I think buying a watermill wouldn't be a very good use of our gold resources. Hangzhou has plenty of food already, and Shangdu only has a single wheat resource to boost. Shangdu looks like it has plenty of food, since it will be able to take the 5 food sugar from Hangzhou as soon as the capital hits size 10. What it needs is more housing and the watermill doesn't do anything to help with that. Anyway, if China needs the boost for Construction tech that's easy enough to pass over. I'll research that next (2 turns) and we won't have to worry about it for China. (If we get to the point of wanting to cash-rush something to speed up a new city's development, a monument in a brand-new city is often a great choice to help pop borders faster. However, I still think we're better off saving gold for unit upgrades for the most part.)
I ended up having a busy turn:
Here's what I spotted at the start of the turn. The barbarian sword suicided against my crossbow, dealing 30 damage in the process, argh. This is one of the biggest differences in the combat model between Civ4 and Civ6. In Civ4, units that are about to die are almost useless for combat. In Civ6, units at 5/100 HP still retain nearly all of their effectiveness. There's a huge priority on finishing off kills in this game since redlined units continue to deal near-full damage. I'll need to heal this injured crossbow in the upcoming turns; maybe the incoming Great Scientist can help with that.
There were two deal notifications: the 350 gold coming in from Singaboy and a new request from Cornflakes (Khmer):
A request for 300 gold? No thanks. There was a notification that Khmer entered the Medieval era this turn; best guess is that Cornflakes has teched to Machinery and wants some gold for archer to crossbow upgrades. Well he's not getting any from us, perhaps he'll have more luck with Germany/Russia. Except... they actually don't have contact with one another, heh. No wonder Kongo/Khmer keep coming to us and asking for help, we're their only other contact aside from England/Nubia. Also taking place on this turn: Nubia claimed the second Great General and England swapped into Oligarchy government. England/Nubia have also been increasing their power and it looks like they did an upgrade of their units recently. It sure looks like an attack is imminent over here. I've been fooled before expecting an attack off to the east, but now it really is starting to look like a war will be starting shortly. I can't see why England would swap into Oligarchy otherwise.
Anyway, I went ahead and did all of my own upgrades:
That was 550 gold well spent.
Note that income fell from 29 gold/turn to 15 gold/turn as a result of having all these shiny new units. This is the whole reason why you need to build a gold income in Civ6: to pay for the cost of your increasingly expensive military. In Single Player, the AI poses virtually no threat and there's no need to keep upgrading units, and therefore the whole system falls apart with the player ending up with hundreds and hundreds of gold/turn income. Here in Multiplayer though, the whole thing works perfectly. I would need to improve my economy to get it out of the doldrums of unit support payments; fortunately, I was able to do that before my turns was even over, as you'll see shortly.
Singaboy, about the Chinese missionaries: you can move the one near Ravenna SE-SE to the cattle tile next to the city. Then on Turn 87, that missionary can move two tiles east and convert Mpinda. We should do so right away because the city is still growing and if we wait much longer that one charge might not be enough to convert the city. Similarly, the Siena missionary can hop into the water and move down the coast to convert The Jungle Book by sea. I'll cover your missionary with a galley to protect it while it's doing the converting. We'll need to use both charges to convert The Jungle Book but I think that's OK since Seoul can't be converted without multiple charges either. Cities deeper into Kongo territory will have to wait for later missionaries.
With Theology civic finishing and all of the unit upgrades done, it was time for a policy swap:
Maneuver stayed in and all of the other policies changed. Conscription returned to its usual place and I found it was worth about 12 gold/turn right now. It's saving me money on 4 legions, 6 crossbows, and 2 galleys. I put Natural Philosophy in the Economic policy slot since I judged +5 beakers/turn to be more valuable than the +1 production/turn in all cities from Urban Planning. This is also partly due to the fact that the policy will be worth another +2 beakers as soon as the Campus district at Milano finishes. The last slot went to Maritime industries for the galley chop being set up in Venezia. I actually want to drop this policy in favor of Limes as soon as possible; I should be able to do that at the next civic swap from Civil Service in a few turns.
The third trade route at Siena was ready and I sent it on to Ostia for 2 food / 2 production / 1 gold. This will also put a road on the two tiles east of Ostia, which I've wanted to have connected for ages. Only one more trade route needed now for the Medieval Faires boost, and that will be ready in a few more turns as well.
Crassus used Great Merchant charge #2 for this horses resource in the third ring of Roma. Ostia will probably end up working this tile most of the time since it has fewer good tiles available, although it needs to expand borders to one of the intervening tiles to have that option available. Roma did get some use out of the horses this turn though:
With Roma's overflow from last turn put into the Encampment district, I was able to swap over to a chariot this turn. I fiddled with the tiles until coming up with this setup: exactly 21 production/turn. With Manuever's +50% production bonus in place, Roma will be sitting at 63/65 production in two turns, the same time that my builder arrives to harvest the deer. I checked this turn and a forest chop is worth 75 production; a deer harvest should be 20% more than that for the base value, so about 90 base production, and then Manuever increases that by 50%. I should get about 145 production from this deer harvest, enough for the Encampment and probably the barracks to follow it. Then we do the same thing again for the forest chop undernearth it and get another 120 or so free production via chopping. This is a lot of fun - building districts while training military at the same time.
Theology civic also gave me another envoy. I decided that the best use was to drop it into Bandar Brunei, where I've gone from 0 envoys to 3 envoys in a pair of turns. This gave me +4 gold on each of my three Commercial districts, and after the various modifiers were applied, that put Rome right back to 44 gold/turn income again, about where I was before the whole upgrade process started. I'm looking forward to getting more Commcerial districts built at my new cities; it doesn't even matter if they're on a river since they start out at +8 gold/turn from city state bonuses.
One more example of city micromangement. I need to make sure that Venezia doesn't finish this galley next turn so that I can set up the chop into the Harbor district. I had to run this wonky tile setup where Venezia dropped two of its hill tiles and ended up at 10.5 base production, which turns into 21 modified production from Maritime Industries. That gets the city to 62/65 production, right where I want it. I'm also planning to hold off on the forest chop for a few turns here, since the Harbor district will be discounted in cost as soon as either the Campus at Milano or the Encampment at Roma finish. It's worth waiting two or three turns to pay 110 production for a district instead of 185 production.
The overview shows a bunch of cities preparing for their next forest chop. Ostia needs access to that horse tile to set up its chariot chop properly, so I'm having it work on a library in the meantime until the borders expand in a few turns. The chop itself won't be ready for a little bit as I'm waiting for the Milano builder to come over. Three different cities are growing a pop point next turn: Firenze and Siena and Ravenna. Research is going into Construction tech to boost it for China and Civil Service civic in anticipation of the boost coming back from China in a few turns.
I will need to cash-rush the battering ram in Ravenna next turn to maintain our current attack schedule. I requested 100 gold from Singaboy to cover the cost:
That should be the last money I need for a while. Rome will go back to saving gold for the time being.
Internationally, Russia finished another Lavra and Germany finished another Hansa. They now have 5 Lavras (one at each Russia city) and 5 Hansas; Germany is getting 45 empire points from districts alone, 30 points from Hansas and 15 points from five normal districts. Nubia planted city #7 this turn and recruited the Great General as I mentioned before. Nubia has the first two Great Generals and England has the first two Great Admirals - thank goodness they no longer stack now. We'd be in very serious trouble otherwise. Then there was one other unpleasant surprise from that team:
What the heck?! Where did all that money come from?!
Last turn, England was making 43 gold/turn and Nubia was making 23 gold/turn. Somehow they almost tripled their income in a single turn. Seriously, WTF is going on here. I don't know anything that would have caused their income to explode like that. It's not Commercial district envoys because neither of their two teams has a Commercial district. Is this something with trade routes? But then how would Woden (who has zero Harbor or Commercial districts) see his income leap up 50 gold/turn in one go? I'm just baffled by what these teams are doing. It feels like they've found some kind of new secrets to Civ6 play that the rest of us don't know about. I'm really stumped here.