September 12th, 2022, 20:18
Posts: 3,016
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Turn 8-Gaul
Still scouting and nobody has gained point since the last time I reported. Here is what I see on this turn...
Since the scores haven't changed and I am growing next turn, it means nobody is working a 3-food tile and we will see who has been working a 2/2 tile versus the 1/3 tile next turn. I will grow next turn and warrior comes out in 3 turns. I did move my potential 3rd city (probably be my 4th or 5th city) off the coast, on a sheep tile. This would allow a harbor in the seafood triangle and a +3 campus. May end up shifting the city east towards the deer, depending on what is in the fog.
September 12th, 2022, 21:07
Posts: 549
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England Turn 8
Taruga was the scientific city state off the coast of our island. I did not get a first meet free envoy. Was that a change made in one of the mods? I don't seem them as having been influenced by anyone else. Either way, given all the science we have and all the campuses we intend to build, I like having that city state around. I will explore out to the southern tip of the island and then head north. Almost to 2 population with a monument done.
September 13th, 2022, 09:09
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The no envoy thing has to do with team games. I didn't get any first met envoys in PBEM20 and that game didn't run mods. It would be nice to keep them around with all the campuses I have pinned but if anybody attacks, they would be an easy target for a local launching pad for an invasion, upgrades, or healing. For our own defense, we will have to conquer them.
Turn 9-Gaul
Grew to size 2. Warrior out in 2 and the culture rebate will finish Code of Laws. That should get me the 2nd pantheon (first goes to Indonesia who is already earning faith). No changes in score but I suspect most will gain a population this turn. Looking at the leader board...
Looks like CMF/Inc finished an early unit. Best guess would a slinger or scout.
September 13th, 2022, 09:49
Posts: 549
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England Turn 9
London expanded its boarder. The monument has 10 production left so I swapped to the new title, bringing my production down to 5 per turn. Monument will still complete in 2 turns and in the meantime I get a bit more science and a bit more gold. Tilepicker does not really have anywhere to go for the next tile. Right now it is on the jungle south of my capital but the campus location (my preference) and the hill tile to the north have the same yield. The geothermal vent is similar enough I suspect it might try to grab it too. Scouting off the south coast showed nothing new, hence no picture.
September 14th, 2022, 08:38
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Turn 10-Gaul
Warrior will finish next turn, which will finish Code of Laws. Looking at rankings, Thrawn/Krill have gained some culture as they are now leading that category. Actually, rethinking it, it may be just due to both of them growing last turn and England not growing until this turn.
Here is my island...
I may have reached the east shore. That would be right for an island that fits 5 or 6 cities. New warrior will head south to defog the land down there. The current warrior will follow the coast for 3 or 4 more turns and then head to my 2nd city location to provide protection to my settler when they finish in about 10 turns.
September 14th, 2022, 10:01
Posts: 549
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Joined: Apr 2018
England Turn 9
London grew to size 2, put a settler in the que behind my monument. Warrior found nothing interesting off the south. He will run up the west side of the coast until parallel with London then turn east to pick up my settler at exactly the time it is done. After a settler I think I will make a builder then another warrior to scout with.
September 15th, 2022, 08:17
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Turn 11-Gaul
Warrior completes and the culture rebate completes...
I put in the +5 CS for barbs and God King. Warrior heads south and see nothing new due to the forested hills...
Slotted settler and it will take 9 turns to complete. According to the score, everybody has grown to size 2., no other additional scores.
September 15th, 2022, 09:48
Posts: 549
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Joined: Apr 2018
Turn 10
Monument is done, means I will have COL in 2 turns, and I can add in god king and discipline. For now, added a settler. I change the tiles being worked to focus on production, and get the settler down to 9 turns, meaning I should settle my second city in about 14 turns. I assume after sailing I should pursue astrology hoping for the best on a natural wonder.
No picture this time, says the screenshot file is too big. Not that a lot has changed.
September 15th, 2022, 09:58
Posts: 3,016
Threads: 14
Joined: Apr 2017
Yes, I think you should beeline CN, so Astrology next and hopefully there is one within sight of our starting island. If we don't find one, it will still be worth finishing it un-boosted to get you RNDs started. We also have to think about how to get you a Golden Age or keep you in a Dark Age (followed by Heroic Age). I should not have any troubles getting a Golden Age, as long as I build my unique IZ.
September 15th, 2022, 18:33
Posts: 3,016
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Turn 12-Gaul
Continue exploring and find what might be a good 3rd city location and a barb camp...
A couple of things about that barb camp. First, if the 7-tile run is in play, there is a city state within 7 tiles of that camp. Based on the CS south-west of your island, my best guess is south of it. My first galley out of my capital will swing south around my island and look. Second, we have to be careful exploring the map with galleys. Barb galleys are no joke, can come out of nowhere, and can kill a lone galley. If your galley survives, you are bound to have another barb galley come out of the fog and kill him. Best to explore in pairs. If the map is set up like I think it is (biggish starting islands surrounded by a bunch of little islands and some larger islands to fight over), we could be in for a bunch of coastal barb camps and lots of barb galleys, and eventually quadriremes. Probably best to have our initial galleys explore our immediate area and then get a small groups (2 or 3 ships; at least 1 group going in each direction) to explore the larger map.
We are also going to want to keep some ships home, in case Thrawn shows up. His best play is a game of harassments and looking for opportunities to steal something. An unguarded city can be capture with 3 or 4 galley attacks, so we will want some guards eventually. I figure if he completes Sailing next turn and then starts building longboats, his first one will take 7 or 8 turns, so T19 or T20. Then, I figure 10 turns to find somebody. So, if that somebody is us, we can expect seeing his boat around T30. This should be around the time I start kicking out galleys but I think it might be safe to have your warrior near your capital, just in case.
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