Turn 20 - Japan
Here's what passes for a big turn in the early-game
Hakuho finishes the settler with 9 hammers from PFH+PJH, drops to size 1 working PJH, and regrows to size 2 after adding 2 surplus food from the PJH. Note that we're actually one food ahead of where I expected to be - we effectively got a turn of working the 9 hammer configuration at a +2 food surplus! With 29 base hammers needed for the HS, we will get 13 this turn, then 8 the two following turns, and are on track for the 3-turn build, at least according to the interface. I chose to do the PFH turn first as a hedge against somehow having my math wrong here - it just makes me feel better to see that 3 on the screen instead of a 4, I guess
Similarly, I didn't switch to sailing after finishing Astro this turn, as it would finish next turn with overflow and I'm paranoid that finishing a tech will mess up the HS math somehow even though I know I have no rational reason to be. Instead, after lots of second-guessing between it and Pottery -> Irrigation, I put a turn into AH so we can see where the horses are before the second city places its holy site. Of the six visible horse-eligible tiles on my island, fully half of them are at the second city, and accidentally paving over the horse would be a huge setback to the growth curve. Luckily, discovering a third tech with 2 civics in the bank will not escalate the HS cost, so we do have the headroom necessary to do this. But I do have to remember to swap back to sailing next turn so it will finish on t23 like we need it to.
Lastly, barbs. Despite an ominous move from the scout, I attacked the camp this turn and rolled expected value, doing 29 damage to 28 damage taken and earning 5 XP. I think I'd better heal this turn to avoid unnecessary risks, but after that I might attack again instead of healing to 92 health so I can get in THREE boosted hits before we swap out of Discipline on t23. Then we can promote-heal and clean up the camp no problem
A shot of Portugal, with TAD's hilarious 4 vision settler scouting on its way to the second city site:
Two big tells to look for in the scores this turn - settler pop-drops and Foreign Trade completions. The following players visibly completed a settler with a capital dropping to size 1:
- Woden
- Banzailizard
- TheArchduke
(- Chevalier last turn)
Of course, thrawn/krill could easily have hid theirs with pop growth, as our Japan did, so I think the best assumption is still that all players save incurian currently have a settler out.
The following players completed Foreign Trade this turn, and likely immediately started on ships:
- Banzailizard
- thrawn
- TheArchduke
Notably, CMF could have done so with their t10 monument but didn't, and probably has some clefs in Craftsmanship like me as a result. So no evidence yet that any other team is double-fisting early galleys like we are, though a part of me still expects such evidence to start trickling in over the next few turns.
Oh, and incurian cleared a barb camp this turn, which had BETTER not respawn next to us But I didn't hear the camp spawn noise at the end of my turn this time, so I'm guessing we finally lucked out on that front.
I am wondering if the monument at my second city might be a more compelling second purchase than Portugal's second trader... 2 culture seems to be worth a bit more than 9 gold/1 faith in the early game, and that city really wants BOTH the second-ring crabs and sheep ASAP so it can get to size 4 with only tile improvements. Also, I do not really have the hammer headroom to hard-build the monument any time soon as we are already committed to galley-first to hit Geneva, and I think a builder is then the mandatory second build to fix the housing nightmare.
Here's what passes for a big turn in the early-game
Hakuho finishes the settler with 9 hammers from PFH+PJH, drops to size 1 working PJH, and regrows to size 2 after adding 2 surplus food from the PJH. Note that we're actually one food ahead of where I expected to be - we effectively got a turn of working the 9 hammer configuration at a +2 food surplus! With 29 base hammers needed for the HS, we will get 13 this turn, then 8 the two following turns, and are on track for the 3-turn build, at least according to the interface. I chose to do the PFH turn first as a hedge against somehow having my math wrong here - it just makes me feel better to see that 3 on the screen instead of a 4, I guess
Similarly, I didn't switch to sailing after finishing Astro this turn, as it would finish next turn with overflow and I'm paranoid that finishing a tech will mess up the HS math somehow even though I know I have no rational reason to be. Instead, after lots of second-guessing between it and Pottery -> Irrigation, I put a turn into AH so we can see where the horses are before the second city places its holy site. Of the six visible horse-eligible tiles on my island, fully half of them are at the second city, and accidentally paving over the horse would be a huge setback to the growth curve. Luckily, discovering a third tech with 2 civics in the bank will not escalate the HS cost, so we do have the headroom necessary to do this. But I do have to remember to swap back to sailing next turn so it will finish on t23 like we need it to.
Lastly, barbs. Despite an ominous move from the scout, I attacked the camp this turn and rolled expected value, doing 29 damage to 28 damage taken and earning 5 XP. I think I'd better heal this turn to avoid unnecessary risks, but after that I might attack again instead of healing to 92 health so I can get in THREE boosted hits before we swap out of Discipline on t23. Then we can promote-heal and clean up the camp no problem
A shot of Portugal, with TAD's hilarious 4 vision settler scouting on its way to the second city site:
Two big tells to look for in the scores this turn - settler pop-drops and Foreign Trade completions. The following players visibly completed a settler with a capital dropping to size 1:
- Woden
- Banzailizard
- TheArchduke
(- Chevalier last turn)
Of course, thrawn/krill could easily have hid theirs with pop growth, as our Japan did, so I think the best assumption is still that all players save incurian currently have a settler out.
The following players completed Foreign Trade this turn, and likely immediately started on ships:
- Banzailizard
- thrawn
- TheArchduke
Notably, CMF could have done so with their t10 monument but didn't, and probably has some clefs in Craftsmanship like me as a result. So no evidence yet that any other team is double-fisting early galleys like we are, though a part of me still expects such evidence to start trickling in over the next few turns.
Oh, and incurian cleared a barb camp this turn, which had BETTER not respawn next to us But I didn't hear the camp spawn noise at the end of my turn this time, so I'm guessing we finally lucked out on that front.
I am wondering if the monument at my second city might be a more compelling second purchase than Portugal's second trader... 2 culture seems to be worth a bit more than 9 gold/1 faith in the early game, and that city really wants BOTH the second-ring crabs and sheep ASAP so it can get to size 4 with only tile improvements. Also, I do not really have the hammer headroom to hard-build the monument any time soon as we are already committed to galley-first to hit Geneva, and I think a builder is then the mandatory second build to fix the housing nightmare.