Turn 84
Dad and dad have been fighting in the tech thread again. I think they need to play a duel to defend their honor….in Civ V….restricted to the Ancient Era. It’d provide some sort of entertainment during this whole social isolation thing we have going on here.
I have notifications of two unit attacks and a unit death. Pindicator brought his horseman out of the city and killed Dark Red Norland.
There’s a bit of a sticky wicket here now. Maris Piper and the swordsman cannot do enough damage to kill the horseman and horse + city attack might be enough to kill the sword in return. There’s also a unit in the city (not a horseman, based on garrison strength) because the horseman has a +2 support bonus. I need to damage that horse, though. Running the numbers I can move the swordsman NE onto the hill, bring the wounded horseman down and give Maris Piper a +4 support bonus. Shooting the horseman should do about 37 damage. That plus the support bonus would let the archer survive until next turn. The only wrinkle here is that if the garrison unit is an archer and not a warrior he could, in theory, bring it out of the city for a kill and I don’t know that I want to take that risk. I move Maris Piper to the hill and bring down the wounded horseman to support the swordsman, who fortifies. He’ll now be attacking a CS 43 sword (and losing that horseman) if he wants to press the issue. The other swordsman and the new horseman also start making their way south. Fondant, its horseman build complete, starts an archer for moar units.
Chariot, settler and builder all move. Assuming the volcano doesn’t blow its top during the interturn I’m going to pasture the sheep first. That way if it blows its top in one of the turns after that I only lose one builder charge instead of two. Russet does the city center check jog at Res Publica, finds
Shooting is sorely tempting but without a good roll I don’t kill that archer and if I don’t kill that archer my own will die (the city and garrison attacks alone might be sufficient to kill the unit. I back up to the iron. I could try to send the horseman around but that’s five turns until it’s in position to attack. That’s no good. Horseman at Art of War moves to the iron and I see that I’ve got more company coming down:
Hmmm...I’d love to take one or both of those out but not in the horseman’s current condition. That is a tortoise-promoted warrior, though. While I’m on that hill the warriors would be hard-pressed to kill the horseman (they’d do about 16 points of damage but take about 54). That’s also 40 points of milpower not near his cities, so keeping them down here is prudent. Speaking of milpower, he’s got 169 listed. There’s 40 at Art of War, 50 visible at Res Publica and another 50-60 at Wealth of Nations. That leaves maybe one unit unaccounted for at present. I’ll need to check support bonuses at Res Publica on the next city center check.
Hasselback finishes its archer next turn. I’m going to bring that one down the river valley and then decide whether it will head for Wealth of Nations or Res Publica (via the Sheep Tea Pass) as things develop. The city will start a horseman next turn.
I switch techs from Machinery to Apprenticeship. It’ll be able to get out a horseman in 4 turns, 5 if I take out Maneuver when Defensive Tactics completes. I think I’ll put one turn into Theology before completing Defensive Tactics in order to get the horse out a turn earlier. I’ll then complete Defensive Tactics, do a policy swap into Agoge and build out some warriors/swords. Our current gold income and an iron mine at the new city will allow a warrior → sword upgrade every five turns without Equestrian Orders.
Another problem:
If we’re going to maintain our civics pace here we need some inspirations. For Feudalism we could use the free builders at the new cities to put down two farms each (on the volcanic soil in the far north and the wheat and plains in the near north) plus a builder for two farms, likely at Dauphinoise (I want to keep the volcanic soil tiles north of Hasselback open for mines). The Civil Service inspiration would be doable at Mashed if we could solve both the housing and amenities situation there.
What do the lurkers think about Temple or Artemis at Mashed? The city’s settler completes in 4 turns and will take 4 turns to found the nearby city in the northeast. The free builder could chop the forest NE of Mashed’s deer on the third turn after founding. That would give Mashed six turns to put production into something else – we could complete a third settler (with Colonization slotted) or build out the Commercial Hub or library in that time. The Magnuschop plus 5 turns of production completes the Temple of Artemis. That gives the city +4
, 3 housing and two amenities, all of which should allow the city to reach 10 population by the time we need to complete Civil Service. That free builder would then put down two farms (wheat and the grassland SE of there) to help with the Feudalism inspiration.
The Guilds inspiration is also doable if both Mashed and Dauphinoise build out their Commercial Hubs and markets. That would get us to 3 of 4 trade routes for the Medieval Faires. The fourth could come from a Harbor + Lighthouse at Hasselback built using Veterancy.
For reference, the inspirations for these four civics total 576
, which is 20 turns of
at our current yields.
On the tech side we’re also stalling out for boosts, with the available boosts not being worth much (a turn here, two turns there). The Education column is where the boosts matter but the only ones that might be available to us is to build an Aqueduct and get the Feudalism civic.
The way the builds and civics line up I could, in theory, do the following:
- Delay Defensive Tactics to do a policy swap in 5 turns
- At the Policy Swap exchange Maneuver for Agoge and Equestrian Orders for Strategos
- Build out additional units at Hasselback and Fondant
- Civics: Feudalism and Civil Service to inspiration – 1 turn.
- Do the Temple of Artemis build at Mashed
- Use the next policy swap to get Veterancy in to build the Encampment (Fondant) and Harbor (Hasselback)
- Time the completion of Celestial Navigation to complete for the next policy swap