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Turn 92 (575 BC) - Part 1
Gem continues to scout Coeurva's eastern coast, and discovers this:
That's an ungarrisoned size-4 city; I pull Gem out of sight, so Coeurva may not know we just saw that. I can arrange to have the chariot currently on gold island try to raze it on t96 (which won't delay settling the gold).
Fountain Head's borders have expanded, and now we have vision into Stygian Terrace:
I can arrange to have a sword and axe land on the horse tile north of it (the jungle is a bad idea because of the Woodsman III axe) also on t96, and also possibly throw in an extra unit from Mist. I'd have to whip the sword in Castle Ironfist this turn for a sword, however.
Whitehall is now guarded by an archer, chariot, spear, and axe, so attacking it isn't going to happen soon.
August 7th, 2017, 23:56
(This post was last modified: August 7th, 2017, 23:58 by Dark Savant.)
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It turns out I can squeeze out Meditation in 1 turn if I micro everything to produce near-maximum commerce, so I do so; I whip the sword in Castle Ironfist, which can overflow into a monastery next turn.
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Landing next to Stygian Terrace on t96 may require landing on the jungle tile -- except I can promote our own axe to Shock, so the Woodsman III axe would have trouble attacking it. I hadn't really thought about this before, but the Woodsman III attack bonus just negates the normal forest/jungle defense bonus, so it doesn't actually hurt to land there.
If we do this attack ... well, we're not producing a lot of units right now. We might have to frantically scrape together some units if he wants to launch a serious counter-attack as a result.
If Coeurva properly defends his cities, I'm content to keep building some more -- that sword whip was worth it even for building because I could arrange to overflow into a monastery.
August 8th, 2017, 00:55
(This post was last modified: August 8th, 2017, 00:56 by Dark Savant.)
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This potential attack is again more or less dictated by terrain -- attacking Gavagai amphibiously is considerably more awkward, even aside from our clear-cut border and his free defensive culture.
The next easiest player to amphibiously attack is actually more JR4 than Gavagai, and he's got only one near-ish city whose location we know, so that might not be too productive. (JR4 has Open Borders with Coeurva, which does make him a more attractive target. He very probably has at least one more island city, and his settling is likely biased eastwards.)
August 8th, 2017, 01:17
(This post was last modified: August 8th, 2017, 01:18 by Dark Savant.)
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Turn 92 (575 BC) - Part 2
Krill has a new military toy:
It's in his capital Animal Farm, which can now crank out swords, axes, and spears with 4 promotions (I'm assuming he merged his Great General into the city) already on top of its already-existing absurdity.
Yeah, he can produce swords with city raider III out the gate.
Also, where is this settler of GermanJoey's going?
It's not on the roads in the area.
August 8th, 2017, 02:11
(This post was last modified: August 8th, 2017, 03:28 by Dark Savant.)
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Turn 92 (575 BC) - Part 3
Krill also apparently has a boat traveling across the sea, because he just made contact with both Coeurva and yuris125.
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Turn 92 (575 BC) - Part 4 (C&D)
Score tally: - Us: +5 points for +1 pop in each of Harmondale and Vertigo; -3 points for a -1 pop whip in Castle Ironfist (36 pop total); +1 points for 1 land tile the score hover says so, I don't know how that happened.
- CH/DZ/Ventessel: +2 points for +1 pop; -2 points for a -1 pop whip (12 pop total).
- Coeurva: +2 points for +1 pop; -2 points for a -1 pop whip in Zodiac Spice (the city formerly known as QRTHDSHT) (46 pop total).
- dtay: +2 points for +1 pop (36 pop total).
- Gavagai: +5 points for +2 pop (+1 in Bursa); -5 points for a -2 pop whip (44 pop total).
- GermanJoey: +8 points for +3 pop (+1 in Masked Moon); -5 points for a -2 pop whip (40 pop total).
- JR4: uh ... +3 points for +1 pop (38 pop total); +9 points for 7 land tiles claimed by the third ring of Muqa for 20 turns. (Not sure about this, but it's the right time scale.)
- Krill: +2 points for +1 pop in 12 Monkeys (34 pop total); +18 points for building the Statue of Zeus; +12 points for a Classical technology (not Alphabet, Metal Casting, Horseback Riding, or Compass).
- yuris125: +2 points for +1 pop (17 pop total); +5 points for 4 land tiles in the first ring of ... whatever city CML planted 20 turns ago.
Our graphs are going to show weird things next turn because I'm running such high commerce this turn.
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Turn 93 (550 BC) - Part 2
Gem has the time to check Westward Ho again this turn before she needs to head for Gold Island.
It's still unguarded.
yuris125 just came up with Writing. He still doesn't have Silver; I make him this offer.
He may not accept, but I'm still not yet willing to part with our World Map since there's no telling who yuris125 will give it to. I'm willing to just give Silver to yuris125, really, just to help keep him afloat. (We're going to start mining another copper soon, no big deal -- I'm providing it so that his copper getting pillaged won't kill his ability to produce units.)
We'll have a +74% bonus to Writing when we start it.
Gavagai is ... cottaging iron!
He doesn't know that iron is there, of course; I'm just checking to make sure he's not Up To Something.
Gavagai currently has two archers, three axes, a spear, and a chariot in Ankara.
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Turn 93 (550 BC) - Part 3
Meditation is in; we're back to 0% science while we take 3 turns to complete a monastery in Castle Ironfist.
No one has Priesthood other than Krill. I thought JR4 might have recently researched it since he's Spiritual and his capital is size 10, but no.
Sorpigal 2-pop-whips its lighthouse, so now it'll really be overflowing with food.
I have Fountain Head swap to a barracks, which I'll whip next turn; Coeurva just whipped Stygian Terrace which I suspect is for a library, and a barracks will provide enough culture to stay ahead of that.
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