tjs282
Stone \ Cold / Fish
Turnlog is fairly uneventful...
Handoff
First and most important: (if we weren't already sure?) the Byzzies do now know Astro (they are building CopsObs!), but no-one else even knows Theo yet. (Just before it sank!) one of our Galleys saw some Byzzie ships (Caravels or Galleons, not sure) heading north into Indian waters, which suggests that Dora may actually be fighting Gandhi at present: if so, they likely won't be tech-trading anytime soon. And Willy only just got Lit -- possibly from Gandhi.
So us getting Edu/Astro from the GLib is likely still some way off, and we may want to consider cranking up SCI% already, rather than waiting for those techs to be supplied for free. We might also want to consider starting a Palace-prebuild for Magellans somewhere: if so, Tzintz is probably our shield-richest coastal town.
Apart from that, most of what I've done this turnset is move Workers and Settlers around. I've been mining around the 2 new towns I founded in the Incan interior, because these will be useful shield-producers once they've grown (Tultitlan is only 50% corrupt as is). Workers are solo-roading Marsh and Jungle near Ulanbataar, to allow slash-n-burners to arrive in force later. The far north/ east fringes of Incaland can probably stay irrigated though, and I haven't done anything in former Mongolia.
(I did send one newly built Slave down towards Kazan, to be shipped over to Tlapanaloya, but on second thoughts, that's probably a waste of time -- as is Ta-tu's just-started Courthouse-build)
On the NW Tundra-island, Ica and my mooted Tobacco-town are also close enough to Tenoch to be potentially productive towns -- if they get Courthouses. (Ica is 'only' about 60% corrupt as is: if set to harvest 5 SPT, 2 SPT can be used; although the town will riot if you do this without a MilPol garrison!).
Ica's current Settler-build can/should be cash-rushed before hitting Enter: it's intended for the Tobacco-corner. I still recommend that Ica then be Settler-disbanded to refound 1SW. Between them, those 2 towns should then be able to build most/all of the Settlers/ Workers/ military needed to finish colonising and defending this island. In the meantime, I left our victorious Maces sentried both as fog-busters, and to show where the priority-towns should go for max. tile-age (dots mark other town sites).
Based on CKS's thoughts about the southern Tundra-island, I revised that map (to get all Coast tiles with minimal Culture)!
The 2 Workers will finish chopping the Forest (clearing the next intended town-site) on the IBT; the shields will go to Jilot (the current Temple-build could be turned into a Settler if the team prefers; the rest of the shields can be cash-rushed). I would suggest that the Workers then clear the coastal Forest SSW of their current position, for Chalchi's current build (Temple or Settler).
The remaining Tundra can then be Forested/chopped for any (other) buildings we wanted down there: with a Temple+Harbour, Jilot and Town 4 would be pretty food-rich, and we could run 1-2 excess citz (in all 4 towns) as Taxmen/Geeks. Might want to ship some mil-units over there for defence, though...
There is a Galley near Zitlalt, containing a Settler+Mace heading to the NE island. I was thinking it could found a town here:
I've also continued to try and get a Galley doing overseas coastal-exploration. All of our westbound Galleys sank (the only one that made it into Byzzie waters got flamed by a Dromon!), but replacements continue to be built in ex-Japan. One Galley did make it to the northwest coast of Byz/India, and we shall see how far it gets...
For invading the Dutch we will definitely need Navi to be safe, and the shortest passage I found (that avoids the Byzzies!) is probably (to Arnhem) via Kazan...
... so when we get close to Astro *derp* Navi, I would suggest stockpiling Galleys in Kazan, and start sending our Armies, Knights and Trebs (I upgraded all our Cats) down there to climb aboard those boats (after they've been turned into Galleons, that is!).
Save is below...
Spoiler :
T 0, 950 AD
Go through the cities to see what's going on, switch some 1-shield builds to Settlers/Workers, assign Taxmen, and MM in the core
e*Horses upgraded (240g)
IBT
We get Eng + Invention + Gunpowder(!) from the GLib, Theology set as next 'target'
Creeakk... Glug glug... down go 2 westbound Galleys...
T 1, 960 AD
Coyotepec founded on NE Inca island
Settlers landed elsewhere
More Galleys despatched westwards to their fate...
IBT
Tamuin riots -- my bad
Another westbound Galley sinks
T 2, 970 AD
Tequixquiac founded on NE Inca island
Jilotzingo founded on Mongol Tundra island
Tlapanaloya founded on Mongol Tobacco island, ferrying Galley sent east
IBT
Tenoch --> Knight
Another western Galley lost
T 3, 980 AD
Tultitlan and Ecatepec founded in Incan interior --> Courthouses
GAME SAVED
Catapults upgraded (300g)
IBT
Dromon sinks westbound Galley just before it reaches safety
T 4, 990 AD
Eastbound Galley sees Dutch borders!
IBT
T 5, 1000 AD
Eastbound Galley arrives inside Dutch borders -- but it's only an offshore island...
GAME SAVED
IBT
Byzzies begin CopsObs!
Eastbound Galley sinks!
T 6, 1010 AD
Coatepec founded on NE Tundra-island Iron-Hill, Galley sent east
(Worker-)Ferry moored in Cempoala
Ducts cash-rushed in several towns to allow them to grow to Pop7 (=more unit-support)
IBT
Westbound Galley sinks
T 7, 1020 AD
Worker-shuffling
IBT
T 8, 1030 AD
Northern eastbound Galley spots Byzzie borders
Southern westbound Galley heads NW for India...
IBT
Would-be Indian coastal explorer spots Byzzie ships heading north -- then sinks!
T 9, 1040 AD
Chalchihuites founded on southern Tundra-island
Northern eastbound Galley finds Smyrna (with Gems), just south of Indian borders
CAII reports that the Indians and Byzzies will now talk to us (ha-ha!), but only the Byzzies know Theo so far...
IBT
T 10, 1050 AD
More Worker-shuffling
GAME SAVED
Go through the cities to see what's going on, switch some 1-shield builds to Settlers/Workers, assign Taxmen, and MM in the core
e*Horses upgraded (240g)
IBT
We get Eng + Invention + Gunpowder(!) from the GLib, Theology set as next 'target'
Creeakk... Glug glug... down go 2 westbound Galleys...
T 1, 960 AD
Coyotepec founded on NE Inca island
Settlers landed elsewhere
More Galleys despatched westwards to their fate...
IBT
Tamuin riots -- my bad
Another westbound Galley sinks
T 2, 970 AD
Tequixquiac founded on NE Inca island
Jilotzingo founded on Mongol Tundra island
Tlapanaloya founded on Mongol Tobacco island, ferrying Galley sent east
IBT
Tenoch --> Knight
Another western Galley lost
T 3, 980 AD
Tultitlan and Ecatepec founded in Incan interior --> Courthouses
GAME SAVED
Catapults upgraded (300g)
IBT
Dromon sinks westbound Galley just before it reaches safety
T 4, 990 AD
Eastbound Galley sees Dutch borders!
IBT
T 5, 1000 AD
Eastbound Galley arrives inside Dutch borders -- but it's only an offshore island...
GAME SAVED
IBT
Byzzies begin CopsObs!
Eastbound Galley sinks!
T 6, 1010 AD
Coatepec founded on NE Tundra-island Iron-Hill, Galley sent east
(Worker-)Ferry moored in Cempoala
Ducts cash-rushed in several towns to allow them to grow to Pop7 (=more unit-support)
IBT
Westbound Galley sinks
T 7, 1020 AD
Worker-shuffling
IBT
T 8, 1030 AD
Northern eastbound Galley spots Byzzie borders
Southern westbound Galley heads NW for India...
IBT
Would-be Indian coastal explorer spots Byzzie ships heading north -- then sinks!
T 9, 1040 AD
Chalchihuites founded on southern Tundra-island
Northern eastbound Galley finds Smyrna (with Gems), just south of Indian borders
CAII reports that the Indians and Byzzies will now talk to us (ha-ha!), but only the Byzzies know Theo so far...
IBT
T 10, 1050 AD
More Worker-shuffling
GAME SAVED
First and most important: (if we weren't already sure?) the Byzzies do now know Astro (they are building CopsObs!), but no-one else even knows Theo yet. (Just before it sank!) one of our Galleys saw some Byzzie ships (Caravels or Galleons, not sure) heading north into Indian waters, which suggests that Dora may actually be fighting Gandhi at present: if so, they likely won't be tech-trading anytime soon. And Willy only just got Lit -- possibly from Gandhi.
So us getting Edu/Astro from the GLib is likely still some way off, and we may want to consider cranking up SCI% already, rather than waiting for those techs to be supplied for free. We might also want to consider starting a Palace-prebuild for Magellans somewhere: if so, Tzintz is probably our shield-richest coastal town.
Apart from that, most of what I've done this turnset is move Workers and Settlers around. I've been mining around the 2 new towns I founded in the Incan interior, because these will be useful shield-producers once they've grown (Tultitlan is only 50% corrupt as is). Workers are solo-roading Marsh and Jungle near Ulanbataar, to allow slash-n-burners to arrive in force later. The far north/ east fringes of Incaland can probably stay irrigated though, and I haven't done anything in former Mongolia.
(I did send one newly built Slave down towards Kazan, to be shipped over to Tlapanaloya, but on second thoughts, that's probably a waste of time -- as is Ta-tu's just-started Courthouse-build)
On the NW Tundra-island, Ica and my mooted Tobacco-town are also close enough to Tenoch to be potentially productive towns -- if they get Courthouses. (Ica is 'only' about 60% corrupt as is: if set to harvest 5 SPT, 2 SPT can be used; although the town will riot if you do this without a MilPol garrison!).
Ica's current Settler-build can/should be cash-rushed before hitting Enter: it's intended for the Tobacco-corner. I still recommend that Ica then be Settler-disbanded to refound 1SW. Between them, those 2 towns should then be able to build most/all of the Settlers/ Workers/ military needed to finish colonising and defending this island. In the meantime, I left our victorious Maces sentried both as fog-busters, and to show where the priority-towns should go for max. tile-age (dots mark other town sites).
Spoiler NW island plan :
Spoiler Mongol Tundra-island plan :
The remaining Tundra can then be Forested/chopped for any (other) buildings we wanted down there: with a Temple+Harbour, Jilot and Town 4 would be pretty food-rich, and we could run 1-2 excess citz (in all 4 towns) as Taxmen/Geeks. Might want to ship some mil-units over there for defence, though...
There is a Galley near Zitlalt, containing a Settler+Mace heading to the NE island. I was thinking it could found a town here:
Spoiler NE Tundra-island plan :
Spoiler The lucky winner :
Spoiler The westernmost Dutch town? :
Save is below...
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