Mjmd settled on the snow tile just as expected. Our peace treaty is also up next turn, but seeing that he only has spearmen as defense in his border cities it looks like there is no immediate conflict on the rise. He probably moved units to his western border, where the major developments of this game took place. Yes, the two score leaders are in full swing with both Superdeath and pindicator whipping hard. This might turn out very good for the rest of us.
Meanwhile Jowy starts looking for even more conflicts in my north. I do hope he settles just where he is right now and not 1W. That place would bring us into conflict as he will take my only ivory with a second border pop from that city. But the good thing is, this city will be on flat land and it increases tension with AT.
I also promised you a screenshot of my military. Now keep in mind that there is still on last spearman in production, but then it's only a few missionaries and no more units until Currency.
Jowy settled in place. Awesome. That means less tension between us and almost no cultural competition for my ivory. Jowy also offered OBs, which I declined. I see no benefit in that. I certainly don't get more trade income now and I don't want to give him a bigger advantage then he already has. Also if he indeed has only water to his east, then I do want to isolate him and give him less information for any future invasion.
All quiet on the south-eastern border as well as the Mjmd border. Now Jowy can declare in 2 turns if he wants to. As you can see I also city yellow, now called JuvenileWizards, which makes it my tenth city. Needless to say I went with the plan to settle yellow before the Hanging Gardens, which will finish this turn. Oh I can't wait to see their faces when my score increases by over 40 points.
In other news Team Girarober has left the game. According to pindicators post it looks like they pink dotted him. Without further knowledge I would have guessed that this is a bad idea. First because pindicator is a veteran and second because their combo of Japan and Cyrus (IMP/CHA) has a slower start compared to others and therefore needs to consolidate what they have first. I will still include them in my upcoming bigger T100 report.
Oh that feels so good and I'm even top of the score for now.
Also it looks like somebody else tried for it. Might have even been a coin flip as AT went into the game after me last turn, when he had already finished turn. Next up the T100 report. Prepare for a big report.
T100:
Ok, here we are at the T100 mark. I will put a lot of the stuff in spoiler tags, so that it's easier to get an overview of things. Let's start with my cities and what I will do with them:
Cities
AquaticGhoul - Capital:
With enough rivers at hand and hills this will be a great commerce and production city. It will also serve in producing some great people thanks to the Hanging Gardens. With Jowy in the east and at the same inner sea as me, I'm also very happy that my cap is not directly at the coast and therefore a little bit safer from being boated. Now my capital is very small in population but with the upcoming turns I will grow it as big as possible while working those cottages.
BerserkHalfling - Holy City of Judaism:
My proud second city. Now what this city needs after Currency is Sailing and a Lighthouse to start working those lakes. With that the city will be setup as a great commerce city. Main problems here are that this city can be boated and it's somewhat closer to the border. But thanks to the culture it's less of a concern.
CommandoPygmies - Intelligence Headquarter:
One of my worse cities in the long term, but in the short term it can always share those mines and the pig from the capital. As you can see I already started improving the food situation here with some farms and there will be more with Civil Service like on the two grassland tiles SW. Long term this city will keep producing units for me and serve as a production city for other purposes. It also has the Great Walls and will most likely produce my first Great Person - a Great Spy. I plan to run some spy specialist some time in the future mainly to produce another Great Spy for a later golden age.
DiplomatKobolds - Military Outpost
For now this city will help the capital and FlyingBarbarian grow those cottages. Later those two
ExploringFauns - Military Headquarter
With a pig of its own, enough floodplains and a lot of hills, this will be my main production and military hotspot. Being on the border towards Mjmd will also help in getting those troops to the front. That being on the border is also the reason why I don't want to emphasize cottages here.
FlyingBarbarian - Finance metropole
Now this city on the other hand will go heavy cottaging. There are just so many floodplains here as well as the grassland tiles to the south. It's food output will be so high that even run some specialists here. I might even build a second Academy here.
GoldsmithSkags - Fortress of the north
Another production city that will also need Civil Service to grow bigger. I will also serve as the major defense against AT and maybe Jowy. Don't be tricked by the Pyramid built. I only want the fail gold here.
HillStormGiants - Fortress of the south-east
I'm so glad that I got this good defensive position towards Jowy. Now I need to get this city up to speed fast and bolster my defense here. This city obviously will be a production city.
ImperialRatmen - Passage to the backline
Now the placement of this city serves as a nice wall to seal of my backline from any future attacks. The city will contribute to the empire mainly by working more commerce tiles. I also want a border pop from here so that a future city near the marble south of the deer can work those deers.
JuvenileWizards - City of Great Persons
With this city being somewhat close to the border and having almost no hammers, I will try to set it up as a great person city. I will build some more farms, which will give some dearly needed hammers during Feudalism. With that I should be able to build the necessary buildings.
Current state of the empire
Now first keep in mind that these screenshots are after I whipped some cities this turn. First of all thanks to the new population from the Hanging Gardens my overall ranking has improved. Biggest problem right now is the GNP, which will only improve with Currency. It's also interesting to see that I'm first in land area. Another problem you can see here is my overall low population. This is because I only have ivory as a luxury resource right now and this is the reason why I took the 1 turn of anarchy in T99 to switch to Judaism to get some happiness to my cities.
pindicator is running away with this game as expected. He's pretty much in the top of the scoreboard for the most part of this game with only Superdeath being better, but that may be because of Creative producing more land area points for him. pindicator swallowing the tiny empire from team Girarober most likely with his UU will only help him in the long term. Now some unknown player built the Great Lighthouse this turn and I'm pretty sure it's him instead of Superdeath.
Now a lot will depend on who will be the winner of the current pindicator / Superdeath war. Who ever wins that is the top player for the future. This war could also be the point, where pindicators morale breaks down. Interesting times for them.
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2. Superdeath+Chumchu Catherine (CRE/IMP) of China (Pavilion, Chu-Ko-Nu, Agriculture, Mining) Past PBs: All of them since 38
He's pretty much on top of the scoreboard for the most turns, which is mainly to him being the only Creative leader and caching in those land points earlier. Still he's playing a great game so far and attacking pindicator might turn out very good for him. I also think that he's attacking pindicators weaker side, because of the long turns from pindicator and pindicator doing some emergency whips. That means he's not fighting pindicators main army currently stationed in former Girarober land. But I could totally be wrong about that. His UU will also come just at the right time for his war.
Well, I was right in my initial analysis that he's more on the aggressive side with him taking the barb city and trying to pink dot me. Good that I was able to prevent the pink dot somewhat and AT took the barb city back. He's right now the biggest threat to my empire as I believe that he only has me and AT as neighbors. He also got the Collossus helping him greatly with his already great FIN bonus on the water. Danger.
He will also soon have his UU which makes him especially dangerous. I have to be very cautious.
Not that much to mention here. He's playing a quiet and peaceful game so far, which is just what this player wants and needs.
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5. Charriu Mao Zedong (EXP/PRO) of Celts (Dun, Celtic Warrior, Mysticism, Hunting) Past PBs: 39, 40
I'm in a rather stable position right now. Me being the big turtle in the game might prevent some future conflicts or at least makes them costly for the other side. Biggest concerns right now are improving the economy. The land grab is almost over and for the most part I got all the cities I wanted. There's still that whale city SW of ImperialRatmen, but other then that I can settle everything else in peace.
Here my thoughts about my civ and leader:
EXP: This served me well so far. The cheap granaries guarantee me a fast growth in all new cities, especially now that I whipped them thanks to the Hanging Garden. Aqueduct bonus might have given me the edge on the Hanging Gardens and the health bonus will be usefully for those cities in the floodplain valley.
PRO: My commerce life safer. Without the commerce from trade I wouldn't be where I am right now. The super defensive archers are also awesome so far for avoiding conflicts. With the extra great general points from the Great Wall I'm king of defense.
Dun: The culture on those things as well as the promotion for archers are awesome. Together with the synergy from PRO, I have a great second building for every new city. I really like this UB so far. Very interested how these are perceived on the other side.
Celtic Warrior: So far Iron Working is a long way away from me and I might miss the point when they are useful. I might still built a few, so that I can upgrade them later or for additional defense.
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6. Automated Teller Boudica[b] (AGG/CHA) of Maya (Ball Court, Holkan, Mysticism, Mining)[/b] Past PBs: 9, 18, 27, 32, 47
My northern neighbor and potential ally in future conflicts. We have a nice and peaceful border right now and fought against the same player (Jowy) in the past. He's also the only player I have Open Borders with. I'm a little bit surprised that he's lower on the scoreboard, but I think he will rise with all the happiness from CHA and Ball Courts in the future. It's also noteworthy that I haven't discovered that many early happiness resources in his empire, which might make his civ/leader choice a good one.
The biggest danger (Holkans) from him is almost gone as my defenses are now better. But it's noteworthy that he's running around with some Combat I, Woodsman III Holkans and those guys most likely were the reason he could capture the former barb city from Jowy.
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7. Mjmd+El Grillo Victoria (FIN/IMP) of India (Mausoleum, Fast Worker, Mysticism, Mining) Past PBs: 51
They are running a better game that I had expected, but you can still see that Mjmd is not a veteran right now. My early conflict with him was justified and necessary and we now have a nice albeit long border. But the two border cities he planted are rather mediocre or worse, while mine are a lot better, while also being on a hill. It's anavoidable that we clash swords again in the future, but for now I look for a longer peace time towards him or maybe just sniping that annoying border town near FlyingBarbarian.
Mjmd has at least two gold tiles, which he was able to work from almost the beginning of the game. This and him being FIN must have helped him a lot. Also take this as a tiny complain towards the mapmaker.
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8. Giraflorens + Vanrober Cyrus (IMP/CHA) of Japan (Tatara, Samurai, Fishing, The Wheel) Past PBs: 51
Our lowest ranked player and recent goner. It was a hard game for them from the beginning with Japan having a somewhat slower start. But even worse it looks like the tried to pink dot pindicator. This must be the reason why they were running a very long war with him. They never got more then 4 cities in this game if I'm correct. To bad they couldn't be my neighbor.
Now let's have a look at the current geopolitical situation and we start with a stitch of the current map:
Geopolitics and quo vadis
So here is the current situation:
I have a pretty long and open border in the west, but the defensive edge
The north towards AT is pretty safe with me having only one defensive city on the border
The two isthmuses towards Jowy are secured. The southern with a good defensive city and the northern with another player.
I think my biggest threat short and long term is Jowy. He will attack me sooner or later. The problem is that he has his UU soon. I was thinking about attacking him, but this is a hard thing to do right now. I might even need to wait for better units in the renaissance.
Meanwhile in the west I have to be open for any opportunity that arises if Mjmd is attacked by some of his western neighbors. This is also the reason why I'm exploring deep with my scout, because I want to know what his neighbors are up to.
AT is a friend and potential war ally in the future.
Long term I want to conquer Jowy first. That way I only have Mjmd and AT as neighbors. Mjmd will serve as a nice buffer towards the game leaders in the west and I might even support him in a conflict with them.
Because I mentioned my UU and their rather unusfulness on this map, I looked to potential uses. Now there is one border situation, where I can use them for a surprise attack.
I can collect some swordmen with Guerilla II south of FlyingBarbarian outside of Mjmds sight on the red dot (at least when the third border pop is in from FlyingBarbarian). I then could move them all across the river near his city. The goal here would be to raze the city and then offer peace. With the third border pop from Flying Barbarian he can't found a new city here. He could found another city on the desert 1N of this city, but the defense on this border is weakened.
I will keep this option in mind.
T101:
A rather uneventful turn. Jowy send me another OB offer, which I declined again. There's just not enough value in it for me. I would need at least 34 turns of peace with him until I get another 100% from his cities. And just like before, why should I let him explore his future target.
Now if he would give me something on top of the OB I might think about it.
Still peace with Jowy, but the southern border will become more intense in a few turns as Jowy popped borders here and will take over the forest 1NE of StormHillGiants. I already have a Dun in place, so that means he's making at least +2 culture in his city. This needs to be dealt with in the future either bei conquer or more culture.
Meanwhile on the other site the situation is somewhat reversed, with AT popping borders and increasing pressure on Jowy. Oh AT please conquer this city from him, that would be awesome.
Great things are happening or will be happening in the upcoming turns. First the best news of this turn. Somebody finally finished the Pyramids, which turned this large pile of stones into a large pile of pure gold: 128. I was just about to write something like "Could somebody please finish it" and then it happened. So thank you to either Superdeath or pindicator. You decreased my Currency finishing time from T113 to T110.
Now the next interesting thing in that screenshot are the 4 axemen from AT at my border. I do believe that these are heading towards Jowy, but just to be sure I started another archer in GoldsmithSkags (which just failed the Pyramids, so thank you again to whomever it concerns). I also moved some axeman into position so that I could have 1 archer and 3 axeman in GoldsmithSkags and another archer to whip there next turn.
If however these axemen are meant for Jowy, I might even join in the fun. To bad that Jowy knows about those axes.
The last bit of interesting news is that Mjmd declared war on Mr. Cairo. Interesting. It remains to be seen how serious this is.
Back in the south, Jowy positioned a worker to chop that forest he just took from my lands and he put some protecting units there too. Mh should I risk attacking there. Now this could also be an advance party for an attack, but then again why only one worker.
This is what I have in range right now:
1 Archer (Guerilla II, CG I, Drill I)
1 Spearman (Combat I)
1 Spearman
1 Axeman (Combat I)
3 Chariots
ATs troops have left most likely for the barb city. I moved my axemen closer. As you can see there are roads between the former barb city and Jowys new city. I'm still counting on AT to attack Jowy. I even shortly considered sending him a war for war offer against Jowy, but I was a bit hesitant to commit. My 3 axemen up in the north would only serve to support ATs attack.
Back down in the south Jowy started chopping the forest. If the forest is gone I made have a chance to wound his spear enough with my chariots, so that I could go in for the kill.
I also got graphs on Mr. Cairo, who is stronger in power then me.
Lastly I met Superdeaths scout in Mr. Cairos territory. Oh boy, SD is having a hell of a game landing the Oracle, the Great Lighthouse (he loves that wonder) and the Pyramid (thanks buddy). He's definitly the top player right now.