Jebel Barkal should have 5 cities in range and will therefore be worth 28 faith/turn. That's a staggering amount of faith income, the equivalent of more than four cities with Holy Site + shrine + temple. How much production would it cost to build that combo, probably something on the order of 1000 production or something, right? Jebel Barkal will be absolutely amazing for China and well worth losing a single copper resource (which, by the way, will be harvested for about 150 gold, and that's not bad itself.) Quangzhou's Petra will still have 4 flatground desert tiles, 1 normal desert hill, 1 copper desert hill, and 1 iron desert hill to play around with. Since the city is unlikely to get above size 12 before the game ends, that's plenty of good tiles to work. What your analysis is missing Athmos is that Quangzhou isn't getting "nothing" by harvesting the copper, it's simply working another tile with a slightly lower yield. For example, it might be working the non-copper desert hill tile, which has a yield of 2 food, 4 production, and 2 gold. In other words, the city is only losing 2 gold/turn, not all those other yields. This would only be a problem if Quangzhou lacked good tiles to work, and it has plenty of good ones even at the cost of giving up one of the two copper hills.
OK, now for an early version of my turn (yay Fridays!)
Here's the situation in the southeast, where my barbarian killing force has been injured but remains still standing. The barb scout disappeared entirely, and I suspect it ran back into fog off to the east. I'll finish it off if I spot it again. Unfortunately, I can't spare time to destroy the barb camp that has to be east of those two rice tiles. The priority right now is stopping that Kongo settler from advancing too far north. I spent a while thinking about this, and I believe that I can block the settler from getting too far. Even with a Kongo warrior on the grassland hill in the center of this picture, I can move units onto the four marked Xs and block any movement further to the west. This requires using all of my units in the area but it can be done; I need 3 more turns to get them all in position. My one fear is that the barbarian scout will run into this area and muck things up, since I'm being forced to use the very low health warrior coming down from the north. I swear, those stupid barbarians... I would have had this whole area blocked long ago if that camp hadn't erupted at a terrible moment.
The full health archer went north to guard the settler about to pop out of Firenze. I really could have used that unit in the south, but the English scout means I can't send an unescorted settler, nor can I guard it with the nearly-dead warrior, who would simply die to a scout attack. One other point of note in this area: the Kongo military has a total strength of 65. That's two warriors and an archer, meaning that we have visibility on all of Japper's units right now. I'm planning to get my cities down in this region and then upgrade and attack around Turn 90. I should be able to have 4 legions and 5-6 crossbows ready by Turn 90, and I don't see him being able to stop that. Things could change, but that's the current thinking. Then follow up with chariots upgraded into knights after that.
Scouting note: it looks like the southern ocean finally ends down here in the far south. I will confirm next turn whether or not there is a passage east; afterwards, I'm going to double back and be prepared for this galley to help out in an attack against The Jungle Book in 15-20 turns.
Chevalier Mal Fet did not accept my Declaration of Friendship as Singaboy suspected. He's been warned twice at this point, now we see what we can do to surround and kill this unit. I don't want us to declare war unless we can be certain of a kill on the first turn of war before he gets a chance to move. Singaboy, I think you should move your warrior E-NE as planned, providing cover for the apostle to move and convert Lisbon. Next turn I'll drop the envoy I'm picking up from Military Tradition into Lisbon, and if the scout is still sitting there on your following turn (Turn 73), we'll decide whether or not to attack on China's turn. My fresh archer is coming up fromt the southeast and may have a good chance to shoot that unit. Note that Chevalier Mal Fet also captured the city state of Kabul on his turn, taking him up to 6 cities in total. Russia/Germany has 11 total cities, we have 10 total cities, and England/Nubia also have 10 total cities. (Kongo/Khmer have 6 total cities - they are way behind everyone else.)
Domestically, there was good news at Roma this turn, as the city's tile picker chose to expand onto the jungle tile 2 south next turn. Now I can use the builder popping out of the city to farm that tile and get a Feudalism farming triangle. (This will also give me 3 farms + 1 plantation for another point of housing, expanding the cap again.) I'm going to use this builder to improve Roma and Firenze; I'll have to get more builders out somewhere to improve the new cities going up in the southeast.
This was the quiet interturn in the south. Both builders moved onto hill tiles and will chop out districts next turn. Note that I also have three settlers all just about done in Firenze (1), Roma (2), and Venezia (3). That's the order in which they'll be popping out, and I'll be jumping in one stroke from 5 cities up to 8 cities. I don't know if that was the optimal way to play this, but it minimized the time spent in Colonization policy. I'll be able to drop Serfdom next turn when I change civics, but I'll need to run both Limes and Colonization a bit longer. I'll probably try to swap out both of them at the following civics change, and set things up (perhaps with a slightly delay) to line that up.
Engineering tech finishes next turn, and I'll be moving on to Shipbuilding (4 turns) next. It will be faster to move some of my units to the southeast over water than over land, and I want to have that tech before I'm ready to attack. Then I'll likely go Iron Working (3 turns) followed by Machinery (6 turns) to give me enough time to build another two archers before obsoleting them. I think 6 archers would be a good total to have and would decimate a team that doesn't have access to them yet. Note that this research path would finish up around Turn 85, enough time to upgrade and then go attack when the current Declaration of Friendship with Kongo ends on Turn 88.
Similarly, my planned civics path after Military Training is Drama (3 turns), Recorded History (4 turns), and Mercenaries (6 turns). The plan would be to knock out Recorded History to pass the boost over to Singaboy, and then reach Merecenaries civic for Professional Army policy around Turn 85, enough time to upgrade and attack. At the very least, that's the current working plan.
Singaboy, I requested a salt luxury from you. The reason is that our initial spices deal is set to run out next turn; on the resources screen, it said that the deal would expire in 1 turn. I don't know if the deal will run out on your turn or my turn, so I'm suggesting that you check to see if you have the spices back on your turn. If you do have the spices back, accept the salt trade. If you don't have the spices back, then REJECT the trade I offered you and offer me the exact same deal on your turn. I'll accept on my turn, and then you'll have the spices back on your next turn and we'll be in the identical situation with none the wiser. Does all of that make sense? This way Rome never has a turn where it loses out on the amenities coming over from China.
Elsewhere, TheArchduke claimed the first Great Scientist, and the next one up is...
A medieval one, rats. I should have expected this though; Civ6 never seems to offer more than one Classical Great Person no matter what happens. Right now, 6 of the 8 teams in the game are in the Classical era and you would think we'd get another Great Scientist. Nope, it goes on to the Medieval era and the more expensive Great Scientist. Well, I should be a favorite to get this one, since Kongo/England/Nubia all make 1 Scientist point/turn and I make 3 Scientist points/turn. The biggest threat is actually Russia, who has only 2 Scientist points invested right now but gets 2 points/turn and has Divine Spark pantheon to double the points from each Campus district. I have a huge lead though, as well as a fourth Campus district about to be chopped out, so I'm certainly a strong favorite to claim this one. A Great Scientist would be a huge help to pick up the Education boost and Al-Zahrawi is probably the best of the three Medieval Great Scientists. +20 healing for units on the same tile is decent enough, but using him is probably even better: +5 healing for all units everywhere, forever, along with a boost for a random Medieval/Renaissance tech. Definitely worth having.
I would also love to have the first Great Merchant, both for the ability on Crassus and the Mercantilism boost further down the civics tree. I very well might run a Commercial district project to try and grab him, but it's not worth doing that until the project can grab the Great Person instantly. Right now, a Commercial district project would cost a little over 100 production and yield 27 Great Merchant points. After I get a settler and archer out of my capital city, this could be worth seriously thinking about. My one concern is chasing after too many objectives at once; if I'm planning on fighting a war, this might not be the best way to spend the capital's production. I'll continue thinking it over.
I offered a Declaration of Friendship with Germany; we'll see if TheArchduke accepts. I think Germany and China have reached a position of mutual standoff in the west right now, so hopefully we'll agree to demilitarize the border for a little while. Elsewhere, the only really big news was Chevalier Mal Fet taking that city state. He's now up to 29 culture/turn - how? How is he getting so much culture?! England is not a cultural civ in this game! He's getting more culture than Rome with Open Sky pantheon and Russia with Choral Music. It makes absolutely no sense to me.
OK, now for an early version of my turn (yay Fridays!)
Here's the situation in the southeast, where my barbarian killing force has been injured but remains still standing. The barb scout disappeared entirely, and I suspect it ran back into fog off to the east. I'll finish it off if I spot it again. Unfortunately, I can't spare time to destroy the barb camp that has to be east of those two rice tiles. The priority right now is stopping that Kongo settler from advancing too far north. I spent a while thinking about this, and I believe that I can block the settler from getting too far. Even with a Kongo warrior on the grassland hill in the center of this picture, I can move units onto the four marked Xs and block any movement further to the west. This requires using all of my units in the area but it can be done; I need 3 more turns to get them all in position. My one fear is that the barbarian scout will run into this area and muck things up, since I'm being forced to use the very low health warrior coming down from the north. I swear, those stupid barbarians... I would have had this whole area blocked long ago if that camp hadn't erupted at a terrible moment.
The full health archer went north to guard the settler about to pop out of Firenze. I really could have used that unit in the south, but the English scout means I can't send an unescorted settler, nor can I guard it with the nearly-dead warrior, who would simply die to a scout attack. One other point of note in this area: the Kongo military has a total strength of 65. That's two warriors and an archer, meaning that we have visibility on all of Japper's units right now. I'm planning to get my cities down in this region and then upgrade and attack around Turn 90. I should be able to have 4 legions and 5-6 crossbows ready by Turn 90, and I don't see him being able to stop that. Things could change, but that's the current thinking. Then follow up with chariots upgraded into knights after that.
Scouting note: it looks like the southern ocean finally ends down here in the far south. I will confirm next turn whether or not there is a passage east; afterwards, I'm going to double back and be prepared for this galley to help out in an attack against The Jungle Book in 15-20 turns.
Chevalier Mal Fet did not accept my Declaration of Friendship as Singaboy suspected. He's been warned twice at this point, now we see what we can do to surround and kill this unit. I don't want us to declare war unless we can be certain of a kill on the first turn of war before he gets a chance to move. Singaboy, I think you should move your warrior E-NE as planned, providing cover for the apostle to move and convert Lisbon. Next turn I'll drop the envoy I'm picking up from Military Tradition into Lisbon, and if the scout is still sitting there on your following turn (Turn 73), we'll decide whether or not to attack on China's turn. My fresh archer is coming up fromt the southeast and may have a good chance to shoot that unit. Note that Chevalier Mal Fet also captured the city state of Kabul on his turn, taking him up to 6 cities in total. Russia/Germany has 11 total cities, we have 10 total cities, and England/Nubia also have 10 total cities. (Kongo/Khmer have 6 total cities - they are way behind everyone else.)
Domestically, there was good news at Roma this turn, as the city's tile picker chose to expand onto the jungle tile 2 south next turn. Now I can use the builder popping out of the city to farm that tile and get a Feudalism farming triangle. (This will also give me 3 farms + 1 plantation for another point of housing, expanding the cap again.) I'm going to use this builder to improve Roma and Firenze; I'll have to get more builders out somewhere to improve the new cities going up in the southeast.
This was the quiet interturn in the south. Both builders moved onto hill tiles and will chop out districts next turn. Note that I also have three settlers all just about done in Firenze (1), Roma (2), and Venezia (3). That's the order in which they'll be popping out, and I'll be jumping in one stroke from 5 cities up to 8 cities. I don't know if that was the optimal way to play this, but it minimized the time spent in Colonization policy. I'll be able to drop Serfdom next turn when I change civics, but I'll need to run both Limes and Colonization a bit longer. I'll probably try to swap out both of them at the following civics change, and set things up (perhaps with a slightly delay) to line that up.
Engineering tech finishes next turn, and I'll be moving on to Shipbuilding (4 turns) next. It will be faster to move some of my units to the southeast over water than over land, and I want to have that tech before I'm ready to attack. Then I'll likely go Iron Working (3 turns) followed by Machinery (6 turns) to give me enough time to build another two archers before obsoleting them. I think 6 archers would be a good total to have and would decimate a team that doesn't have access to them yet. Note that this research path would finish up around Turn 85, enough time to upgrade and then go attack when the current Declaration of Friendship with Kongo ends on Turn 88.
Similarly, my planned civics path after Military Training is Drama (3 turns), Recorded History (4 turns), and Mercenaries (6 turns). The plan would be to knock out Recorded History to pass the boost over to Singaboy, and then reach Merecenaries civic for Professional Army policy around Turn 85, enough time to upgrade and attack. At the very least, that's the current working plan.
Singaboy, I requested a salt luxury from you. The reason is that our initial spices deal is set to run out next turn; on the resources screen, it said that the deal would expire in 1 turn. I don't know if the deal will run out on your turn or my turn, so I'm suggesting that you check to see if you have the spices back on your turn. If you do have the spices back, accept the salt trade. If you don't have the spices back, then REJECT the trade I offered you and offer me the exact same deal on your turn. I'll accept on my turn, and then you'll have the spices back on your next turn and we'll be in the identical situation with none the wiser. Does all of that make sense? This way Rome never has a turn where it loses out on the amenities coming over from China.
Elsewhere, TheArchduke claimed the first Great Scientist, and the next one up is...
A medieval one, rats. I should have expected this though; Civ6 never seems to offer more than one Classical Great Person no matter what happens. Right now, 6 of the 8 teams in the game are in the Classical era and you would think we'd get another Great Scientist. Nope, it goes on to the Medieval era and the more expensive Great Scientist. Well, I should be a favorite to get this one, since Kongo/England/Nubia all make 1 Scientist point/turn and I make 3 Scientist points/turn. The biggest threat is actually Russia, who has only 2 Scientist points invested right now but gets 2 points/turn and has Divine Spark pantheon to double the points from each Campus district. I have a huge lead though, as well as a fourth Campus district about to be chopped out, so I'm certainly a strong favorite to claim this one. A Great Scientist would be a huge help to pick up the Education boost and Al-Zahrawi is probably the best of the three Medieval Great Scientists. +20 healing for units on the same tile is decent enough, but using him is probably even better: +5 healing for all units everywhere, forever, along with a boost for a random Medieval/Renaissance tech. Definitely worth having.
I would also love to have the first Great Merchant, both for the ability on Crassus and the Mercantilism boost further down the civics tree. I very well might run a Commercial district project to try and grab him, but it's not worth doing that until the project can grab the Great Person instantly. Right now, a Commercial district project would cost a little over 100 production and yield 27 Great Merchant points. After I get a settler and archer out of my capital city, this could be worth seriously thinking about. My one concern is chasing after too many objectives at once; if I'm planning on fighting a war, this might not be the best way to spend the capital's production. I'll continue thinking it over.
I offered a Declaration of Friendship with Germany; we'll see if TheArchduke accepts. I think Germany and China have reached a position of mutual standoff in the west right now, so hopefully we'll agree to demilitarize the border for a little while. Elsewhere, the only really big news was Chevalier Mal Fet taking that city state. He's now up to 29 culture/turn - how? How is he getting so much culture?! England is not a cultural civ in this game! He's getting more culture than Rome with Open Sky pantheon and Russia with Choral Music. It makes absolutely no sense to me.