Turn 116 - 25AD
We get our first real look at the CFC/Spanish war this turn. It's not phony as best I can tell.
Our scout in the extreme east looks to have found the fifth and last Spanish city. We should spot it when we move north onto the grassland hill next turn. And yes, their team only has five cities. What a bizarre team.
Scouting along CFC's eastern border finally turned up this stack, on the tile southeast of our war chariot. This was the first real confirmation that these teams are fighting a true war. I know that the odds of this being some kind of phony diversion were extremely slim, but that's what paranoia will do for you. I had Praetorians sail halfway around the world to attack me once, you never know. Anyway, this is a nice little stack here, we'll keep an eye on it and see where it moves. There's a very strange mountain range of peaks that completely blocks movement in this area between east and west. I'm curious what the area further south holds.
CFC finally revolted this turn into Caste System and Representation. They must not be feeling much pressure from the war if they're willing to swap out of Slavery.
Here's some interesting stuff in the extreme west. Our Woodsman II axe has found an unprotected settler moving out. Obviously we are not going to kill this thing, but we could if we wanted to be total jerks to CivPlayers. A bit sloppy by them, they knew we had a Woodsman axe moving around in the area.
I'm expecting the settler to plant a city on the tile northwest of its current position. One thing we want to avoid is getting blocked out by CivPlayers borders; we won't be able to explore any further to the west if that happens, since they refuse to sign Open Borders. I'm going to try to move our axe south at the very beginning of next turn; I hope that this will teleport us further south, and let us keep exploring. Not entirely sure where our axe will end up. But I think it's worth a shot to keep on going.
I also requested Open Borders with CivFr in-game. The worst they can do is simply decline, so it's worth a shot.
Move of German territory uncovered in the north. There's not a lot to say here, other than the fact that they are crippled by lack of happiness. No happy resources other than gold, too backwards to have Monarchy tech researched for Hereditary Rule. There's little access to religion for most teams in this game either. We have Hinduism, CFC has Judaism, and CivPlayers founded three religions (Buddhism, Confucianism, Christianity). Apolyton got into the religious club with their Philosophy lightbulb for Taoism, but that's it. All the other teams are locked out. CivFr and UniversCiv in particular are going to be missing religion down the road. Poor French teams.
I spread religion in the WPC city of Hill to the Sky as requested by them. The city has... barracks and totem pole inside. No granary.
Seriously, these guys are god damn idiots. How can their third city, founded 60 turns ago, still not have a granary inside?! Yeesh.
One other item of note is the borders of UniversCiv peeking out to the east. WPC is actually squeezed pretty badly here, and they aren't the only ones. We are in an unusual position with lots of room still to expand. Most teams appear to be running out of space. We pushed very aggressively into the border region between teams, leaving us with lots of space to backfill in the south. Virtually everyone else has not been so lucky. Expect to see more fighting soon as the teams run out of space and look to conquer more land by the sword.
Here is our southern region. We did lose our exploring war chariot to the barb axe in the extreme south despite 68% odds. I know, I know, but it would be nice to win at least one coin flip against a barb unit for once. We're going to need knights to get that south explored in full.
In this picture, Adventure One finally got its second plains cottage finished and was able to fire its Scientist specialist. Horse Feathers and Brick By Brick both will complete barracks next turn. HF is going to start on Heroic Epic almost immediately, but we need some kind of build for BBB. The micro plan just says "military". What unit do you want me to build there? Elsewhere, two more turns to Shwedagon Paya in Focal Point, three more turns to our Great Person in Mansa, and Starfall keeps growing like a weed at +12 food/turn (!!!)
This is the northeast of our territory. Settler has moved next to the rice and will found our 15th city next turn. No one else has more than 12 cities at the moment. At Forbidden Fruit, we had the option of finishing its library or producing 85% of a missionary with the overflow from its worker whip. I suggest that we produce one more missionary to send to WPC: they asked for it, and it should be a little more of an incentive to get them off our backs. It's about time that they make the formal switch to our religion and start spreading the darn thing themselves. The Tree Huggers missionary can go either to our new city next door, or it can be sent to the Germans, who also requested religion from us. I leave that up to all of you.
Overview / tile micro:
We'll be producing 364 base / 451 modified beakers and finishing Civil Service at end of turn. Next turn, we'll use that overflow and run 50% research to finish Literature tech and open up Heroic Epic for Forbidden Fruit to start working on. I would dearly love to get marble somehow, but I don't think that will be happening. It will be a quiet turn for us next turn: only three pop growths, a new city, and Civil Service discovered.
Demos look really good this turn, but of course that's because Apolyton has 5 gold in the bank and must run 0% science this turn. We do at least have confirmation from this that they are the top GNP team from last turn (they had GNP 394 last turn). Apolyton makes about +110 gold/turn at 0% science, which is actually less than we make at the same slider setting (we make about +155 gold), but they have much more in the way of beaker modifiers, so even with less total commerce they probably make more beakers at 100% science. The Bureacademy capital adds some giant modifiers to research.
On the other hand, that lead in Food and Land Area... holy crap you guys.
Apolyton discovered Metal Casting this turn. GNP tracking didn't note any other new techs among the ones that I can check (the ones that we can research). We will need to get Alphabet tech soonish to be able to track what everyone has more closely. Probably after our Golden Age. In terms of espionage, I am putting the occasional turn of EP into UniversCiv to keep their graphs while also accumulating points towards the Spanish. We are roughly 5t away from being able to see their graphs, and then we'll go for CivFr. The French did not spend any EP against us last turn, which is far better than I expected. Some teams don't appear to be paying much attention to the allotment of their EP. CivPlayers has now spent over 300 EP against us (!!!) We need to spend 150 EP just to see their bar charts. Heh. I would be offended, but they've spent over 300 EP against CivFr as well. They just have a ton of points to spend from rushing sacrificial altars everywhere.
Should be all for this turn, but I'll wait until tonight to end to hear from the team.