t40
With a little bit of bartering, Siam takes the luxury for 159 gold and 4 gold per turn. Hurray. In ten turns our borders will pop again and hopefully we'll have the silver to play with.
I save our social policy for later use.
The coastal area due south looks like a nice potential city site with a balance of plains hills, river plains and flood plains plus another nice luxury in whales. Other than that, it looks like our expansion goes through either Belgrade or Sukhothai so let's go full steam ahead on the war machine.
To that effect we bid goodbye to our ill-fated granary and begin building a chariot archer instead. It'll stay in queue if you really really want it anyway.
t41
Another barbarian encampment crops up near where we destroyed the first one. Persistent bastards.
t42
We begin work on another plains river hex while Ted (or was he Bill) moves into place to seige the barbarian encampment near our potential second city.
t43
Ted launches an attack on the encampment comes out a bit worse for the wear while Bill heads south through that nice grassland area teeming with whales to see whats on the other side.
t44
Bill moves through the mountain pass in the southwest and discovers yet another encampment on the hills.
Meanwhile another barbarian warrior appears! Seemingly ignoring this tactical consideration, Ted launches a suicide attack! Displaying his japanese warrior bushido, he crushes the barbarians and survives with one health remaining. Luckily he promotes and gets instantly healed.
We also meet a scout from England; from where I don't know. To the east perhaps?
Kyoto also grows and will again in another 14 turns.
t45
Our officers predict a decisive victory if Ted attacks the brutes across the river so why not? What's the worst that could happen?
Ted succeeds with minor damage and on the other side of the known world Bill moves into position for his assault.
t46
How lucky! Helsinki gives us a request to deal with their barbarian problem. I will send Ted through Kyoto to heal along with our upcoming Chariot Archer to assist them.
t47
Helsinki targets a specific encampment so we must make our way posthaste and grab that influence. Thanks to our Honour social policy we know exactly where it is and our fresh Chariot Archer speeds onward.
The news isn't that good for Bill on the other hand.
t48
We unlock the secrets of Horseback Riding, vaulting into the Classical Era and begin building a horseman right away. Meanwhile our scientists busy themselves with the Calendar.
Our (as yet unnamed) Chariot Archer discovers a mountain pass that leads to the barbarian encampment which will allow us to avoid any trespassing penalties with Helsinki (or needing to spend the gold to befriend them to avoid them.)
Ted moves into Kyoto to heal his scrapped knee.
Bill maneuvers for his life.
t49
As Bill jockeys for position; he discovers a ruins just one hex away. Perhaps a unit promotion (and thus his continued survival) awaits him?
Our Chariot Archer trudges through the mountains.
t50
Bill quickly darts into the ruins and gets map that reveals the location of nearby barbarian encampments! Ha ha ha-- crap.
Our Chariot Archer is in position to assault the camp and, oh joy, there's a worker the barbarians stole from Helsinki! That's 30 influence in one shot. Eliminating the camp and returning the worker will make us instant allies so that should be a priority.
I should mention we just hit the milestone of 500 gold this turn.
The culture picks the horses (boo boo) and our worker moves to pasture them.
Rotation:
IdiotsOpposite - Warming up.
Gerurun - Played turns.
Rex Tyrannus - At bat.
At this point we have a few options available; given the boon we found in quests for Helsinki we can spend a little gold to expand our culture and give that other worker something to do; like mine the silver.
Save incoming after I cook it with the script.