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All right scooter, I think I've played my last turn before leaving tonight so here are the instructions for the next 3 days. I will be back late Sunday, so if you have any questions on that turn feel free to hold off on playing it - however, I think everything should be rather straight-forward and I don't foresee any invasions (quite yet).
Current goal is getting courthouses everywhere. After squeaking to Code of Laws and hooking up the gold we were sitting at right about +1gpt at 0% gold with no money in the bank, so I'm trying to improve that. In fact, we just 2-pop whipped our first courthouse this turn!
Lasker was 2-pop whipped and will build units now. Build spears here while I am away, as I want to get up to 3 or 4 spears in this city before I move back to Samurai.
In general I want to 2-pop whip courthouses, which means getting to 58/120h with a forge thanks to Krill-mods nerfed slavery rates. Although there are a couple spots I am considering going for a 3-pop whip (34/120h). Also, for cities without a forge the forge still needs to come first; being IND it is just too handy to not build it right after the granary.
Section by Section now. First in the South:
Staunton will be able to 2-pop whip it's courthouse in 3 turns; I'm tempted to do it earlier but whipping off of a 3c tile really isn't helping things. Market here next for obvious reasons. Really I want to give this city back the wheat and run a bunch of specialists so I can get to my golden age faster but I'm not sure how I do that yet.
Anderson will 2-pop whip the forge when it reaches size 4; next up will be a Lighthouse. I realize I wrote Cottage Next on that sign, but thinking about it more I'm just going to have you whip off that tile the turn we grow to 4 so I'm reconsidering. But I can't think of anything better at this point so we might as well ... okay, new idea: skip the cottage as we may end up building farms down here and giving the wheat back to Staunton after Civil Service. Instead let's cottage the riverside plains tile at Alekhine.
Alekhine - stay the course, I don't think we'll be able to whip this city before I'm back.
The Core
Lasker has been covered. Eventually I want to windmill those hills but that's a long ways off. It's hard to ignore that 6h tin-mine but I'm working the lumbermill for faster growth.
I do rather wish I had more forests to lumbermill up here, but you make decisions and then you have to live with them.
Morphy is to finish it's monastery and then start building missionaries to convert the countryside.
Steinitz is the city I'm probably going to 3-pop whip, but it needs to grow enough so that I'm not whipping off of good tiles. I suppose I could work the lumbermill instead of the 1f1h3c hamlet but I'm not sold.
Capablanca is only working a Samurai because I'm losing hammers on not completing it. After that it goes back to its Courthouse and will 2-pop whip it out.
The East
The settler for Smyslov is just NE of Capablanca and we're on track to settle the city t150. Currently there is a worker roading north of Kassite - let's rename Kassite to Tal, actually - and a Samurai moving north to make sure there aren't any barbarian issues. Smyslov will work the farmed grassland north of Kassite/Tal, get its granary chopped out, and then its just riverside cottages.
Kassite/Tal just had its forge chopped this turn and will switch over to a Courthouse. Will probably take a forest chop to go along with a 2-pop whip to get the courthouse done here, but let's have the workers by the Wheat cottage some riverside tiles first - Kassite will be giving up a farm to Smyslov and so I want to make sure we have cottages worked before I worry about chopping anything. (The forge was chopped first for happiness reasons.)
Euwe wil finish its forge naturally. It's going to need a 2nd lumbermill eventually, but those 2 workers by Euwe are for Botvinnik first.
For the two workers by Euwe: we need to chop out a lighthouse at Botvinnik. Let's chop both of the forested hills there and put it into the forge, then 2-pop whip the lighthouse when we reach size 4.
I should be back for t151, assuming we stay on 1-turn/day. And I'll be in cell range through today, but will be unavailable once we head out for the trailhead Friday morning.
Thanks again for covering!