Turn 16
Settler is out. London drops in population but regains its amenity bonus to yields for the time being. No one else has had an empire score drop so if anyone’s got a settler out it’s been masked by their food yields.
There’s also lots of barbarian news. First, the warrior got attacked for 26 damage but none of the barbarian warrior’s friends have shown up yet. Second, that scout showed up in the jungle northwest of the slinger (which means I get another shot at it). Third, there’s a new barbarian camp in town – this one is located 2 tiles SW of the open grassland at the mouth of the Trent (2 tiles SW of the ‘E’ city location in last post’s pinmapping). Fourth (and last), there’s another, undamaged barbarian scout NW of the horses. That means there’s another camp somewhere in that direction since the scout from the southwestern camp wouldn’t be up here yet. Things are going to get busy in a jiffy.
Well, I take care of the easy bit first and shoot the scout with the slinger. Not enough to kill the scout but it’s redlined, which should be enough to force it to retreat. Settler joins the slinger on the bananas, they’ll move east next turn. London starts a warrior, 4 turns to go.
Up north the warrior moves back over open ground to the mouth of the Thames. This reveals a bit more around the area:
Both the forest and the jungle hill at fog’s edge to the east are coastal. I’m beginning to suspect that this is my “designated backline”. The barbarian warrior sighting to the north is actually a good thing. It means that the barbs know where my warrior is and should try to follow it. I’ll cross the river and defog down the likely coast, hopefully dragging the barbarians along.
There are a couple of implications here for settling. First, as it relates to the discussion around Site ‘D’ (on the elephants) it likely means there’s no need for a defensive position in this direction. Additionally, settling on the elephants or on the jungle hill to the NE eliminates any settlement on this corner of the land mass. Site ‘D needs to make a big move:
By the numbers, if I were to buy the 5tile on founding and then the elephants three turns later I could get the city up to 4 pop in 14 turns. In the first 30 (to compare with last post) that’d be 5 pop, 46.4/55, 179, 53.5, 48.1:culture (with GotS) and 28. I had put the Encampment to the south but I’d actually put it next to London’s RND to get that district a +1 adjacency bonus. The city would go granary → settler as Early Empire likely completes a couple of turns after the granary and the extra housing allows the growth to 5 pop in 30 turns and 6 pop in 32 turns if I really push food over production after the granary is built.
This also makes a better industrial district, provides another naval production port and, if the coast does continue southwards from ‘C’, likely opens up room for a city north of Armagh. It does reduce the city’s immediately available production as it takes the jungle hill out of the first ring (but moves the cattle first ring). Likewise, ‘F’ could still (would?) move northeast off the coast without issue.
The second implication of the coast over here is that it makes sites ‘B’ and ‘E’ the priority as that may define the front. We’ll know more in two turns once the warrior gets to the jungle hill.
Settler is out. London drops in population but regains its amenity bonus to yields for the time being. No one else has had an empire score drop so if anyone’s got a settler out it’s been masked by their food yields.
There’s also lots of barbarian news. First, the warrior got attacked for 26 damage but none of the barbarian warrior’s friends have shown up yet. Second, that scout showed up in the jungle northwest of the slinger (which means I get another shot at it). Third, there’s a new barbarian camp in town – this one is located 2 tiles SW of the open grassland at the mouth of the Trent (2 tiles SW of the ‘E’ city location in last post’s pinmapping). Fourth (and last), there’s another, undamaged barbarian scout NW of the horses. That means there’s another camp somewhere in that direction since the scout from the southwestern camp wouldn’t be up here yet. Things are going to get busy in a jiffy.
Well, I take care of the easy bit first and shoot the scout with the slinger. Not enough to kill the scout but it’s redlined, which should be enough to force it to retreat. Settler joins the slinger on the bananas, they’ll move east next turn. London starts a warrior, 4 turns to go.
Up north the warrior moves back over open ground to the mouth of the Thames. This reveals a bit more around the area:
Both the forest and the jungle hill at fog’s edge to the east are coastal. I’m beginning to suspect that this is my “designated backline”. The barbarian warrior sighting to the north is actually a good thing. It means that the barbs know where my warrior is and should try to follow it. I’ll cross the river and defog down the likely coast, hopefully dragging the barbarians along.
There are a couple of implications here for settling. First, as it relates to the discussion around Site ‘D’ (on the elephants) it likely means there’s no need for a defensive position in this direction. Additionally, settling on the elephants or on the jungle hill to the NE eliminates any settlement on this corner of the land mass. Site ‘D needs to make a big move:
By the numbers, if I were to buy the 5tile on founding and then the elephants three turns later I could get the city up to 4 pop in 14 turns. In the first 30 (to compare with last post) that’d be 5 pop, 46.4/55, 179, 53.5, 48.1:culture (with GotS) and 28. I had put the Encampment to the south but I’d actually put it next to London’s RND to get that district a +1 adjacency bonus. The city would go granary → settler as Early Empire likely completes a couple of turns after the granary and the extra housing allows the growth to 5 pop in 30 turns and 6 pop in 32 turns if I really push food over production after the granary is built.
This also makes a better industrial district, provides another naval production port and, if the coast does continue southwards from ‘C’, likely opens up room for a city north of Armagh. It does reduce the city’s immediately available production as it takes the jungle hill out of the first ring (but moves the cattle first ring). Likewise, ‘F’ could still (would?) move northeast off the coast without issue.
The second implication of the coast over here is that it makes sites ‘B’ and ‘E’ the priority as that may define the front. We’ll know more in two turns once the warrior gets to the jungle hill.
Sending units to their death since 2017.
Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)
Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)