Turn 135 - 500AD
I'm going to put this into two posts. First, the usual one looking at the overview of our civ, and then a second one looking more closely at our cities.
Here's the barb city that Apolyton was asking us about. They're waiting for it to grow to size 2 to capture it, as it's guarded only by warriors. I can see why they didn't want us to attack and raze it, it would be fairly trivial to do so. But staying on good terms with their team is much more valuable than burning a size 1 barb city. Apolyton also has a settler south of the corn resource, and I expect them to found a city there next turn. They moved it right next to our chariot unprotected; a lot of teams have been awful trusting of these NAPs. I'll admit I was slightly tempted, but didn't do anything that we would regret.
I denied the CFC marble trade when it popped up without responding. That was followed by the in-game map trade with UniversCiv (which we asked for diplomatically). Here is an overview of the territory:
I may go through and subject this to more rigorous analysis later, but for now the main pattern is granary, library, and rathaus in each city. They have a lot of those rathauses, and I can't fault them for it given their Organized trait and civ pick. UniversCiv has 15 cities and room for about 5 more between the north coast and their southern jungle. They did well for themselves in the landgrab, mostly at the expense of WPC. We now have extremely good map coverage of the northern hemisphere, and really every part of them map except CivFr and CivPlayers territory. Don't trade any more maps unless we get an offer from one of these teams. We have all the vision we're likely to need, barring the world map from one of the two missing teams.
Here is CFC's newest city, which they have not renamed yet. It finally claims that pig resource which they had left abandoned for ages on end. Note that CFC now also has Iron Working tech, as their workers have begun mining the iron resource. I think they just discovered that tech this turn or last turn.
CFC only has one other city on the southern ocean right now, far off in the east. They have a lot of cities one tile off of this body of water. If we would ever get into a naval race down the road, we'll have a significant advantage in controlling these sea lanes.
Nothing too terribly noteworthy down here in the polar ocean this turn. We'll pick up the war chariot and ferry it over to the southern island next turn, and then grab the other war chariot in CFC territory and ferry it down here as well. The next dozen or so turns should be plenty to explore the islands in this region and pick out the best city locations.
Our cities all look exactly the same as last turn because we spent the turn revolting into Anarchy. Outside of moving the workers, there was nothing to change in terms of tile management. We'll get to the cities in the next post. Here's the overview:
We needed 100% science to finish Machinery tech in 2t. Running 90% science had us coming up just short, and we want some extra leeway anyway for when we whip/draft some population away. You could say that we're on a little bit of a forge emphasis here.
Demographics; remember that three competing teams (CivFr, CFC, Germans) are all currently in Golden Ages. I'm pretty happy with the numbers given that fact.
UniversCiv keeps running espionage points against us, and the turn of Anarchy has put us further behind in that battle. Would you guys rather have me run espionage points against UniversCiv or CivFr? We can probably keep graphs with one but not both. Note that if we stop spending with UniversCiv as we've been doing, we will quickly fall impossibly far behind them, just as we are with Apolyton and CivPlayers.
On to the cities next.