"I told you we should have turned to the right."
"And I told you to shut up."
"Yeah well what do we do now?"
"Simple, we make camp for a few days, catch some fish, rest for a bit, then we head home. What are the odds we pick the wrong turn four times in a row when there's only three ways to go?"
"You don't even know how to fish!"
"How hard can it be? You just grab your spear, throw it into the water like so..." *throws spear into the sea* "And then... uhm..." *looks dumbfounded*
"..."
"What were the chances of Rome sending reinforcements with food for us again?"
Our other group of hunters meanwhile had better luck in the Balkans, visiting the home of the Illyrians and being invited to a lavish feast before heading back to the woods of the north rather abruptly lest Skadar's chieftain would find out who had knocked up his daughter. After they arrived they stumbled upon a herd of wild boars and gave chase, but soon lost their trace as they were still suffering the sense dampening effects of a mysterious brew their hosts had given them plenty of. Once they are sober, will they continue their hunt for these delicious beasts or instead resume their quest of exploration?
Back in Rome people discovered that if you put pieces of wood together in a certain way you are able to drift across water while staying relatively dry yourself. This discovery made life for fishermen a thousand times easier and vastly increased the amount of seafood that could be caught everyday.
With more food available than ever our tribesmen and women were free to worry about the future instead of only the present, and thus were thinking about various possible discoveries to further improve life. They could further develop farming techniques, or turn to spirituality, or create better weapons. What should they do?
Since there wasn't much screenshort worthy stuff happening in this turnset I figured I might as well include the early tech tree to give everyone a better picture of our research options. The Plow allows the building of Farms and leads to Pottery which enables the Granary to store 25% of Food after Growth. Archery enables the Basket Archer which is moderately better than warriors I suppose and a promotion which allows units to flee in lost battles, it leads to Metal Working which enables a lot of stuff. Shamanism enables the Monolith Building which gives +1 Happiness and leads to Polytheism which unlocks the Tribal Councils civic which in turn gives an additional +1 Happiness in our 7 biggest cities with low upkeep cost. Viniculture meanwhile is a dead-end tech which only reveals Grapes and allows the building of the Winery improvement. While I don't think we have Grapes nearby remember that many improvements can be built even without the appropriate resource and give a chance of that resource popping up.
Btw we did not discover any Cedars or Cyperus Papyrus.
What should we build after the Worker? Another Worker, Research, a Workboat or a Warrior? Okay let's not kid ourselves, obviously the workboat for the fish, but I need to maintain a facade of democracy here.
Lastly, what is our worker to build once he is finished (and after building a pasture on the sheep obviously) and on what tiles? We can only build Pastures and Camps now, both of which give +1 Food and have a small chance of popping some of their associated resources, though I'm not sure about their respective building times and gold cost. Also what tile should Rome work? The fish, the sheep or that 3H1C forested riverside hill? And what about Research vs. Gold?
I am oh so sorry about the long delay, but I wasn't in the mood for Civ for some time and after that I had to start worrying about Uni stuff.