Turns 105 & 106
Turn 105 was uneventful, but this turn, guess what I saw:
![Click to resize (Javascript)](http://i303.photobucket.com/albums/nn132/GrimaceFHO/PB23/T106_ElumSettler.jpg)
Elum's got a settler and a spear over in that area. I assume he's going to nab the rice, since he wouldn't be there if he wasn't heading for that area. And there's jack squat we can do about it. I mean, we could go axe him to leave, but that would put us at war. On the other hand, power is about equal between us:
![Click to resize (Javascript)](http://i303.photobucket.com/albums/nn132/GrimaceFHO/PB23/T106_Power.jpg)
But we could change that fairly quickly with a buildup. I think we're going to end up at war with him inevitably. With Whosit we have a pretty well-defined border now, but since Elum came south of those peaks, he's sort of encroaching on areas that would be within our sphere of influence, and I don't see any reason to allow him to do so any longer than we absolutely have to.
Yamato finished its courthouse, and I stagnated it by giving up the sheep and working a Spy specialist, which will give us a GP in 8 turns. I set the build to be a Galley, as we may need one (or more) down there fairly soon. It'll build in 4 turns.
Big E will do a 2-pop whip next turn on its settler -- then what next? Courthouse? Maintenance is currently 3.63gpt. Market? It's producing 29gpt at 0% science, so we'd gain another 7gpt or so at 0%. Units?
And, given we're going to lose the eastern rice, what should be our next city on the mainland when E's settler comes out, as that was going to be the next one?
I used our missionary on Yorktown, pinched as it is between Whosit and Elum. It's borders will now pop in 4 turns. I also went to 100% science as we can finish Monotheism in 1 turn.
Since the road to the elephant city finished this turn, I built our newest city: Admiral Graf Spee
![Click to resize (Javascript)](http://i303.photobucket.com/albums/nn132/GrimaceFHO/PB23/T106_AdmGrafSpee.jpg)
The Admiral Graf Spee was a Deutchland-class heavy cruiser (though often called a "pocket battleship") that was built in order to "cheat" the size limitations of the Treaty of Versailles that ended WWI. Through the early part of WWII she was a commerce raider, sinking 9 merchant ships in the Atlantic before being confronted by 3 British cruisers at the Battle of the River Plate. Though she inflicted heavy damage on the British ships, she too suffered damage and she put into the neutral port of Montevideo. During this time, the British sent out messages on frequencies they knew the German's could intercept that they had a large force converging to finish her off (though no such thing was possible at that time). The captain, believing the signals, ordered the ship abandoned and scuttled her in the river in order to prevent the Allies capturing her. He then laid down on the ship's battle ensign in his hotel room and committed suicide by shooting himself in the head.
Turn 105 was uneventful, but this turn, guess what I saw:
![Click to resize (Javascript)](http://i303.photobucket.com/albums/nn132/GrimaceFHO/PB23/T106_ElumSettler.jpg)
Elum's got a settler and a spear over in that area. I assume he's going to nab the rice, since he wouldn't be there if he wasn't heading for that area. And there's jack squat we can do about it. I mean, we could go axe him to leave, but that would put us at war. On the other hand, power is about equal between us:
![Click to resize (Javascript)](http://i303.photobucket.com/albums/nn132/GrimaceFHO/PB23/T106_Power.jpg)
But we could change that fairly quickly with a buildup. I think we're going to end up at war with him inevitably. With Whosit we have a pretty well-defined border now, but since Elum came south of those peaks, he's sort of encroaching on areas that would be within our sphere of influence, and I don't see any reason to allow him to do so any longer than we absolutely have to.
Yamato finished its courthouse, and I stagnated it by giving up the sheep and working a Spy specialist, which will give us a GP in 8 turns. I set the build to be a Galley, as we may need one (or more) down there fairly soon. It'll build in 4 turns.
Big E will do a 2-pop whip next turn on its settler -- then what next? Courthouse? Maintenance is currently 3.63gpt. Market? It's producing 29gpt at 0% science, so we'd gain another 7gpt or so at 0%. Units?
And, given we're going to lose the eastern rice, what should be our next city on the mainland when E's settler comes out, as that was going to be the next one?
I used our missionary on Yorktown, pinched as it is between Whosit and Elum. It's borders will now pop in 4 turns. I also went to 100% science as we can finish Monotheism in 1 turn.
Since the road to the elephant city finished this turn, I built our newest city: Admiral Graf Spee
![Click to resize (Javascript)](http://i303.photobucket.com/albums/nn132/GrimaceFHO/PB23/T106_AdmGrafSpee.jpg)
The Admiral Graf Spee was a Deutchland-class heavy cruiser (though often called a "pocket battleship") that was built in order to "cheat" the size limitations of the Treaty of Versailles that ended WWI. Through the early part of WWII she was a commerce raider, sinking 9 merchant ships in the Atlantic before being confronted by 3 British cruisers at the Battle of the River Plate. Though she inflicted heavy damage on the British ships, she too suffered damage and she put into the neutral port of Montevideo. During this time, the British sent out messages on frequencies they knew the German's could intercept that they had a large force converging to finish her off (though no such thing was possible at that time). The captain, believing the signals, ordered the ship abandoned and scuttled her in the river in order to prevent the Allies capturing her. He then laid down on the ship's battle ensign in his hotel room and committed suicide by shooting himself in the head.