I settled the GP in the capitol. It seemed the obvious move at first, being only 60 some turns into the game, until I actually thought about it a bit. I'm used to playing on much slower game speeds where 60 turns is barely started, whereas here the empire is actually much more developed and we're a ways into the tech tree. So my making such an "obvious" decision was probably wrong in hindsight. I don't see us going for an altar victory, but saving it for a bulb or a shrine my very well have been better options. An extra 2 hammers and 5 gold each turn still isn't bad, it's just not nearly as big a deal now as it would have been earlier
A whole bunch of stuff happened. I really suck at reporting, I apologize. It makes me appreciate the really good reporters on this site even more. So, a settler finishes eot 69, I intended it to go near Letum Frigus 1s of the pig, since I researched animal husbandry. Have roaded out to it, Q may decide to settle elsewhere. Also, someone other than me gets to name a new city. Pig near COM is improved, PF pig has been delayed by lizardman incursions. Research is on masonry atm, was thinking construction so we can build something miliary besides warriors. Also, get Barnaxus built so we can start getting him xp he can die repeatedly on good odds fights. Team Lanun founded OO. I'd really really like to drive the critters off of our rice, I'm hoping by the time I see the turn again they are gone.
I'm afraid I'm going to have to ask to be skipped entirely - I'm about to go away in two days and I doubt we'll get through enough turns in that time.
All yours Dave!
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Q - is this a swap (you play after me) or a skip (you don't play any turns during this rotation)?
Turn 70 - no teammates!
The turn starts with a favorable event.
51 gold for a great prophet is a no brainer.
Once past that, I can check out our empire. We have a new city and a new settler obviously intended for the southeast. We have a monument (boo!) and are building another monument and a granary (double boo!). On the good side, we're three turns from masonry and a four-hammer world spell. I switch from the granary to a scout who will be assigned to hammer-carrying duties. Current traits:
Demos are kind of discouraging.
City list:
Overview:
My plans: I would love to build a stack of scouts and take out the bad guys camped on our rice (for more food and +10% commerce in the capital, and poison weapons for our recon units). That relies on staying Charismatic for pretty much my whole turn set, though.
I finished Masonry, and promptly fired off the world spell. Two of the hammers have been settled in the capital; the third will be done next turn and the fourth the following turn. If I'm still Charismatic next turn, I'll revolt to Apprenticeship and start churning out scouts. I'm currently Philosophical, and showing only six turns till the first great engineer pops.
I revolted to Apprenticeship. I had way too many overflow hammers in the capital, so I dumped them into a settler. Next turn, I start churning out scouts (spreadsheets say a CI scout has exactly the same odds against a tiger as a CI warrior).
What to do with the engineer? Normally I use him to bulb Bronze Working, but there's no copper in sight...