initial turn:
1. Move worker back to mainland for jungle clearing duty by the rice city site.
2. Try peace with Toka and Qin again (as every turn) - no joy.
3. 2 unused axes still on the mainland head west for fog-busting duty (to prevent barb city spawning).
-- ENTER --
IBT: Possible chance for the barbs at Satsuma where a barb Axe is advancing on Satsuma, defended by a combat1 spear.
View attachment 158665
Some good news: WW
is back down to +2 in Karakoum; looks like it took 1 turn for the Arabian WW to disappear?
-- ENTER --
IBT: Barb axe fails in Satsuma...
1. Mecca comes out of revolt. Clams and pigs in the fat cross will make this a food-rich city, but the happiness cap will prevent us growing too large = ideal city for settler and worker spamming (and let cottage spam cities on mainland focus on building libraries, temples etc)... Start building workboat to work the clams.
-- ENTER --
IBT: Discover meditation.
1. Whip settler in Karakorum. This brings us back to 5
v. 4
2. Finish 2nd archer in Medina, and switch to Monastery. We are about to get first cultural border pop in Medina which will pick up cows and copper, which will make it a very decent
site - plan this to be our missionary spamming city. (Note - we may want to try converting Cyrus if he is still atheist once we pop our cultural border in the west rice city, which will give us access to the main continent).
-- ENTER --
IBT: Discover Priesthood! Switch to code of laws (the courthouses / forbidden palace will be very useful in controlling maintenance costs) but move slider back to 100%
(only +2 per turn even at 100%! Need to build up those cottages...)
1. Settler finished in Karakorum and heads down to GOLD site. Karakorum is now size 2, so switch to library to allow some population regrowth.
2. Continue shipping our axes back to the mainland, since we can't reach anywhere else by galley from Arabia.
Note: 2nd cultural border pop in Karakourm has revealed another small island to the north, and another cultural / coastal bridge, this time to Qin in the north.
View attachment 158664
The 1
1
shown against the ocean square (circled) indicates that the tile can be worked from a city fat cross (probably located at the X, which appears to be a forest / plains tile from looking at the edge of the fog). This means it will also fall within our cultural boundaries after a border pop from that same city, allowing us to enter it with a galley and reach Qin via the green arrow shown.
Not necessarily something we need to pursue since we do not need access to Chinese lands for our overall plan for domination victory, but something to be aware of in case we want to knock Qin back a bit so that we can declare peace / slow him down / capture his fur resources (+2
with market).
-- ENTER --
IBT: Toka continues to expand, and has sent a settler party west.
View attachment 158663
-- ENTER --
-- ENTER --
IBT: The usual barb suicide attacks against Qin and Toka...
1. Turfan is founded, 1E of the gold as planned. Worker is already on location and starts on the gold mine. We get a free scout from the goody hut. I decide to see if we can load him onto the barb galley and get a free ride over to explore the second sugar island we can see to our east:
View attachment 158666
With five cities, we are now running +0
at 100%
-- ENTER --
1. Mecca grows to size 3 and gets an extra 2
from WW / crowding, so now has 2
citizens. Whip the rest of the Hindu temple there to restore order. Suggest we build barracks here next while working the clams to get it back up to size - then switch to settler spamming once we reach the happiness cap there.
Units with goto orders:
1. various axes on the mainland, which are heading back for cultural borders around Besh (to reduce supply cost
)
2. worker near rice site is building a road east, which will save the settler 1 turn to reach the rice site once we finish building him in Besh.