Couple additions while I am thinking about this game
-I got really lucky with getting my settler out and founding Bastion with no delay, they could have easily delayed the founding of the city by several turns.
-Persia fighters to my south may have actually helped me out, if he kept that barb camp on him and not me, that may be why I have not had serious barb issues. I would have rather had the 40 gold, but there was no way for me to get down there sooner to take it.
-Barbs to the north must be lost, which just adds to my luck.
-Eastern barbs have not sent any more units, can't think of a reason why.
-Looking into the domination score every turn shows that Archduke and Alhambram are fighting barbs
-Bastion will start on a monument after encampment, I need culture or i'll never get these civics done.
-Jess will go settler->builder and my next city site will be the crator lake spot, this spot can be founded 2 turns after the settler completes, i'll have troops in the area to escort, and my new warrior in bastion is free to defend my tile improvements in case the north does come down.
-This builder will need to pasture the horses, put a plantation on the cotton, and have one charge left. I would like to get a holy site next to the mountains and natural wonder but that is going to be an expensive purchase. Not sure If and encampment first is the way to go so then I would only need to buy one tile.
-City #4 will be the coco cotton area, but I am not sure about city #5. I like the idea of claiming land in the south and that lake with silver seems like I can make a good city there. So I am leaning towards this plan.
-As far as civics are concerned I will slot production card and Ilkum to speed up my builders, I may have Jess build a second builder after that one to help improve bastion and the capital.
Well that's is just what is running through my mind right now. I'll have to see how the great person race looks in a few turns to confirm this is the route I want to take.
Well looks like Alhambram has grown a size and purchased a tile , the real shocker from the diplomacy screen is that both Macedon and Persia are at war with an Unmet Player. Hmmm not sure if this could mean a city state or if they both went to war with Suboptimal.
Both him and Alhambram have the same icon under Relationships, so I am not sure what that means.
My scouts are slowly getting around the map, however it may still be a long time until they meet the Aussie's. Speaking of scouts the neither of them found any thing to note yet
Not much to report on. I would like to get a view of his city to see if he is the one who got the pantheon for +25% towards units, but that will have to wait until I can do so safely.
In the south....
Just moving along the fastest I can, kinda wasted a turn to check out the natural wonder but uncovering fog is what scouts are for!
I also noticed something in the diplomacy screen this time through that I did not before.
The screen shows what districts are being built, by me at least. Not sure if it will show what other people's city's are building, once I get view of my opponents lands I can verify this.
Last but not least Polish lands
I messed around with the tiles to see if I could shave a turn off of the encampment. Not possible even if I gave Bastion the horses and with the quarry coming in next turn was not going to be enough to get it done any sooner.
Bastion warrior heads south for some scouting while the slinger is able to verify the north is clear. Vet warrior is recovering nicely, though doctors can't confirm the mental state he will be in after surgery. His wounds should heal in a little over a century, then it is off to more bloodshed in the name of Poland!
I stopped irrigation at 1 turn since I won't make use of it yet and started on writing. Foreign Trade finished up and I went with this policy change.
I will get another one next turn when I build a quarry and nothing else really stuck out so 1 and 1 extra was the best I could do.
Two turns until my Holy Site is done and six left on the encampment.
What a turn! Got inspiration for craftsmanship, and the eureka for masonry after my builder spent his final charge on the quarry at Bastion.
I keep Urban Planning and swap out God King for Ilkum. I think I am going to have Jess build a settler then 2 builders, I'll see what happens over the next several turns. Good new is my math was a bit off and having Bastion work the quarry and horse's knocked a turn off of the encampment and it is due in 3 turns. The holy site is still at 1 turn so I will miss a bit of rollover, but rather have that encampment ASAP. Craftsmanship also got me and envoy for Armagh, one more and I can build monastery improvement! Not that I will ever build one, what a worthless tile addition. I guess in a holy war they could prove crucial, but for this game no good.
International news is a bit concerning, Suboptimal lost his 1.0 great scientist point per turn, so some one has pillaged his campus. I hope he is all right. I would like him to stay around this game until my medieval era power jump with military engineer's and hussar's. Also if Persia and Macedon just assimilate him that does not look good for me.
Not much I can do about it at this moment, though I am sensing a war declaration by me against Persia. I can help the Aussie's out a bit by not letting Alhambram get another 10 turns of movement, unless Suboptimal declared war on Persia for that specific reason. I'll see what happens when my scout uncovers Persian territory.
Speaking of scouts....
I should be seeing some Persian lands soon. I think he is just to the northeast of Hattusa.
As for my eastern buddy....
Still truckin through some tundra. A few more turns until I get some more info. Would be nice if the money city states Archduke has met are close and I get an easy quest.
To finish my movements around Jess....
Vet warrior still needs 2 turns to heal full. Slinger is heading that way, while keeping an eye on the north. Southern warrior found the rivers end. At this point in the game with my current map knowledge I would like to stay north of this river, no need to put Persia in a position were I am an easy target due to greedy land grabs. Hopefully coco cotton city will still be available when settler 4 rolls off of the assembly line.
Checking build times it looks like Jess would need 10 turns to build a settler and 4 turns to build a builder. As much as I would like to improve the wheat, iron and plains hills around Jess, I really need to get a luxury. Bastion is going to be a little salty in 7 turns so the plan is to go settler->builder->builder. That should be enough to improve 2 tiles around Jess, the cows around bastion, and finally horses, cotton, and chop the encampment location of city #3. Southern warrior is going to move back towards home. Archduke had a scout in between Hong Kong and Geneva when I last saw it, so that should be getting close to my boarders soon. Can't have him pillaging my shit.
Concerning Persia
-Once I slot the GG card he is skilled enough to know that I can't slot Agoge therefor my military score will be static until PP is hit.
-I can always swap out of my GG card if there seems to be a threat from the south.
-I am trying to get away with this skeleton army until I hit PP, this is very risky and I'll have to take it 1 turn at a time. I think I will get some breathing room once city #3 is founded and I have a stable empire that is able to grow, produce, and earn great people points.
-Declaring war on Persia will probably piss him off
-Check if scout's benefit from Agoge, if not might build another one to further investigate Alhambrams empire, and the coast in between us.
I finish the holy site and my score goes up a bit, this also got me the inspiration for state workforce and that got me an envoy in Geneva. Archduke spent some money and looks like he grew a size as well as getting some extra culture from a tile. Also diplomacy screen shows that Alhambram has also hooked up some jade.
Triple Checked the great person screen and no one is gaining any points yet. Suboptimal is still at 6 scientist points and 0 per turn.
Both scouts have run into some barb presence, eastern scout had to run from a slinger.
He is out of range of an attack and will be forced to go around the northern map edge it seems. Southern scout finds a barb camp...
He could not stop on a tile was safe in case the barb spearman guarding the camp. So either next turn I can move the desert hills to the north, or continue my scouting south.
With the holy site done, and lots to do in the homeland I ended up with this setup..
I have changed my plan somewhat to take into account that I am in Ilkum. The build order currently will be Bastion finishes encampment followed by a settler. Jess builds a warrior that goes and chops the stone that the map pin marked Comm is on, then the remaining charges will be used at coco cotton city to improve the coco and clear out and area for an encampment. After builder Jess is either another builder or a monument.
My veteran warrior is all healed up and moves towards the barb camp in the east. My slinger slowly moves north and my southern warrior takes a look at the land around coco cotton spot. I might be lucky and that area is surrounded by mountains. Should know next turn.
Score is still very close across the board. It looks like Suboptimal has completed another district as well as repair his campus. He is now making 2.0 great scientist points a turn so my best guess is that he grabbed divine spark as his pantheon. If his second district is a holy site that could mean that the first great prophet is going to be hard for me to get. He may have built an encampment as well which may make the first General highly contested. I assumed the first GG would be very important to all 4 of us so hopefully with my encampment finishing in two turns and being able to slot the GG card once military tradition hits will help me odds.
Alhambram spent some gold and I think he used it to buy a trader. With his bonus I should see next turn and increase in gold and culture per turn.
Archduke's military score is on the rise which is expected of Macedon. I am banking on this being more of a problem for Suboptimal than me though. To note Hong Kong's special bonus is +20% towards city projects, I am guessing with 2 envoy's already he may be able to grab the first GG with this bonus. I may have to run some projects myself. City #3 is set to build an encampment right from the start so I'll know more about this race several turns from now, no telling what could happen at this point.
Scout's have reported in and nothing to note, other than they haven't found much.
In the south...
Other than finding out where Persia is not, he has located several sources of iron so no reason Alhambram can't get any. I don't think immortals need iron, but knights do so he will have access to plenty it seems.
Over on the eastern part of the map.
Looks like decent back fill country for Archduke. Still trying avoid barbs with my scout in his wounded state.
On the home front.
I moved my veteran warrior closer to the barb camp, my slinger is sticking around to ensure the holy site and improvements are safe from foreign scout pillaging attempts. I know Archduke has a scout headed this way and with no way to tell if he got caught up with some barbs I think it is best to protect the motherland. Hopefully he will not be needed at the barb camp. My southern warrior scouts out the remaining area around city site #3 and confirms that the area can be accessed via the coast. This confirms my encampment placement which I have marked on the map. Now the builder that is under training in Jess has an extra charge, I think I will improve the plains hill tile outside of Jess for added production.
Jess is currently at 15/54 with builder due in 3 turns. Bastion is at 57/78 on the encampment due in 2. Looking at the civic screen shows that at my current rate I can get PP in about 61 turns, monuments are needed.
Speaking of city number three.
Here is a closer shot of the area. The encampment will help guard this pass. Now that the warrior has gotten enough information to finalize the actual city location and the first district placement he is going to head back home for escort duty, when the settler finishes in Bastion after the encampment is built.
My UI is a bit messed up and that happens in Civ when I have to mess around with resolutions. Had to disable my 4k monitor to play some supreme commander with my bro last night and all the settings don't revert each time so that is why everything is small. Next turn all should be back to normal.
Checked all of the scores and they should now be correct. I think I missed something on the last report. Interesting bit here is that Suboptimal's double scientist points seem to be coming from two science districts. Other issue that is creeping up is my pathetic culture output. Soon to be fixed, hopefully I am not 2 late.
Situation in and near the homeland is calm.
Writing is in and I placed it down a science district at the marked location at my capital. Barb hunting warrior is closing in, I want to cross the river and be on the tundra hills before I start my assault, there may be more barbs or a Macedonian scout out there in the fog.
Slinger positions himself towards the eastern front in case he is needed. Southern warrior is heading home to help defend. Builder due in 2 turns at Jess, and my encampment finishes next turn.
Scouts, scouts, and scouts, first the south
Nothing new, should find Persia a little to the north while I go around the barb camp.
Eastern scout is slowly moving into Archduke's backline.
Seems he has some nice luxuries in his back fill locations. Close to tundra though so I am guessing he is more focused on the south.
Archduke is -1:Gold: per turn so either has switched a tile around or has completed a district. I am guessing it is a district build so i'll find out next turn. Still unsure if Suboptimal has repaired his science district and is getting both points due to having two science districts or 1 that is pillaged and 1 while running divine spark. I will start earning great general points next turn and I am still the only one that is earning points towards a religion. If one of my opponents decides to build stonehenge there is nothing I can do to stop them so It is still to early to tell if I will be the one to get the first religion.
When I started the turn it said that I got the inspiration for Military Training so that will come in handy later in the game.
I did my turn quickly this morning so my scouting reports are only the ending screenshots. Interesting news from the south....
On the ivory tiles (666)(3E) from my scout there was a Persian slinger. My scout was on a tundra mountain last turn so I am unsure if Alhambram actually saw me. I am going to assume that he did and that is why I moved away. Going to head back through Hattusa and around the barb camp from a northern approach to hopefully unveil some more map info.
As for the east...
Slowly creeping towards Macedon's eastern boarders. Going in with great caution. I want my scout to stay alive, but would like to head towards Australian lands. Considering stopping to heal on the hill I am on just to be safe.
Last but not least the capital
Once again this turn I am reminded on my pitiful culture output. Jess is going to start on a monument next turn when the builder finishes. Bastion starts on a settler due in at 14 turns. Growth to size 3 and the chop on the stone should help speed this along. Bastion will be unhappy in 3 turns, so I really need a luxury item, the sooner the better.
Minor score update and it looks like Archduke bought a tile. He is also building units at a some what alarming rate. I am the only one earning great general and great prophet points.
Scout in the east moves a bit closer to Macedonian lands
No city states in view and more importantly no barbs in view. In the south things are Persia is moving in with his slinger.
This is the situation at the beginning of the turn. I decided to run away as to not provoke the Persians.
That put my scout inside Hattusa's borders, far away from Alhambrams slinger.
My warrior that is attacking the barb camp wins the trade and this shows what damage can be done on the next attack.
Slowing hacking away at the spearman. Not sure If I want to heal next turn or keep the assault going. The camp can still spawn units so I do not want to loose this warrior.
In the area around Jess
I move my southern warrior onto the coco. I want him to keep an eye on the area to ensure safety for my settler and builder that will be heading that way. Moved my slinger to defog the deer tile just to make sure that no barb camp pops up there. I ended my builder on the plains hills with intention of building a mine next turn. 6 turns until I can harvest the stone for the settler and I think I want to finish masonry, archery and irrigation to get the most out of the harvest.
Archduke is leading in civics researched and his military is still on the rise. My monument in Jess can not finish soon enough. I placed my great general points into the wrong spot on my table builder so I will correct that next turn. I have 2 points earning 1.
Scouts in the east report that Macedon is having some barb trouble still.
There is a full HP barb slinger (9)(1NE) of that Macedonian warrior. He is already level 1 and does not look like he can move any place the enemy slinger can not shoot him from. Next turn may show a decrease in Archduke's military score for a change. With my scout being wounded I sent Archduke a friendship request. I would very much like to keep this scout around and continue scouting towards Australian lands and not having to fear Macedonian aggression would help. Also I can see that there is an encampment placed. If this is his capital than he is currently building two encampments, the diplomacy screen shows that Urteau (Archduke's second city) is building an encampment as well.
Down in the south
The barb camp east of my scout was under attack. Persia had the spearman in yellow. The slinger can't help this turn so it will probably last a few turns.
Back in Polish country the barbs are fighting back.
I had to move my warrior away in fear of more barbs popping up. I also started moving my slinger towards the area. I plan to finish archery and upgrade that slinger next turn. Hopefully my warrior can live until the 2 of them can meet up. My builder puts down a mine on the tile outside of Jess. Plan to move him towards stone in Bastions southern bay area to harvest into the settler.
My southern warrior stays there to keep an eye on possible Alhambram trickery or new barb outposts from spawning. My monument will be done in 5 turns and Bastion is still fixed on the settler.