Built one worker in Beshebalik and chopped out one in Karakorum and did some pre-chops, now math is in and the chopfest begins!
Having peaks in culture is really nice, the tile 1E of clam is visible and archer can push forward.
I have yet to revolt to slavery, and I don't think I will either. Turfan is a city that kinds of needs slavery... I want the library there, but I also need to either pre-whip something for overflow, or save the forests for a caravel. But slavery means one turn of anarchy, and also costs me 1gpt at minimum.
So I just let poor Turfan slow-build the last of it's library instead.
The archer that will soon be known as axeslayer taunts the barbarian foe into making a suicidal attack.
The northern archer is injured and is moving north to where a city will be placed, and a fresh archer is meeting up to handle the barb archer.
Not sure if this barb city is good or bad... Probably good? I can train some siege against it, and/or take it when it's abit more mature.
But I was sort of planning to settle on that PH and chop out a caravel there @ optics.
Consider this spot instead. Rather bleak city though.. Just a brown hilled sheep. And not even CS makes it much better with only one green tile.
Think this is a good way to settle the south. One city for the clam that also reaches some nice green tiles, and then one city for the sheep+marble and some forests.
That leaves room for a good lategame/endgame city in the middle too. Anyone else thinking differently?
This is poor turfans fate.
It hurts my eyes and my soul to see food not being worked, but what can I do?