The MadScientists reach us from the west via workboat. We sign open borders. They have four cities, no alphabet, and are in all default civics except Slavery.
Our immortal moves to a fogbusting spot to the west, and a worker joins on the sheep to finish it quickly. Titan grows to size 3.
Nothing special happened. Immortals stayed in place. Work boat comes towards us and our 2nd worker over sheep started to pasturize it.
Main thing about this turn is that Mads have definately met someone and are actually throwing all their espionage to them. We don't get any. Check the screenshot.
In demographics we're doing awfully as you can see.
We met Kazakhstan. They have EVERY tech we have and then some. Including Monarchy, which we're only halfway towards. Looks like there may be a "triple alliance" already in effect in this game. How boring.
Needed some build choices after the Settler and Immortal finished, so I selected another Settler and Immortal.
1 worker built road over the sheep. 2nd worker followed settler to help Dione setup. 3rd worker started another cottage near Rhea and 4th one near Titan finalized cottage and is ready to move next turn (Mine maybe next?).
Since we started Immortal in Titan. I send the finalized immortal to explore SW-SW.
Actions:
* All Espionage set to Mads
* worker+settler moved towards Dione
* Saturn worker moved to forested plains hill
* Immortal to S-SW
* Titan worker NW-W
* Warrior to Rhea
Settler moved to Dione spot, ready to settle next turn. Worker near Dione spot moved to Silk and built a road for one turn, ready to move to chop the forest next to Dione next turn. Worker near Saturn is chopping, Worker near Rhea is cottaging, Worker near Titan is mining.
Well, someone's back to 100 GNP... but we're still second overall.
We're not even in the top 5 cities any more.
And someone's got a size 9 city already... Damn, I hate that everyone else got trading so early (or rather, that we got in on it so late).
Immortal near Dione to NE
Immortal in the South to SW
I didn't move Immortal in Rhea
Worker near dione strted to chop
Monarchy ready started Archery, but set the slider 0%. Archery ready in 1 turn after setting slider to 100%.
Various boring immortals and workers moved.
Confuscianism spread into Titan.
Great Wall had been built last turn. Judaism had been founded a few turns ago.
Flunking out in demographics!
Titan Worker begins another cottage. Dione worker moves to a hill. Monument finishes, begins work on a granary. (this can be changed) Settler and immortal head up to the predetermined spot.
Our southern exploring immortal is swarmed by barb warriors and goes 1NW to avoid one.
Traded Iron Working and Alphabet for Archery with Kav. Iron popped in the third ring of our capital. Mad Scientists are revealed to have Polytheism, Sailing, Mathematics and Masonry on us while we have Archery, Code of Laws and Alphabet on them.
Nothing really happens across the empire this turn. Dione's worker starts on the mine. The southern exploring immortal promoted to Combat I and is being swarmed by barb warriors. Our settler/immortal combo is experiencing barb axemen troubles, they have to get to their destination while making sure the immortal is the attacker and not the defender.
700 BC, Note that screenshotshave been taken before "End turn"
Immortal Eastern guard moved to defend Rhea. There is barb warrior that isn't anymore visible in the east.
Promoted Immortal that guards settler to Flanking and moved it to NE. I moved also settler to same place.
I didn't yet switch to Slavery/Hereditary rule, but that has to be done next turn. We also had to collect gold next turn.
I moved worker close to Rhea to hill between titan and Rhea. Starts mine next turn.
Decided to give Shock promotion to Orion so that he can stay in place and collect hopefully 1 more experience point from attacking warrior. Currently he has 7 points. Not that far from releasing heroic Epic.
In research view I noticed Kazs have Aesthetics.
Now that we see Demo of MS. I would change Espionage to Kazs. btw. MS has allocated their Espionage mainly to us.
Switched to Slavery/Hereditary Rule as Saturn was unhappy. Offered Alphabet for Polytheism/Sailing/Masonry to MS. Since we didn't get any commerce this turn due to Anarchy, I figured we didn't need to pause for them to accept.
Immortal and Settler moved. Not sure about whether people think it's worth "taking the risk", but I think we're far enough behind that we may as well take the risk - we haven't got much to lose. (Do move the Immortal first, though - better to lose that than the Settler.) Worker near Saturn started on a road towards soon-to-be-Iapetus.
Exploring Immortal continues to head south. Barb Warrior might attack next turn, but he'll almost certainly die (Immortal has +100% defensive bonus due to hill/forest/river).
Barb Warrior to the east of Rhea, we'll want to keep an eye on him. An Immortal is on standby nearby.
EP switched to Kaz, although nothing was added this turn due to Anarchy.
Nothing built this turn as we were in Anarchy. Not much else to say.
We met SANCTA... and I'm incredibly surprised at their technological standing! (See the SANCTA diplomacy thread.) Checking the diplomatic screen, everyone knows everyone else now.
Settler moved to the site for Iapetus, after the Immortal confirmed there was nothing of interest to be obtained by settling 1E. (Yes, it's possible that SANCTA will pull a dirty trick and unload a Warrior off their Galley to declare war and capture our Settler next turn, but I doubt it.)
Also - we located Cav, and in a very unexpected location. (I was expecting to find MS around here, not Cav...)
Saturn finished its Work Boat (which is heading for the Crabs near Iapetus). It starts building a Worker next.
A couple of barbarians to keep an eye on next turn - a barb Axe to the west, and a barb Warrior to the east. (Our Immortal killed one barb Warrior next to Rhea this turn.)
Our overall standing is, of course, not great - but our GNP standing gives us a little ray of hope, at least.
Looking at the Top 5 cities (NONE of which we have, by the way) - it's clear that we need bigger cities, FAST. Otherwise we're going to be quickly outpaced in this game.
Received Sailing and OB from SANCTA, sent Alphabet.
Western Guard Immortal killed barb Axeman - yay!
More barbs coming...
Rhea finished its Monument - proposed a Library next. Thoughts?
Exploring Cav's lands - found a size 8 non-capital city. Wow, we need to get our act together.
Iapetus founded. Started it building a Monument - I assume this is what we want (lots of tasty tiles that require culture to get at!). Working the grassland-hill-forest tile for max hammers, can shift to Crab next turn after Work Boat improves it. Thoughts?
Worker near Dione building the final road which will allow safe and quick travel to Saturn. Worker near Titan shifts to start chopping a forest next turn.
Barbarian Warrior east of Rhea killed. Two more barbs are east of Titan. Immortal is on alert.
We find a Worker nest down south in Cav lands... tempting to go poaching them, but probably not worth it. (They'll probably have shifted by next turn anyway.)
EDIT: I am done, feel free to check the report and don't forget to contribute to the Turn Discussion Thread.
Click the spoiler tags.
Spoiler:
I moved our southern immortal, and we'll get to see another city next turn. Serpente was the third city Cav founded judging from the diplomatic screen so the capital should be close by.
Here was the barbarian situation at the beginning of the turn.
I used our immortal in Titan to kill the closest barb. We won with out a scratch. Our worker on the forested hill is safe.
In the below screenshot, you can see several things. Our city Iapetus, SANCTA's galley, our worker who is skipping the road to go to Iapetus, and our immortal healing (2 turns).
Trade routes to SANCTA have now opened!
Here is the situation concerning the workers (we have 4 and just finished 5 after I hit end turn).
Spoiler:
(I renamed all workers after taking these screenshots.)
Worker plako. He's building a road.
Worker Joshua368, he's just going to Iapetus. No road.
Worker DMOC and Lord Parkin. Parkin ... I don't know what to do with him (EDIT: See bottom of post). Worker DMOC (hey, that's me ) is chopping the hill. I canceled the order, though, so we can change next turn.
I renamed the worker we just made (worker 5) to Toch. So we have 5 named workers. Who shall we name worker 6?
We randomly discovered silver!
Conversations with SANCTA
CITIES! This is an important part of my post!
Saturn, before and after.
I micromanaged the capital so it can build 2 warriors while it takes 4 turns to grow to size 7. Once Saturn hits size 7, it'll build a settler as well as have a higher happy cap.
Titan. I wasn't sure what to build there since we finished an immortal. I selected another immortal. The reason is that we only have 1 per city with our extra 1 out exploring at the moment. We want another city soon so we'll need a second immortal out there exploring the black areas to the south of Dione.
Rhea, before and after.
I sacrificed production for growth, which I think is more important now since Rhea is free of health problems at the moment.
Dione.
Iapetus.
Now for miscellaneous stuff:
Military advisor. The immortals are highlighted.
Tech before SANCTA traded:
Tech after SANCTA traded:
Esp:
Domestic before and after
Civics for other teams, before we traded w/SANCTA.
GNP and top 5 cities AFTER I hit end turn. We are at 0% research (look at our gold funds) but at 100% we have the #2 GNP with 99, not far behind the leader at 103.
More info:
City numbers:
Saturn and SANCTA have 5 each.
MS has 4.
Kaz has 6.
Cav has 7. That size 8 city near us (Serpente) is their third city so the capital should be close by.
Points to discuss:
-Is an immortal a good build for Titan? Bear in mind that worker DMOC is going to chop a forest so a settler can be speeded up.
-Move a worker (Worker Toch??) to Rhea's spare floodplain for another cottage!
-My suggested worker movement for worker Parkin is to build either a cottage or a road there:
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