Welcome, advisors and citizens of Delphi Nova, to this next update...
Sad news- 'tis to be my last update while ruling the noble people of Delphi. I will follow my father's own law, and step down from my role as Chief after this update, allowing another one of you to take my place for at least the next ten turns, and at most the next twenty. But first, before the glory of election, we have duty to attend to.
Turn 25 - little of excitement here. Our great city fired at the barbarian invaders, who fled from Delphian lands with their tails between their legs. Our scout continued his exploration of the far north, finding the lands of the Chinese.
Our spearman, midly injured, fights the barbarians in between him and the capital.
Work began on a warrior to prevent the barbarian threat from repeating- this would be ready in 7 turns.
For now, the settler waits orders.
Turn 26 - our scout finds another camp of barbs near the Chinese lands to the north.
Turn 27 - our spearman moves towards the capital. The barbs flee to the hills.
Turn 28 - our scout continues to map the shape of the land.
Our settlers, impatient to be off, move to the West towards Kailash. They are brave or stupid, forging out alone.
Turn 29 - shock and horror. The barbarian retreat was a sham. More appear OUT OF THE FOG BETWEEN THE SPEARMAN AND SETTLER- oh dear. Most likely a camp here. Settler rightly pauses and does not risk going any further. Spearman is attacked by barbarian warrior.
Turn 30 - the current state of affairs.
One turn until production of warrior in Delphi Nova. Two turns until border growth. 5 turns until quarry improved.
Spearman retreats to forest but will most likely lose him if both barbs attack
Settler waits here- dare not go any further, as the majority of tiles to the West could attack him if they have the barb camp on them. To the next leader- consider waiting here/retreat, as warrior will be out in 1 turn and not worth losing the settler.
Scout location to the north.
Other:
2 turns until Writing
7 turns until Cultural advance