T93 -
Six overview pictures in a particular order. No prize, but you get to feel smug.
The West:
As requested by Tarkeel, our border with Magic Science. 4th ring borders at Kirk (thanks Hinduism) gives us a good view of the 2 cities. The road/railway through the forest means we could stage out of sight of Anti-Tyre on the "t85" spot and then put a 2-mover stack NW of the city. Unfortunately the coastal vision goes both ways and it's not possible to not give a 2-turn warning of incoming Galleys.
You can also see that I cleared out Sulu's Barb neighbour. F2 HA withdrew after 1 hit giving Shock HA >50% odds. It lost, but toook the Mace down to 1/8, so the 3rd HA cleaned up without a scratch. They will regroup, add 2 fresh HA and a Chariot (Medic) and take on the Oromo in 2t. You can also see Kirk finally pumping out Workers. It's nearly time to get those forests turned into something Wonderous.
Phrygian is also an interesting conundrum; it's a decent spot, but there's not really a good location to plant in between. I may just have to raid it for the capture gold.
Continuing West, we circumnavigate back to our Eastern Border:
This is Thrawn's backyard. You can see the sign in the North where he just re-took his capital this turn; if things had gone differently he would have settled this area, but right now it's only home to barbs and ripe for expansion. With Superdeath getting the blocking city though, it would be more of a reach for me (and there are better avenues).
Coming back to our Southern Border:
Settling pattern between Gavagai, Superdeath & myself has managed to keep a lot of space and avoid any border conflicts; there's still a spot East of Spock, but I am not prioritising and there's not much for SD to gain there other than pissing me off. Exploring Gavagai's territory has given me a better view of the focus of his conflict with Magic Science. It's also shown that the conflict has drawn him Northwards, which has limited his expansion Southwards.
Which brings us back around to our North:
Where we find the point of conflict between Thrawn & Gavagai. In the West there is a bunch of land here that needs grabbing; the Cow/Fish enclave can wait, but I probably need to push a Settler up here to grab the Eastern side of the mountain range and claim access to Diamond City. I think settling on the Windmill is the right spot here. North of Chapel is also a priority to shut out Gavagai; I was initially looking at a coastal spot 1N of the Ivory, but I think the Camp East of that might be better for the hill and first-ring Pigs.
Rounding out the Northeast:
We see an enticing Barb city out here. Probably a bit far to reach and a bit close to Thrawn, but if he sleeps on it then maybe I'll give it a shot.
Finally we continue East and see the area NW of New Vegas:
Most of this is probably Thrawn, but it's pretty unclear what's happening with the terrain here - particularly whether the Clam is next to another island or the mainland.
And that's our tour of the neighbourhood. Answers in the comments below; like & subscribe for more content....