I told you, we can't pillage roads in our territory.
But there is one road that we can pillage this turn:
We need to pillage it this turn, or not, because it'll be in borders next turn. Aye or nay, what say ye?
That picture also shows us sending up the sentry chariot to check out the Apolyton border. As you can see, there really isn't anything there right now.
We also need to decide where to stage units. Currently we're staging units on these tiles:
I particularly don't like the 2S of Ditchdigger staging tile because it can be hit by knights from the fog and it would be stupid to expose catapults like that. But we can get inside both BB and DD from that tile. Ideas?
We sent some spies in this turn:
So I made a substantial mistake this turn during the streaming because we needed to discuss further on a few of the drafts so I didn't draft them. Specifically which three of Frozen Jungle, French Riviera and Adventure One to draft (AO had no draft timer). But then I wanted to get the vast majority of the turn done, so I went ahead and did the whips...you see where this is leading.
So yeah, I whipped FR and FJ without remembering that we needed to draft them first before the whip (if we were going to). So we can't draft those cities this turn. AO was drafted as a result, and we have one draft slot left. We drafted SF, WW and LIS which were pretty much no-brainers (WW has no draft unhappy and LIS needed to be whipped below size 6). So that leaves us with likely draft candidates of GM, ST, TC, TH and SL, shown below.
I think TH, TC or SL is the best bet. TH and TC because they're less developed cottages, and SL because it's size 6.
Another thing I noticed is that there's a bit of a disconnect between the more active members and the less active ones. I don't think the latter group quite grasped what the intent of the catapult builds were - they're intended to be whipped pretty much everywhere where they won't naturally finish relatively quickly (3-4 turns). This disconnect was partially because I'm terrible at reporting. But anyway, I don't think there should be any more doubt that we're serious about the defense thing after this:
So yes, every catapult that was whippable was whipped. We are also chopping third ring forests for more catapults. We whipped off some painful tiles (5-6c), but there is strong sentiment that it is necessary, and I agree.
The other question is whether to whip Doppelganger or not:
If we don't whip, we won't have spies for Apolyton unless we whip them somewhere else. But do we care whether we have spies or not? I'm starting to think not - we won't be in position to sabotage roads like sunrise suggested. But we could whip a catapult instead next turn. So what to do with this city? Another action point: we need to find out how much it costs to sabotage a road, and whether we can do that against CFC in the east.
Other things that I noticed while playing the turn...
1) CivPlayers still has not switched to Nationhood, and they also have Music now. That has Military Tradition written all over it - not drafting. Possibly they will upgrade some of their well-promoted HAs to Cuirassiers. So perhaps those walls we were planning to build in the west are pointless.
2) How soon can we tech stuff with UCiv providing ~233g per turn? Let's see. We're due to make 196g this turn. If we turn off science we make 432g with UCiv's gold. If we have science on we lose 490g net. UCiv has 76g in the bank right now. RP takes 3t of burn and I estimate Rifling to take 4t of burn.
eot166: 499g
t167: 499g + 76g = 575g
t168: 1007g
t169: 1439g
t170: 949g (burn)
t171: 456g (burn)
t172: -34g (burn) (let's say we finish RP this turn at 90% or whatever)
t173: 395g
t174: 824g
t175: 1257g
t176: 1688g
t177: 2120g
t178: 1630g (burn)
t179: 1140g (burn)
t180: 650g (burn)
t181: 160g (burn)
So we finish Rifling eot181 with 160g in the bank and owe UCiv 3338g? Someone check if I did that correctly please. Either way, that's not great. Our economy will probably be on average better than the current projection, but that shouldn't shave off more than one turn.
3) ASM also mentioned the "actions leading to war" clause (supposedly 3.1) with our agreement with CFC. I mean, Yossarian basically just told us that they're going to attack us, right?
So isn't that taking an action that will lead to war, which is prohibited for the duration of the NAP? So can we just attack them and burn their border city now? Our knights can get in range in three turns and attack on the fourth turn.
Anyway that's it from me for now. My reports are terribly unstructured, I need to draft more report assistants...