T061, 1475 BC:
Entremont has grown to 6. I need to swap a few tiles now in a circular way: Entremont gives the BG to Richborough and gets the deer in return, and gives the forest to Camulodunum and gets the plains tile in return.
This allows Entremont to grow in 2, while the galley in Richborough and the barracks in Camulodunum get a few extra shields.
The two workers near Verulanium start a road.
Scout 1W.
T062, 1450 BC:
Worker S of Lugdunum starts irrigating the BG, the other two workers start irrigating the plain for Richborough.
Scout 1N.
T063, 1425 BC:
Entremont settler -> settler
Alesia granary -> worker
Settler moves SE of Camulodunum.
Scout 1 NW.
Due to Entremont shrinking to 5, a few tiles need to be swapped again:
Richborough gives back the BG to Entremont and gets the plain. (During growth it should pick up the missing third shield.)
Camulodunum switches the forest for the other plains tile so as to grow in 4. (It still has 4 spt now, thanks to the mine that meanwhile finished 1N of Lugdunum.)
Alesia exchanges the river BG 1SE for the un-minded river grass. During growth it should pick up a 5th shield for the worker.
Due to the above, Verulamium can now take the BG for an extra shield (and will pick up a third shield during growth.)
T064, 1400 BC:
Washington has started the Temple of Artemis. Excellent.
Lugdunum barracks -> chariot. (A quick scout for another continent cannot hurt, and building warriors with 4spt doesn't make sense yet.)
The two workers at Verulamium start mining the horse tile.
Settler 1S on the river grass.
Scout 1W.
The two workers at Richborough move on a grassland each. (Gergovia finally needs a few improved tiles.)
A bit of MM is necessary again:
Gergovia exchanges the unimproved grass for a coastal tile. It still grows in two that way, but picks up an exta gpt.
Alesia needs some extra commerce in order to stay happy at size 6 without raising the lux slider. Therefore Entremont switches one of the river plains for an unimproved plain, while Alesia gets the fully improved river plain.
After Verulanium has grown this turn, it is set back to 6fpt.
Richborough also switches gets a coastal tile for an extra gold, freeing the forest so that Entremont can pick it up during growth.
I guess, all this calls for another picture:
In order to finally speed up my naval exploration, I cash-rush the galley in Gergovia for 104g.
The plan for the three galleys is as follows:
- The galley from Richborough is to go north, clock-wise around our continent, until it reaches Verulamium (or crosses over to another continent)
- The galley from Gergovia is to go south, counter-clock-wise around our continent, until it reaches the south-tip (or crosses over)
- The galley from Verulamium is to go south, clock-wise around our continent, until it reaches the south-tip (or crosses over)
T065, 1375 BC:
Alesia worker -> worker
Richborough galley -> barracks
Gergovia galley -> barracks
Galley-G W-W-SE. There is coast already in the west, and we can reach it next turn!
Galley-R W-NW-N.
Scout W.
Two workers start a road.
Augustodurum founded, starts a barracks. (Could become a Forbidden Palace, haven't decided yet?!)
The new worker NW-N.
Entremont exchanges the unimproved plains for the river grassland.
Verulamium gives up its floodplain and gets the horse tile.
Alesia needs 3 more food and therefore switches the unimproved plains to the second floodplain.
I have a lot of gold now, so in order to reduce the risk of war (still have only 4 warriors protecting my core...), I establish the remaining embassies now. America 34, and China g.
No wonder China is so backwards: building a settler at size 1 without a granary... pathetic!
With embassies in place I can also sign more RoPs. America wants 40g for it! As they are already gracious (why is that?! We just finished a bloody war not so long ago?!), I skip the RoP.
China accepts the RoP and goes from cautios to polite.
IBT:
Caesar comes very politely and wants 23g. Hmm, tough choice. I'm really not yet ready for war. And they have Horseback Riding, which I might be able to trade later on. On the other hand: we still have 13 turns of a RoP running with them. Will they declare on me with that RoP still active?! Anyway, with only 5 warriors I don't want to take any chances, so I cave and give it to him.
T066, 1350BC:
Irrigation S of Lugdunum is finished. As Lugdunum only needs 3f for growth, I give that irrigated BG to Gergovia and switch Lugdunum to a river hill:
The worker moves NW on the grassland. The other worker 2NE of Entremont starts a road.
Galley-G: 3W. We discover a hut! Should I return and take a warrior on board to pop it?
Galley-R: NW-2N.
Scout 1W.
Entremont needs another shield in order to finish the settler this turn, therefore I let it switch the roaded river grassland (where the slave is still busy building a mine) with the irrigated/roaded river plain from Alesia.
Alesia gets the horse tile from Verulamium, which in turn gets the roaded BG from Augustodorum. That way no food is lost. (MM is a bit difficult atm, because Alesia & Verulamium constantly need to take turns using one of the floodplains, so that they alternate between 4fpt and 6fpt, and both can grow without food waste.
Warrior from Lugdunum moves into jungle SE of Gergovia.
T067, 1325 BC:
Entremont settler -> settler
Alesia worker -> worker
Worker 1N.
Settler/warrior pair 3 SE.
Worker at Lugdunum starts roading.
Workers on horse tile move to BG and start mining.
Galley-G: 3E, warrior hops on galley.
Galley-R: N-2E
Scout N.
Verulamium switches the roaded BG for a floodplain to get 6fpt and grow this turn.
Alesia has 4fpt and grows as well.
Camulodunum gets that BG, so that Richborough can take the irrigated plain that became free that way.
Lugdunum needs a taxman.
T068, 1300 BC:
The Americans start the Colossus.
Galley-R: E-2W
I switch research from Literature to Horseback Riding. (Don't want to accidentally pop HB...)
Galley-G: 3W, warrior unloads on goody hut and pops -- two barbs. Thanks a lot.
Warrior/settler pair on iron hill.
Worker N of Alesia starts road.
The two workers at Lugdunum join 2NW of L and start a mine.
Scout NE.
Verulamium gets a forest and a coast, Alesia gets the other floodplain and the unfinished grass, so that Camulodunum can take the mined BG and finish the barracks in 2.
IBT:
One barb attacks, reducing our warrior to 2/3, the other one runs away?! (It could at least have given me the veteran promotion!)
T069, 1275 BC:
Alesia worker -> worker
Lugdunum chariot -> chariot (we need a mine on a hill there, before we can get 5spt)
Chariot goes to Alesia.
Chinese slave 1S of Camulodunum.
Worker from Alesia joins other at NW-N and both start irrigating.
Warrior/settler pair 1S.
Warrior hops back on boat.
Galley-G: W-SW-S
Galley-R: N-NW-N
Scout 1N.
Richborough exchanges the plains tile 2SE for a coast. It'll get back the shield during growth.
Entremont can now take this plain for 5fpt.
Augustodurum takes the forest for one turn for an extra shield.
T070, 1250 BC:
Camulodunum barracks -> warrior.
Slave starts a road.
Worker at Lugdunum 3N, Richborough needs a good tile again.
Warrior/settler pair 1S.
Scout 1W on the mountain.
Galley-G: S-W-S, spots brown borders! Warrior unloads on that lands end for some more visibility.
Galley-R: W-2N.
The workers at Verulamium split up: one goes into the forest, the other 1W on the hill.
The tile assignment is a bit complex again this turn in order to meet all requirements of growth, production and happiness, therefore here is a picture instead of a thousand words...: