We learn Monotheism, begin Theology (22 turns, at the start of the turn)
City Status
- Freedom Central (4): settler (13) -> settler in 4.
- Thessauronicleus (6): settler in 4.
- Kazgungudom (6): palace in 53.
- Thombreil (7): galley in 4.
- Fortress of Meleet (7): barracks in 1.
- Kremlin (2): settler in 8.
- Citadel of Ur (2): barracks in 3.
- Tower of Babel (3): library -> granary in 20.
- Ishme-Shamash (5): barracks -> vHorse in 8 (one geek).
- Weltonspolt (4): courthouse in 18.
- Teal domination (7): galley in 5 (one geek).
- Ninhursag-Ki (4): courthouse in 7.
- Azzura Coast (4): harbor in 7.
- Lake Port (6): courthouse in 62, (two geeks).
- Marad-Dur (3): courthouse in 22.
- Sugar-Free Wheaties (4): aqueduct in 2.
- FreeToes (4): aqueduct in 11.
- Coastal Geeks (5): library in 5.
- Liberty Bell (4): library in 4.
- TuTuba (3): harbor in 47.
- Cat Ballou (2): worker in 8.
- Freehand (3): worker in 2.
- Chicago XIII (1): barracks in 34.
- Farkle Liberation (1): worker in 8.
- Numenor (1): harbor in 51.
- Vista-Free (2): worker in 2.
- Jungle-Free (1): worker in 3.
- Ellis Island (1): harbor in 53.
- Worry-Free (1): worker in 6.
Next Turn Builds
- 01 Barracks (Fortress of Meleet)
Cities to build on this landmass:
1,
2,
3, 4,
5, 9, 10, 11, 12,
13, 14, 15, 16, 17, 18 and 19.
One tile islands to the north to settle:
7 and
8.
Done!
Cities to build to the Southeast: 6, 19 and 20.
Total cities to build: 14
Settlers in production : 4 (Freedom Central, Thessauronicleus, Kremlin, and Tower of Babel).
Workers in production: 5 (Cat Ballou, Freehand, Farkle Liberation, Vista-Free and Jungle-Free).
Military Status
05 Settlers
43 Workers
04 Galley
07 Enkidu Warriors
Military Support
Total Units: 59
Allowed Units: 35
Cost per Turn: 48 gpt
Compared to BABE we are weak.
Compared to The Council we are weak.
Buildings
2 granaries (Freedom Central and Thessauronicleus)
9 libraries (Thombriel, Fortress of Meleet, Kremlin, Ishme-Shamash, Teal domination, Azzura Coast, Sugar-Free Wheaties, Weltonspolt and
Tower of Babel).
1 barracks (
Ishme-Shamash)
Unit moves
Naval
Evaackkian Express (N of Vista-Free): with Settler10 and EW03 aboard, NW, NW and NW.
Teal Torpedo (SW-ish of Maryann of BABE): SE, SE and SW, with a Babe galley blocking our way.
Friends of Meleet (SE-ish of FreeToes): with EW06 and Settler09 aboard; fortifies in the mid-ocean coastal tile.
Triumph of Teal (E of FreeToes): S and SE, ending in the same tile as
Friends of Meleet.
Military(* = new orders)
Enkidu Warrior02 (forted 3NW-2N of Chicagao XIII): fortified, guards W003.
Enkidu Warrior03 (aboard
Evaackkian Express).
Enkidu Warrior04 (2NE of Vista-Free): fortifies.
Enkidu Warrior05 (forted on City Dot #10).
Enkidu Warrior06 (aboard
Friends of Meleet).
Enkidu Warrior07 * (2SW of Ishme-Shamash): moves into Ishme-Shamash and fortifies.
Enkidu Warrior08 * (in Thessauronicleus); fortifies.
Settlers
Settler09 (aboard
Friends of Meleet).
Settler10 (aboard
Evaackian Express).
Settler11 * (in Ishme-Shamash): NW, NW and N, heading to City Dot #9 on the tip of the north east coast.
Settler12 * (SW of Jungle-Free): W, heading to City Dot #4.
Settler13 * (new in Freedom Central): W, W and W, heading to City Dot #10.
Workers (* = new orders)
W001 (SW-S of Kazgungudom): with W004, W018 and W023, mine, finish in 4.
W002 (NE of Freedom Central): with W014 and W026, clear jungle, finish in 1.
W003 * (3NW-2N of Chicagao XIII): road, finish in 1.
W004 (SW-S of Kazgungudom): with W001, W018 and W023, mine, finish in 4.
W005 (SW ofNinhursag-Ki): with W040, forest Spice road, finish in 2.
W006 * (2S of Kazgungudom): joins with W037, mine, finish in 9.
W007 * (S of Liberty Bell): with W030, irrigates, finish in 2.
W008 (NE of Worry-Free): with W011 and W036, drain marsh, finish in 3.
W009 * (NE of Vista-Free): road, finish in 1.
W010 * (3NW-2N of Chicagao XIII): S, to road for City Dot #10.
W011 (NE of Worry-Free): with W008 and W036, drain marsh, finish in 3.
W012 * (NW of Freedom Central): joins W033 and W034, mountain road completed.
W013 * (WW of Vista-Free): road, finish in 3.
W014 (NE of Freedom Central): with W002 and W026, clear jungle, finish in 1.
W015 (N-NW of Liberty Bell): N, irrigate, finish in 2.
W016 * (E of Cat Ballou): road, finsih in 3.
W017 (2S of Citdal of Ur): with W031 and W032, mine, finish in 4.
W018 (SW-S of Kazgungudom): with W001, W004 and W023 mine, finish in 4.
W019 * (NW of Citadel of Ur): chop completed, road, finish in 3.
W020 (N of Azzura Coast): road, finish in 5.
W021 * (SE of Fortress of Meleet): with W029, joined by W027, mine, finish in 2.
W022 * (SW of Jungle-Freer): with W038, W042 and W043, clear jungle, finish in 6.
W023 (SW-S of Kazgungudom): with W004, W001 and W018, mine, finish in 4.
W024 (NW-N of Chicago XIII): with W041, drain marsh, finish in 5.
W025 (S of Marad-Dur): SW, mine the horse, finish in 3.
W026 (NE of Freedom Central): with W002 and W014, clear jungle, finish in 1.
W027 * (SE of Fortress of Meleet): joins W021 and W029, mine, finish in 2.
W028 * (NW of Freedom Central): mines, finish in 18.
W029 * (SE of Fortress of Meleet): with W021, joined by W027 mine, finish in 2.
W030 * (S of Liberty Bell): joins W007, irrigate, finish in 2.
W031 (2S of Citdal of Ur): with W017 and W032, mine, finish in 4.
W032 (2S of Citdal of Ur): with W017 and W031, mine, finish in 4.
W033 (NW of Freedom Central): joined by W034, mountain road, finish in 2.
W034 (NW of Freedom Central): joins W033 in mountain, road, finish in 2.
W035 * (S of Liberty Bell): road, finish in 1.
W036 (NE of Worry-Free): with W008 and W011, drain marsh, finish in 3.
W037 * (NW-N of FreeToes): joined by W006, mine, finish in 9.
W038 * (SW of Jungle-Free): with W022, W042 and W043, clear jungle, finish in 6.
W039 * (NE of Vista-Free): mine, finish in 12.
W040 (SW ofNinhursag-Ki): with W005, forest Spice road, finish in 2.
W041 (NW-N in Chicago XIII): with by W024, drains the marsh, finish in 4.
W042 * (SE of Jungle-Free): with W022, W038 and W043, clear jungle, finish in 6.
W043 * (SW of Jungle-Free): with W022, W038 and W042, clear jungle, finish in 6.
Domestic Issues
Theology in 8 turns.
427 gold, -4 gpt
50% science (up 30%)
20% luxuries
30% taxes (down 30%)
02 Iron is connected (up one, near Vista-Free).
03 Horses are connected.
04 Gems are connected.
03 Spices are connected (up one, not sure where).
General Notes and Plans
Evaackkian Express sails to the NW.
Triumph of Teal joins
Friends of Meleet to the SE.
Teal Torpedo moves along the coast, her way blocked by a Babe galley.
Friends of Meleet, with Settler09 and EW06 aboard, fortified in a mid-ocean coastal tile.
Settler11 is two turns away from City Dot #9; three turns away from building a new city.
Settler12 is one turn away from City Dot #4; two turns away from building a new city.
Settler13 heads to City Dot #10. Ship chaining to the NW would be great, and safe, but we're not set up to do that. It will take us two more turns to reach the shores of that island. Another turn to explore/unload, and then at least three turns to get back to Vista-Free. We have galleys in production, but they won't finish in time to help send a second settler to the NW. By the time
Evaackkian Express returns to Vista-Free, between six and eight turns from now, we should have another settler ready to load aboard.
We have our first barracks and we started a vHorse, just to boost our offense. A vMace would have been better, but I don't remember seeing it as an option. I'll check next turn.
We are learning Theology at a slight negative gpt, losing 4 gpt. We have two cities that will be built in the next three turns, so we should soon be back into the black on our net income. It will take us 8 turns to learn Theology so the most we lose is 32 gold from 427.