And here's the report (exciting times ahead):
Turn 235: I decide to change the location for the settler up by the bears to the tundra hill 1W of the original spot. It gets the Remnants in the BFC and it means we don't lose out on the only flat grasslands tile there. I start collecting the PZs around where the Sepulchre was to get in the boats and head to the barb cities up north. I put science to 100% and fire off the Golden Age. I also send a PZ towards the Hippus in Balderham to see if they're planning an attack against us.
That one bear ends up suiciding on a PZ.
Turn 236: Education finishes and I swap to Apprenticeship and Nationhood. We really do need more units, so after the Carnivals already queued finish up (and a pair of smokehouses in our most unhealthy cities), I plan to focus on Pyre Zombies. I realise later that I should have saved the civic swap until after Code of Laws so I can swap into Aristocracy. Oh well, I decide tech-wise to try and fill in a few essentials (IMO), so start on Sanitation. Vargstad is founded, start on a monument working the 2/2 forested GL tile. Over in the Hippus lands we see this:
A good sign.
Turn 237: I spoke too soon:
Turn 238: False alarm, they turn around. Sanitation finishes, start Archery for better chops. Obviously with Fellowship and a lot of Ancient Forests, we might not want to be chopping everything in sight, but it's still worthwhile.
Turn 239: Pick up PZ army and head up to the barbs.
Turn 240: Archery finishes, start on CoL, but go to 0% science to build up more cash. Our PZs are ready to unload next to the barb city:
But then I see something "interesting"
I relocate our PZs down back down:
I probably won't try and hold Vargstad. Those Trebs are bad news, being able to damage our PZs badly without killing them and damaging they're own units from dead PZs. I'd need more zombles than those to hold this army, and even more to kill it on the attack. It all depends on where they go from here.
Turn 241: Another false alarm apparently:
Quit freaking me out AI
I turn science back on, and load up the PZs to go back to the barbs.
Turn 242: Unload 9 PZs by the barb city:
I dropped on the deer first then saw a worker on the other tile and nabbed it before it could run away to the other city. It's an orc worker, so slow, but still better to get it earlier than later, besides, some of our PZs are so well promoted that I shouldn't need to sac any to soften the archers. Meanwhile back home most cities are on PZ duty.
Turn 243: Capture the barb city with no losses (winning 95% and ~70% battles):
I gather our forces on one tile: that bear is unpromoted and one of our PZs has C3, so if it attacks we should be fine. Of course in the interturn it does kill that C3 PZ
Frolik popped it's 3rd ring borders so I've taken the Lyre to Kuldenvind to counter the FoL Holy city culture there. I also trade our spare Gold for Cotton from Kandros. Code of Laws finishes and I initially start on Writing, but I decide instead to head towards Knowledge of the Ether, which means Planar Gates and eventually Mobius Witches. Our traits are focused on magic after all, and we'll probably need more than Pyre Zombies to get to 1st (but maybe not, the AI is pretty dumb after all, but magic is fun anyway).
Turn 244: It's WAR! But not against us, thanks the gods. Tasunke declares on Sabathiel. This is definitely an opportunity for us. Those PZs up by the barbs I move towards the other city there (a tougher prospect with 2 archers and 3 axes), but others I send away from the Hippus border towards our cap and the Sabathiel border. There are already ~4 PZs in our cap which I had built in case of an attack from that direction (as well as a couple more workers to improve some tiles in our core.) We should attack Sabathiel ASAP.
Tech wise we finish Myst, and start on KotE (but go back to 0% science). I also ask nicely and receive maps from everyone but Sabathiel.
I adopt Aristocracy, maintenance goes up, but we're working 20+ farms, so definitely worth it (our gpt goes up by around 20). Then I check the events log and see this:
Someone killed Acheron, but his city hasn't fallen (also note the random three Khazad Trebs wandering around there). In my experience I've never seen the AI actually attack Acheron. They'll move great big armies up to his city then sit around for a while before running away. I'm guess that this time, they decided to actually attack and got a very lucky dice roll. Whoever did it will have a very highly promoted unit out there now (when I killed Acheron at low odds in a SP game the Horse Archer got 50xp, sending it up to 95 in total).
Turn 245: I didn't do anything but queue up a few builds. For the next player, note the random Khazad trebs wandering in neutral territory by that border, and there's those Hippus Chariots we saw earlier running around in our territory.
Here's the power graph:
Hippus will probably make short work of Sabathiel's initial border cities, but it's note totally overwhelming. Even so, we should jump in ASAP. But also watch out for Kandros.
Those dips from the Falamar suggest it was they who are attacking Acheron. There are two turns of GA left, but we revolted last turn, so we're in these civics for a while. But they're pretty good ones so...
The plan right now should be to build Pyre Zombies and poach as many of Sabathiel's cities as possible. Also, this might just be my own aggressive nature revealing itself, but if we get an opportunity to wipe out Tasunke's stack as it's attacking Sabathiel, we should take it. I don't think we can take first place again without confronting our former selves, so if a first strike opportunity presents itself, we should take it.
superjm -> UP
haphazard -> On Deck