I've decided to write a more traditional report today, letting people know all of my builds, micromanagement, etc.
(Inherited) Turn 160 - 1000 CE
My first action was to take a look inside our cities, take notice of our builds, see what needs we're missing, etc.
First thing I notice is the forge in Bactrian.
A forge increases hammer output by 25%. 3 hammers times .25 won't even round up to one. Bit early for a forge. However, we've got 44 hammers already invested--and we will need a forge here in about 50 turns--so I whipped it to completion and sent a bunch of workers over.
Next city. Chicago is stagnant at size two.
Now, I like the monestary it's building, but I stopped working the hammer-only tile in favor of a little food. It moved the monestary back a couple of turns, but we can work the big hammer tile after it grows and still get some needed commerce too.
After the city changes, I look at the tech screen.
This surprised me. I hadn't realized that Sally was so backward. This now changes my impression of who to attack first. The only reason I didn't want to delay Sally's death was becasue of those stupid camel archers. Now I'm certain we can either kill him long before then or, if not, kill them with grenadiers and riflemen.
Turn 161 - 1010 CE
Bactrian finishes its whipped forge and I start a worker.
The Kashi Vishwanath is been built in a far away land (BIAFAL)
Turn 162 - 1020 CE
We're building Chichen Itza (Chicken Itch) in Boston. Which I decided to whip for five population.
This is a wonder I only build if I anticipate a lot of defending, which I don't here. Still, I whipped it anyway because I really wanted to get Boston building other things. It's one of our few good hammer cities and we need more workers right now.
Turn 163 - 1030
Chicken Itch comes in as expected
(sorry, missed the screenshot)
And Boston starts on a worker with overflow hammers helping a lot.
Atlanta finishes a ...something... and I start on a Jewish Monestary. Atlanta needs culture in a bad way.
Feudalism is due in five and were researching 58 beakers per turn with 7 gold per turn surpluss.
On this same turn, our spies finish scouting Sally's territory and learn he has no metal.
Well, none in his borders, yet. I planted a spy on that iron. If it ever gets hooked up, we'll know about it (and can pilliage as needed).
Turn 164 - 1040
Bactrian finishes a worker and starts on a Jewish Missionary.
Our spawnbusters alert us to what is likely a whole in our spawnbusting theory.
Not a bad city concidering there's no usable land. I left it alone. We can take it any time we want, though I think we should keep it. Let's let it grow for a bit so we'll at least have the choice.
Turn 165 1050
Washington finishes a settler and builds a Jewish Monastery
Boston: worker -> Jewish Missionary
I'm noticing taht many of our cities are unhealthy.
Turn 166 1060
Boston: Jewish missionary -> courthouse
Turn 167 1070
In the jungle, the mighty jungle, our empire sleeps tonight.
Turn 168 1080
Feudalism comes in
and I chose construction next. It's due in five and we're up to 73 beakers per turn. Still at 20% science. +8GPT. This is due somewhat to me hiring more scientists in our large cities.
Washington: Jewish Monastery -> Market. Market gives a 25% boost to commerce. Washington is giving us 22.4 commerce per turn, so an extra four GPT will be nice.
Taoism is founded in a distant land (FIADL)
Washington's settler and an Axe get together and found Seattle.
I start Seattle on a granary. (There's no I in granary? Why not?)
Missionary spreads Judaism in Philly
Turn 169 1090
Bactrain: Jewish Missionary -> ...?
Saladin adopts Hereditary Rule
Turn 170 - 1100 CE
There are five million of us these days.
Missionary spreads Judaism in Seattle
I realize that we A) have silk, B) have the plantation tech (Monarchy?), and C) have an active trade with Mansa for silk. So I cancelled the trade.
The silk won't actually be online for two turns, but I wanted to make sure this got cancelled.
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north
south
demographics