Okay, time for that belated t110 update:
STATE OF THE EMPIRE, 1000 Anno Confucii*
* Confucianism was founded in 1AD in this game.
First, the front:
As I said above, Serdoa did not attack me on his turn. He left a warrior 1E of Zz'gash, which I killed with a knight after some debate (moves I don't understand make me suspect a trick). In the end I figured it's one more XP and GG point for me, and one less unit to upgrade to a spear for him. This brings our tally to:
THH -
Serdoa - 1 catapult, 1 warrior (43 hammers total), city of Thessalonica
As you can see, Serdoa left 10 of his 25+ horse archers in Zz'gash. I don't understand why he divided his troops this way (he's not disguising their numbers any), so again I suspect a trick. He's up to seven catapults on-site; I am honestly afraid of him hitting me with so much collateral and so many horse archers at some point that he overwhelms my stack, strong as it is. It remains to be seen whether he will abandon this city like the last and continue to build up for such a battle, or if he values the city too much not to stand and fight.
An overview of my empire:
My cities:
I thought it important to build a bank in my Bureaucracy capital, such as it is. I am chopping that plains forest into it, then I will whip it.
This city sucks. I've found it doesn't have the food surplus to do much.
This city, on the other hand, is one of the best in the world, and will be more so when I finally get around to building a lighthouse and some more commerce buildings for it. For now, three-turn knights till I know Serdoa's done for, though.
This city just built its lighthouse, and would you look at that food surplus. I set it back to knights even though it builds them slowly because I'm basically going to be obligated to whip here repeatedly. I should probably have set it to a market instead for more happiness and specialist slots to absorb that surplus. Or I could build a settler and settle that site I have marked out north of here, and steal the sheep, but I'm not sure I want to strain my economy anymore, and I may be taking cities from Serdoa fairly soon.
Again, three-turn knights.
More three-turn knights.
Moar three-turn knights, growin' dem cottages. Farming over to the corn and rice for irrigation; don't know why I didn't think of that sooner.
Two-turn catapults, also growin' dem cottages.
Cottage-growing here too; growing up a bit before working those hammer-tiles again.
That's all my cities! Old Harry has three more, Azza two. I'd settle some more, but I'd rather take some of Serdoa's, and my economy's hurting as it is, though somehow maintaining a steady research-rate nonetheless. Speaking of which:
Apparently I didn't take one of those for after end-of-turn as well like I usually do. Oh well. Obviously Azza's the one to watch out for, though Old Harry and Serdoa are by no means out of this yet (assuming the latter survives this war). Note Azza's kept building military despite his treaty with Serdoa; I wonder who he intends to use it on, if anyone (he was rather light on defences before his recent wars). Last I knew he was researching Machinery (keeping tabs has gotten harder now everyone's built courthouses); a good diversion from the Liberalism path I'm also pursuing - but also the path to knights. About that:
Everything before.
You can see the research time on Liberalism has remained steady despite the massive war-costs I'm now incurring, which necessitated me bumping the slider down 20%. I think that bodes well. Also, at end of turn I became first to Philosophy; that might be a deterrent for anyone also heading down the Liberalism path.
Said finances:
Military after end of turn:
Religions, now another's been founded:
Cuzco's the one east of the iron.
And just for good measure, those joyous end-of-turn events:
I was glad to get that scientist at ~40% over the majority-odds merchant. Still deciding what to do with him: typically I use them for academies in all my best science-cities, but I am gunning for Liberalism, so a bulb may be in order. But that would require researching Alphabet first due to bulbing preferences, and that would take almost as long as Paper, and reveal all my techs to everyone else for little benefit. I'm thinking about a Golden Age: it would help both research and the war effort, but scientists are going to be harder to come by than merchants in my empire, I think, so I'm not sure I want to "waste" this more valuable type of Great Person on something another can do. We'll see.
Anything anyone would like to know?
STATE OF THE EMPIRE, 1000 Anno Confucii*
* Confucianism was founded in 1AD in this game.
First, the front:
As I said above, Serdoa did not attack me on his turn. He left a warrior 1E of Zz'gash, which I killed with a knight after some debate (moves I don't understand make me suspect a trick). In the end I figured it's one more XP and GG point for me, and one less unit to upgrade to a spear for him. This brings our tally to:
THH -
Serdoa - 1 catapult, 1 warrior (43 hammers total), city of Thessalonica
As you can see, Serdoa left 10 of his 25+ horse archers in Zz'gash. I don't understand why he divided his troops this way (he's not disguising their numbers any), so again I suspect a trick. He's up to seven catapults on-site; I am honestly afraid of him hitting me with so much collateral and so many horse archers at some point that he overwhelms my stack, strong as it is. It remains to be seen whether he will abandon this city like the last and continue to build up for such a battle, or if he values the city too much not to stand and fight.
An overview of my empire:
My cities:
I thought it important to build a bank in my Bureaucracy capital, such as it is. I am chopping that plains forest into it, then I will whip it.
This city sucks. I've found it doesn't have the food surplus to do much.
This city, on the other hand, is one of the best in the world, and will be more so when I finally get around to building a lighthouse and some more commerce buildings for it. For now, three-turn knights till I know Serdoa's done for, though.
This city just built its lighthouse, and would you look at that food surplus. I set it back to knights even though it builds them slowly because I'm basically going to be obligated to whip here repeatedly. I should probably have set it to a market instead for more happiness and specialist slots to absorb that surplus. Or I could build a settler and settle that site I have marked out north of here, and steal the sheep, but I'm not sure I want to strain my economy anymore, and I may be taking cities from Serdoa fairly soon.
Again, three-turn knights.
More three-turn knights.
Moar three-turn knights, growin' dem cottages. Farming over to the corn and rice for irrigation; don't know why I didn't think of that sooner.
Two-turn catapults, also growin' dem cottages.
Cottage-growing here too; growing up a bit before working those hammer-tiles again.
That's all my cities! Old Harry has three more, Azza two. I'd settle some more, but I'd rather take some of Serdoa's, and my economy's hurting as it is, though somehow maintaining a steady research-rate nonetheless. Speaking of which:
Apparently I didn't take one of those for after end-of-turn as well like I usually do. Oh well. Obviously Azza's the one to watch out for, though Old Harry and Serdoa are by no means out of this yet (assuming the latter survives this war). Note Azza's kept building military despite his treaty with Serdoa; I wonder who he intends to use it on, if anyone (he was rather light on defences before his recent wars). Last I knew he was researching Machinery (keeping tabs has gotten harder now everyone's built courthouses); a good diversion from the Liberalism path I'm also pursuing - but also the path to knights. About that:
Everything before.
You can see the research time on Liberalism has remained steady despite the massive war-costs I'm now incurring, which necessitated me bumping the slider down 20%. I think that bodes well. Also, at end of turn I became first to Philosophy; that might be a deterrent for anyone also heading down the Liberalism path.
Said finances:
Military after end of turn:
Religions, now another's been founded:
Cuzco's the one east of the iron.
And just for good measure, those joyous end-of-turn events:
I was glad to get that scientist at ~40% over the majority-odds merchant. Still deciding what to do with him: typically I use them for academies in all my best science-cities, but I am gunning for Liberalism, so a bulb may be in order. But that would require researching Alphabet first due to bulbing preferences, and that would take almost as long as Paper, and reveal all my techs to everyone else for little benefit. I'm thinking about a Golden Age: it would help both research and the war effort, but scientists are going to be harder to come by than merchants in my empire, I think, so I'm not sure I want to "waste" this more valuable type of Great Person on something another can do. We'll see.
Anything anyone would like to know?