current instructions for this turn. Please let me know where you want this fellow to go next. If I get no instructions, I will move one tile north and road this turn, then move next turn to the grassland tile between Mansa and Focal Point and work on cottaging it to completion.
The Shock axe by Starfall is sitting at 4.6 / 5 health and can certainly be moved this turn if needed. I'd prefer to complete healing up to full if possible. The war chariot needs another two turns to finish its own healing, and probably wouldn't be that useful against a spear anyway. Again, very happy to listen to advice.
We found the location of WPC's new city early in the turn, located here in their dye patch. While this probably rules out our own chance to found a dyes city, I don't think it's that big of a deal. We have massive tracts of jungle to clear out already, and WPC will probably be more than willing to trade a dye resource later for one of our own spare luxuries. The work boat at Eastern Dealers will not be needed for a couple of turns, and is therefore free to explore a bit more of the little lake. Barb galleys cannot spawn on that body of water either - it's safe.
Amongst our cities, two workers finished a plains cottage east of Forbidden Fruit that the city picked up, allowing the 3f grassland spices to go back to The Covenant for this turn. The jungle will be cleared out of the final grassland spice next turn, which will allow our workers to begin the final plantation there. We may be able to trade that spice for another useful resource, to CFC or WPC.
If anyone wants to debate city management, here's a interesting puzzle. How do we want to plan out Horse Feathers? There are no further instruction in the last micro plan written by SevenSpirits. We have a whipping penalty for the next 7 turns, plenty of room to grow before reaching the happiness cap, and Moai Statues in the early stages of construction. What do we do here? I'm thinking... grow to the happy cap, double-whip another worker, and overflow into Moai? Something like that? Please give me suggestions so that I'm not simply playing by feel. (I don't think that this is a great city to whip a settler because we want to get Moai up and running ASAP, at which time we want to work every water tile possible.)
Overview / tile micro:
We only grew one pop point this turn, which made for minimal change in terms of what cities were working. The missionary from Horse Feathers is on the way to Seven Tribes and will spread our religion there on T103. Forbidden Fruit will similarly produce a missionary next turn for The Covenant, and Tree Huggers is working on a missionary for Gourmet Menu. That will cover every city aside from Starfall and Eastern Dealers. All wonder projects continue to proceed on schedule.
No major changes in Demographics since the last turn. It appears as though the other top teams are also building gold towards their next tech, and not running a high GNP rate. We are still sitting at 0% research this turn while waiting to decide on Code of Laws or Construction next. We're still very far ahead in Food, and we've been leading in Production ever since we flipped Focal Point over to working all those mines for Mausoleum.
I have been spending our Espionage Points on UniversCiv since we met them, but we are still a number of turns away from having graph visibility. CivPlayers continues to spend huge numbers of EP against us thanks to all their sacrificial altars. CFC generated a Great Scientist this turn and built an Academy in their capital. We believe that CFC, CivFr, and Apolyton all have Academy capitals to this point in the game. Until we get our own, we'll have to continue to offset quality with quantity, something we're doing very well.
Should be all for the moment, as always post your thoughts and feedback.