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Dreylin stops for a bite with Decius

t75 -

This map is suddenly starting to look small:


Decided to start a Settler in Willo since I seem to have enough Workers at present. Noggin will build one after the Settler or WB.

Going to need to save $$ for a couple of extra turns before running at MotD it seems.
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t76 -

Killed the unpromoted Bear with my first Moroi at 75%; had a 'pet to clean up if unlucky. C2 Bear will not interfere with city planting next turn.

Griffon is moving SE at the moment, but still in sight of Willo. Second Moroi is heading this way as well.

I'll meet Jalepeno next turn unless something very unexpected happens. Checked the Demos and no-one is trading; I think 3t for Cartography after MotD will be in order. 5t of research at full speed; saving gold this turn until I see what effect the new city will have on expenses / research rate.
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t77 -

New city & Barb borders:


Amurites have 7 cities to my 5 (Dwarves have 7 also):


Foreign relations:


And Demographics:


Time to use that production advantage to catch back up in other areas:

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Good good good smile

50f is a bit of a deficit, though...REX should help, but I dunno about that much. Especially scary to see Jalapeno at considerable advantage when he's got no early game to us.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Well, here's the Food graph:


Our drop-off corresponds to discovery of CoL: the adoption of Aristocracy, suspension of expansion and the switch to hammer tiles to push out the Manors. Jalepeno's downtick a couple of turns ago is probably his adoption of Aristocracy. We should start to catch up again with the new cities coming online; we've got plenty of unworked Farms ready to support the new cities.

I decided to send Noggin's Settler to the Eastern spot to found next turn rather than trail all over to the West side. It'll take the Cows and then grow onto the Sheep, Oasis and then take a hill from Noggin (or some combo of that).

Meanwhile out West I'm preparing to clear out the Lair & Graveyard and then defog the rest. It almost looks like this is a dead end, but I know that Ventessel's Scout came from this direction. Regardless, I'll be aiming to grab the whole region.


Any opinion on the marked city spot? 1E would be the other under consideration.
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Also, I'm planning to hold off popping the Graveyard until after I've cleared the Ruins to avoid multiple spawns overwhelming the troops in the area. Next turn I'll move them all adjacent to the Ruins and then hit it the following turn. Once that's clear, then I'll rob the Graveyard.
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t79 -

Looks like there's a Bear Lair (Den?) in the South:


That report is a second raw Bear, which suicided on the Moroi that is now across from the third.

And now there's a Skeleton in the NW:


You can see settling The Clangers has shot the costs up again, but I've switched a few tiles about and I might even be able to bring MotD down by a turn. If not, it should complete at or around break even on the final turn.
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t80 -

Mixed news for the start of the turn:


Ventessel or DaveV founded FoL (I think we can operate under the assumption it was the Svarts), Khazad get an event, we kill another Bear, and OO is founded by Jalepeno 2t before us. frown

It's a shame that we'll only get a single spread from getting the tech, but that still has the value we need from it. (I withdrew both units back across the river away from the C2 Bear BTW).

On the other hand, doings in the Southeast went quite well:


Any recommendations on how to use him? He'd bulb 700/900 beakers into Currency, or we spend him on a Golden Age. That would allow a free revolt into OO, or save for a free civics revolt later on? (Warfare could probably be researched before the end of the GA, but I don't think that's the best next tech to go after)

Personally I'm thinking that starting a GA in 3-4t time - i.e. once the next few cities have been planted - is probably the best use. That will accelerate getting the Manors up and running in the 4 recent cities as well as helping get caught up on tech.
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Depends on how much you want currency, but I suspect GA will be the better move. If at all possible, try to use it to get some more GP.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I haven't taken a close look at Currency yet, but I'm also leaning towards GA. I was actually thinking about additional GP this morning; it's easy enough to wait a couple of turns until the first OO temple is done in Noggin and then run a Prophet, but getting anything else would require another tech.

As to that, I was thinking Festivals next, which gains Markets for GM, but that would delay another couple of turns before starting (and I think dilute the value). Other option would be Philosophy - allowing the Priesthood bulb (I think?) and maybe a run at Bone Palace.

Will think some more and look at the Tech tree again.
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