Turns 130 to 139

City Status
  1. Freedom Central (8): university in 1.
  2. Thessauronicleus (7): university in 11.
  3. Kazgungudom (8): palace in 50.
  4. Thombreil (9): university in 2 (now one geek).
  5. Fortress of Meleet (8): caravel in 4.
  6. Kremlin (8): market in 4 (one geek).
  7. Citadel of Ur (7): university in 9 (now one geek).
  8. Tower of Babel (9): market in 3.
  9. Ishme-Shamash (8): harbor in 8 (now one geek).
  10. Weltonspolt (6): harbor in 9 (now one geek).
  11. Teal domination (8): university in 15.
  12. Ninhursag-Ki (7): university in 12.
  13. Azzura Coast (6): courthouse in 6 (one geek).
  14. Lake Port (7): courthouse in 9 (now two geeks).
  15. Marad-Dur (6): university in 19.
  16. Sugar-Free Wheaties (7): university in 14.
  17. FreeToes (6): library in 3 (one geek).
  18. Coastal Geeks (7): harbor in 7 (one geek).
  19. Liberty Bell (8): vMace -> vHorse in 5.
  20. TuTuba (5): harbor in 18 (two geek).
  21. Cat Ballou (6): vMace -> vHorse in 6 (two geek).
  22. Freehand (5): vMace in 11 (one geek).
  23. Chicago XIII (6): library in 3 (one geek).
  24. Farkle Liberation (5): vMace -> vHorse in 1 (one geek).
  25. Numenor (2): harbor in 23 (one geek).
  26. Vista-Free (5): settler in 13 (two geek).
  27. Jungle-Free (4): vMace in 34.
  28. Ellis Island (3): harbor in 25 (two geek).
  29. Worry-Free (4): vMace in 27 (two geek).
  30. Unshackled (4): worker in 3.
  31. Perelandra (3): vMace in 34.
  32. Dusty Harbor (2): library in 36 (one geek).
  33. Debt-Free (5): vMace in 26 (one geek).
  34. Sid City (3): library in 35 (two geek).
  35. Tax-Free (3): harbor in 47.
  36. Gratis (5): vMace in 29 (hire a geek).
  37. Home of the FREE (3): vMace in 31.
  38. Martin Luther King Jr. (2): rPike -> rEW in 1 (one geek).
  39. Gun-Free (3): vMace in 24.
  40. Sweet 16 (2) vMace in 32.
  41. Freetime (2) vMace in 28 (hire a geek).
  42. Freeborn (1) library in 37.
  43. Monte Cristo (1) rEW in 8.
New This Turn
Footloose (1) grows in 7, rEW in 10.

Next Turn Builds
  • university in Freedom Central
  • vHorse in Farkle Liberation
  • rEW in Martin Luther King Jr.

Cities to build on this landmass: 1, 2, 3, 4, 5, 9, 10, 11, 12, 13, 14, 15, 16, 17 and 18.
One tile islands to the north to settle: 7 and 8. Done!
Cities to build to the Southeast: 6, 19 and 20.
Cities to build to the Northwest: Done!
Total cities to build: 1
Settlers in production : 1 (Vista-Free).
Workers in production: 1 (Unshackled).

Military Status
00 Settlers
56 Workers
02 Horseman
01 Pike
05 Galley
01 Caravel
04 Mace
09 Enkidu Warriors

Military Support
Total Units: 78
Allowed Units: 74
Cost per Turn: 8 gpt

Compared to BABE (Republic) we are weak.
Compared to The Council (Republic) we are weak.
Compared to GONG (Feudalism) we are weak.
Compared to SABER (Republic) we are weak.


Domestic Issues
Banking in 1 turns.
187 gold, +100 gpt (50 gold to The Council)
40% science
20% luxuries
40% taxes

Resources
02 Iron are connected.
03 Horses are connected.
05 Gems are connected.
05 Spices are connected.
01 Ivory is connected.
 
Unit moves (* = new orders)

Naval
Evaackkian Express (2W of Numenor): 3S, heading to Farkle Liberation to pick up workers for 11NW.
Teal Torpedo (W-SW of The Eagles (BABE)): the city is in disorder, fires buring out of control; E, S and SE.
Lydia Sutherland (SW-W of Jenny Finch (BABE)): N, NE and NE, going clockwise around this island.
Sword of Teal: (South of GONG), N-NE-S (minor fog busting).
Friends of Meleet (NW of Footloose): 3NW, heading to the mainland for either workers or EWs.
Music of Meleet (in FreeToes): stays put.

Freedom Finder was lost last turn; Friends of Meleet delivered Settler22 and Pike01 to 11SE.


Military
Enkidu Warrior02 (in Unshackled).
Enkidu Warrior03 (in Sid City).
Enkidu Warrior04 (in Perelndra).
Enkidu Warrior05 (in Debt-Free).
Enkidu Warrior06 (in Dusty Harbor).
Enkidu Warrior07 (N of Azurra Coast).
Enkidu Warrior08 (in Monte Cristo).
Enkidu Warrior09 (W-SW of Sid City).
Enkidu Warrior10 (in Martin Luther King Jr).

Mace01 (in Fortress of Meleet).
Mace02 (2SW of Freedom Central).
Mace03 (in Citadel of Ur).
Mace04 (2SW of Freedom Central): 3E.

Horse01 (in Ninhursag).
Horse02 (in Ninhursag).

Pike01 (in Footloose, 11SE).


Settlers
Settler22 founds Footloose on 11SE, grows in 7, rEW in 10.

Workers
W001 (N-NE of Lake Port): mine in 1.
W002 (2NE of Freedom Central): mining in 5.
W003 * (SE of Chicago XIII): with W046, W047, W055 and W065, 3SE.
W004 (SW of Trombriel): with W006 and W037, SE, mine in 1.
W005 (N of Ninhursag-Ki): with W063, mine in 1.
W006 (SW of Trombriel): with W004 and W027, SE, mine in 1.
W007 (2NE of Freedom Central): with W012, W014, W021 and W028, clear jungle in 3.
W008 (2N of Lake Port): with W029 and W043, mountain road in 2.
W009 * (on Mt. Kremlin): with W011 and W036, joined by W053, mine in 4.
W010 * (S-SE of Citadel of Ur): with W024 and W041, mountian road in 3.
W011 * (on Mt. Kremlin): with W009 and W036, joined by W053, mine in 4.
W012 (2NE of Freedom Central): with W007, W014, W021 and W028, clear jungle in 3.
W013 * (SE of Tower of Babel): with W016, W020 and W061, start and complete irrigation.
W014 (S of Thombriel): with W007, W012, W021 and W028, clear jungle in 3.
W015 (joined to Ishme-Shamash).
W016 * (SE of Tower of Babel): with W013, W020 and W061, start and complete irrigation.
W017 * (N-NE of Lake Port): with W027 and W032, SE, mountain mine in 6.
W018 (joined to Kazgungudom).
W019 * (S of Citadel of Ur): with W059, joins W031, mountain mine in 6.
W020 (SE of Tower of Babel): with W013, W016 and W061, start and complete irrigation.
W021 (S of Thombriel): with W007, W012, W014 and W028, clear jungle in 3.
W022 (W of Thombriel): with W025, W026, W030, W033, W034, W039 and W062, clear jungle in 2.
W023 (joined to Kazgungudom).
W024 * (S-SE of Citadel of Ur): with W010, and W041, mountian road in 3.
W025 (W of Thombriel): with W022, W026, W030, W033, W034, W039 and W062, clear jungle in 2.
W026 (W of Thombriel): with W022, W025, W030, W033, W034, W039 and W062, clear jungle in 2.
W027 * (N-NE of Lake Port): with W017 and W032, SE, mountain mine in 6.
W028 (S of Thombriel): with W007, W012, W014 and W021, NW, clear jungle in 3.
W029 (2N of Lake Port): with W008 and W043, mountain road in 2.
W030 (W of Thombriel): with W022, W025, W026, W033, W034, W039 and W062, clear jungle in 2.
W031 * (S of Citadel of Ur): joined by W019 and W059, mountain mine in 6.
W032 * (N-NE of Lake Port): with W017 and W027, SE, mountain mine in 6.
W033 (W of Thombriel): with W022, W025, W026, W030, W034, W039 and W062, clear jungle in 2.
W034 (W of Thombriel): with W022, W025, W026, W030, W033, W039 and W062, clear jungle in 2.
W035 * (2SE of Tower of Babel): with W049 and W051, 2SE, mine in 2.
W036 * (on Mt. Kremlin): with W009 and W0011, joined by W053, mine in 4.
W037 (SW of Trombriel): with W004 and W006, SE, mine in 1.
W038 * (E of Chicago XIII): with W042, joins W052 to complete chop for Chicago XIII's library.
W039 (W of Thombriel): with W022, W025, W026, W030, W033, W034 and W062, clear jungle in 2.
W040 (joined to Kremlin).
W041 * (S-SE of Citadel of Ur): with W010 and W024, mountian road in 3.
W042 * (E of Chicago XIII): with W038, joins W052 to complete chop for Chicago XIII's library.
W043 (2N of Lake Port): with W008 and W029, mountain road in 2.
W044 (joined to Tower of Babel).
W045 (joined to Liberty Bell).
W046 * (SE of Chicago XIII): with W003, W047, W055 and W065, 3SE.
W047 * (SE of Chicago XIII): with W003, W046, W055 and W065, 3SE.
W048 (NW of Sid City): clear jungle in 10.
W049 * (2SE of Tower of Babel): with W035 and W051, 2SE, mine in 2.
W050 (joined to Kremlin).
W051 * (2SE of Tower of Babel): with W035 and W049, 2SE, mine in 2.
W052 * (E of Chicago XIII): joined by W038 and W042, chop completed.
W053 * (NW of Kremlin): S onto Mt. Kremlin, joins W011, W009 and W036 in mining in 4.
W054 * (W of Dusty Harbor): roads the Horsey Hill on 11SE, road in 6.
W055 (NE of Tax-Free): with W003, W046, W047 and W065, 3SE.
W056 (joined to Citadel of Ur).
W057 * (NW of Worry-Free): with W064, 3SE.
W058 (joined to Kremlin).
W059 * (S of Citadel of Ur): with W019, joins W031, mountain mine in 6.
W060 * (E of Chicago XIII): irrigate in 4.
W061 * (SE of Tower of Babel): with W013, W016 and W020, start and complete irrigation.
W062 (W of Thombriel): with W022, W025, W026,W030, W033, W034 and W039, clear jungle in 2.
W063 (N of Ninhursag ): with W005, mine in 1.
W064 * (NW of Worry-Free): with W057, 3SE.
W065 * (old W048 - SE of Chicago XIII): with W003, W046, W047 and W055, 3SE

General Notes and Plans
Plan to send W005 and W063 to 11NW to connect saltpeter. They won't meet Evaackian Express in Farkle Liberation next turn, but the one following.

Gong galley around our 11SE.

Drop science to 0% and we still get Banking in 1; +238 gpt
Change geeks to taxmen; bad idea, banking in 20; changed some taxmen back into geeks; got Banking in 1, +256 gpt.

Final rates:
Science 0% (down 40)
Tax 80% (up 40)
Luxuries 20%
Banking in 1; +256 gpt.

Sent 50 gold to The Council.
Empiremaker said:
You said freedom finder was destroyed, but then how could units unload from it?

I would also switch MDI to Horses in preperation for a horse -> cav upgrade. This will allow us to easily attack GONG.

CB- This turn I would MM some cities because some have no growth and extra happy faces. I would also switch pike builds on the 11 tile island to EWs, so that we can complete the blockade.
I don't know I got the galleys confused, but Freedom Finder was destroyed while Friend of Meleet was far to the south, heading to 11SE.

Changed some vMaces to vHorses, mostly in the better producing cities. Out in the boonies I left them vMaces.

Fired a few geeks; changed the pike build to EW.

Workers
We will soon have a glut of workers. The jungles will be cleared in 3 to 4 turns; irrigating them will be easy. The mountains will all have roads and mines, too.

We can load up workers and send them to the islands. I'm planning to send two workers to 11NW; would like to send 2 to 11SE. But that still leaves a lot of workers with little to do.

Do we need to make any changes to our terrain improvements? I would like to check on that before we start adding workers into cities.
 
Zoomed Out, centered 1E of Kremlin
Spoiler :

138_ZoomOut.jpg



Teal Torpedo
Spoiler :

138_TT.jpg



Lydia Sutherland
Spoiler :

138_LS.jpg



11 Tile Island to the South East, centered in the middle of the island
Spoiler :

138_11SE.jpg

 
Domestic
Spoiler :

138_Domestic.jpg



Victory Conditions
Spoiler :

138_Victory.jpg



Top 5 and Demographics
Spoiler :

138_Top5.jpg



~~~~~~~~~~~~~~~~~

Foreign
Spoiler :

138_Foreign.jpg



Trading: The Council
Spoiler :

138_Council.jpg



Trading: BABE
Spoiler :

138_Babe.jpg



Trading: GONG
Spoiler :

138_Gong.jpg



Trading: SABER
Spoiler :

138_Saber.jpg

 
Are we planning to learn quickly or build up cash for a Cavalry upgrade?
 
At this point, The Council is still a ways from Cavalry, and we already suggested that we should beeline for the IA. We already have some cash, and we can build up more by running a lower sci%. In addition, if us or The Council get Steam Power for free, our production will skyrocket. We will also have galleons, which will allow us to hide our attack better, and hit at GONG's core.
 
My memory fails me, but I don't recall getting Chemistry from The Council. I think they expected us to stop researching and build units.

We are at tech parity with The Council, as shown by our trading screens.
 
I've just downloaded the turn but I won't have time to play it until tomorrow night (Wednesday, Nov 14).

Some Issues

Naval
We are several turns away from hooking up saltpeter and we will need Caravels to invade Gong. I want to upgrade some of our Galleys to Caravels, leaving Teal Torpedo and Lydia Sutherland to continue snooping and exploring; the others we will upgrade. We have 1 caravel already, and three galleys around the homeland to upgrade, and one more caravel in production. These upgrades should be staggered across several turns.

The ships will need to gather on the north east coast, probably near TaTuba, to make the voyage Gong-ward.

Evaackian Express will be upgraded before it heads back to the Northeast. We'll lose one turn to do that; the workers will arrive on the turn of the upgrade with movement left over. The extra naval movement should make up for the lost turn.

Research
We are depending upon The Council to learn Chemsitry so that we could learn Physics, per MAAP II. If we do not receive Chemistry, what then? No research or go for an optional tech?

Gong Invasion
Without Chemistry we cannot get to Military Tradition and the almighty Cavalry. That means foot soliders, Maces and Muskets.

Cash to The Council
Under the MAAP we must send 50 gpt to The Council for 15 turns or a max of 750 gold. I think we have sent them between 600-650 gold. I was considering sending them the remainder, if we could afford it, next turn.

Spying
Do we have any way to detect if Gong is snooping around our cities?
 
Naval
We are several turns away from hooking up saltpeter and we will need Caravels to invade Gong. I want to upgrade some of our Galleys to Caravels, leaving Teal Torpedo and Lydia Sutherland to continue snooping and exploring; the others we will upgrade. We have 1 caravel already, and three galleys around the homeland to upgrade, and one more caravel in production. These upgrades should be staggered across several turns.

The ships will need to gather on the north east coast, probably near TaTuba, to make the voyage Gong-ward.

Evaackian Express will be upgraded before it heads back to the Northeast. We'll lose one turn to do that; the workers will arrive on the turn of the upgrade with movement left over. The extra naval movement should make up for the lost turn.

I would keep some galleys around until frigates because galleys are more cost-effective at sinking caravels than other caravels. IIRC, Caravels only get 3 moves.

Research
We are depending upon The Council to learn Chemsitry so that we could learn Physics, per MAAP II. If we do not receive Chemistry, what then? No research or go for an optional tech?

We've sent them a letter. I would stockpile gold for either 100% research to the IA or gold for a horse -> cav upgrade.

Gong Invasion
Without Chemistry we cannot get to Military Tradition and the almighty Cavalry. That means foot soliders, Maces and Muskets.

I would prefer to have cavs. Cavs vs. Muskets is no contest, and if we can prevent GONG from having too many muskets, our cavs will beat pikes/spears really easily. MDI, though, have trouble v pikes, and still aren't great against spears.

Cash to The Council
Under the MAAP we must send 50 gpt to The Council for 15 turns or a max of 750 gold. I think we have sent them between 600-650 gold. I was considering sending them the remainder, if we could afford it, next turn.

I would send them 50 gpt until we hit 15 turns. But we should send a letter asking if they'd like a loan, and telling them that their money is about to be shut off.

Spying
Do we have any way to detect if Gong is snooping around our cities?


No.
 
City Status
  1. Freedom Central (8): university -> vHorse in 3.
  2. Thessauronicleus (7): university in 10.
  3. Kazgungudom (8): palace in 49.
  4. Thombreil (9): university in 1 (one taxman); shift some citizens around to get more food; we need only one shield to complete the university.
  5. Fortress of Meleet (8): caravel in 3 (or harbor in 5).
  6. Kremlin (8): market in 3 (one taxman).
  7. Citadel of Ur (7): university in 8.
  8. Tower of Babel (9): market in 2.
  9. Ishme-Shamash (8): harbor in 7 (one taxman).
  10. Weltonspolt (6): harbor in 8 (one taxman).
  11. Teal domination (8): university in 14.
  12. Ninhursag-Ki (7): university in 11.
  13. Azzura Coast (6): courthouse in 5 (one taxman).
  14. Lake Port (7): courthouse in 8 (two taxman).
  15. Marad-Dur (6): university in 18.
  16. Sugar-Free Wheaties (7): university in 13.
  17. FreeToes (6): library in 2 (one taxman).
  18. Coastal Geeks (7): harbor in 6 (one taxman).
  19. Liberty Bell (8): vHorse in 4.
  20. TuTuba (5): harbor in 17 (two taxmen).
  21. Cat Ballou (6): vHorse in 5 (two taxmen).
  22. Freehand (5): vMace in 10.
  23. Chicago XIII (6): library in 2 (one taxman).
  24. Farkle Liberation (5): vHorse -> vHorse in 30 (one taxman).
  25. Numenor (2): harbor in 22 (one taxman).
  26. Vista-Free (5): settler in 12 (two taxmen).
  27. Jungle-Free (4): vMace in 33, hire a taxman.
  28. Ellis Island (3): harbor in 24 (two taxmen).
  29. Worry-Free (4): vMace in 26 (two taxmen).
  30. Unshackled (4): worker in 2.
  31. Perelandra (3): vMace in 33.
  32. Dusty Harbor (2): library in 35 (one geek).
  33. Debt-Free (5): vMace in 25 (one taxmen).
  34. Sid City (3): library in 34 (two taxmen).
  35. Tax-Free (3): harbor in 46.
  36. Gratis (5): vMace in 28 (one taxman).
  37. Home of the FREE (3): vMace in 30.
  38. Martin Luther King Jr. (2): rPike -> rEW in 1 (one geek).
  39. Gun-Free (4): vMace in 23.
  40. Sweet 16 (2): vMace in 31.
  41. Freetime (2): vMace in 27 (one taxman).
  42. Freeborn (1) library in 36.
  43. Monte Cristo (1) rMusket (?) -> rEW in 7.
  44. Footloose (1) rMusket (?) -> rEW in 9.

Next Turn Builds
  • university in Thombreil.
  • rEW in Martin Luther King Jr.

Cities to build on this landmass: 1, 2, 3, 4, 5, 9, 10, 11, 12, 13, 14, 15, 16, 17 and 18.
One tile islands to the north to settle: 7 and 8. Done!
Cities to build to the Southeast: Done!
Cities to build to the Northwest: Done!
Total cities to build: 1
Settlers in production : 1 (Vista-Free).
Workers in production: 1 (Unshackled).

Military Status
00 Settlers
56 Workers
03 Horseman
01 Pike
05 Galley
01 Caravel
04 Mace
09 Enkidu Warriors

Military Support
Total Units: 80
Allowed Units: 74
Cost per Turn: 12 gpt

Compared to BABE (Republic) we are weak.
Compared to The Council (Republic) we are weak.
Compared to GONG (Feudalism) we are weak.
Compared to SABER (Republic) we are weak.


Domestic Issues
Navigation in 50 turns (2 geek research).
393 gold, +288gpt (50 gold to The Council)
00% science
20% luxuries
80% taxes

Resources
02 Iron are connected.
03 Horses are connected.
05 Gems are connected.
05 Spices are connected.
01 Ivory is connected.
 
Unit moves (* = new orders)

Naval
Evaackkian Express (N of Farkle Liberation): S, into the city, Farkle Liberation lacks a harbor, so no upgrade possible; later sails N and E into Gun-Free.
Teal Torpedo (2S of The Eagles (BABE)): the city is now in good order; E, N and NE.
Lydia Sutherland (N-NW of Jenny Finch (BABE)): E, SE and SE, going clockwise around this island.
Sword of Teal: (South of GONG), S-S-SW (minor fog busting).
Friends of Meleet (4NW of Footloose): 3NW, heading to the mainland for either workers or EWs.
Music of Meleet (in FreeToes): stays put (again), waiting for workers to load.


Military
Enkidu Warrior02 (in Unshackled).
Enkidu Warrior03 (in Sid City).
Enkidu Warrior04 (in Perelndra).
Enkidu Warrior05 (in Debt-Free).
Enkidu Warrior06 (in Dusty Harbor).
Enkidu Warrior07 (N of Azurra Coast).
Enkidu Warrior08 (in Monte Cristo).
Enkidu Warrior09 (W-SW of Sid City).
Enkidu Warrior10 (in Martin Luther King Jr).

Mace01 (in Fortress of Meleet).
Mace02 (2SW of Freedom Central).
Mace03 (in Citadel of Ur).
Mace04 (2SW of Freedom Central): 3E.

Horse01 (in Ninhursag).
Horse02 (in Ninhursag).
Horse03 (new in Farkle Liberation): fortifies.

Pike01 (in Footloose, 11SE).


Settlers
-0-

Workers
W001 * (N-NE of Lake Port): 3SE into FreeToes, will load into Music of Meleet next turn.
W002 (2NE of Freedom Central): mining in 4.
W003 * (S of Citadel of Ur): with W046, W047, W055 and W065, joins W019, W031 and W059, mountian mine in 2.
W004 * (SW of Trombriel): with W006 and W037, NW, help clear jungle in 1.
W005 * (N of Ninhursag-Ki): with W063, 3N, heading to Farkle Liberation.
W006 * (SW of Trombriel): with W004 and W027, NW, help clear jungle in 1.
W007 * (2NE of Freedom Central): with W012, W014, W021 and W028, clear jungle in 1.
W008 (2N of Lake Port): with W029 and W043, mountain road in 1.
W009 (on Mt. Kremlin): with W011 and W036, joined by W053, mine in 3.
W010 (S-SE of Citadel of Ur): with W024 and W041, mountian road in 2.
W011 (on Mt. Kremlin): with W009 and W036, joined by W053, mine in 3.
W012 * (2NE of Freedom Central): with W007, W014, W021 and W028, clear jungle in 1.
W013 * (SE of Tower of Babel): with W016 and W020, 3SW.
W014 * (SW of Thombriel): with W007, W012, W021 and W028, clear jungle in 1.
W015 (joined to Ishme-Shamash).
W016 * (SE of Tower of Babel): with W013 and W020, 3SW.
W017 * (2NE of Lake Port): taken off mountain mine because I thought the worker could move, but cannot move, wasted turn; will load into Music of Meleet next turn.
W018 (joined to Kazgungudom).
W019 * (S of Citadel of Ur): with W031 and W059, joined by W003, W046, W047, W055 and W065, mountain mine in 2.
W020 * (SE of Tower of Babel): with W013 and W016, 3SW.
W021 * (SW of Thombriel): with W007, W012, W014 and W028, clear jungle in 1.
W022 (W of Thombriel): with W025, clear jungle in 1.
W023 (joined to Kazgungudom).
W024 (S-SE of Citadel of Ur): with W010, and W041, mountian road in 2.
W025 (W of Thombriel): with W022, clear jungle in 1.
W026 * (W of Thombriel): with W030, W033, and W034, start and finish irrigation.
W027 * (2NE of Lake Port): with W032, mountain mine in 8.
W028 * (SW of Thombriel): with W007, W012, W014 and W021, clear jungle in 1.
W029 (2N of Lake Port): with W008 and W043, mountain road in 1.
W030 * (W of Thombriel): with W026, W033 and W034, start and finish irrigation.
W031 * (S of Citadel of Ur): with W019 and W059, joined by W003, W046, W047, W055 and W065, mountain mine in 2.
W032 * (2NE of Lake Port): with W027, mountain mine in 8.
W033 * (W of Thombriel): with W026, W030 and W034, start and finish irrigation.
W034 * (W of Thombriel): with W026, W030 and W033, start and finish irrigation.
W035 (4SE of Tower of Babel): with W049 and W051, 2SE, mine in 1.
W036 (on Mt. Kremlin): with W009 and W0011, joined by W053, mine in 3.
W037 (SW of Trombriel): with W004 and W006, NW, help clear jungle in 1.
W038 * (E of Chicago XIII): with W042, joins W060 to complete irrigation in 1.
W039 * (W of Thombriel): with W062, S, join W002, mine in 2.
W040 (joined to Kremlin).
W041 (S-SE of Citadel of Ur): with W010 and W024, mountian road in 2.
W042 * (E of Chicago XIII): with W038, joins W060 to complete irrigation in 1.
W043 (2N of Lake Port): with W008 and W029, mountain road in 1.
W044 (joined to Tower of Babel).
W045 (joined to Liberty Bell).
W046 * (S of Citadel of Ur): with W003, W047, W055 and W065, joins W019, W031 and W059, mountian mine in 2.
W047 * (S of Citadel of Ur): with W003, W046, W055 and W065, joins W019, W031 and W059, mountian mine in 2.
W048 (NW of Sid City): clear jungle in 9.
W049 (4SE of Tower of Babel): with W035 and W051, 2SE, mine in 1.
W050 (joined to Kremlin).
W051 (4SE of Tower of Babel): with W035 and W049, 2SE, mine in 1.
W052 * (E of Chicago XIII): 3N, sees an un-irrigated grassland 2S of Farkle Liberation.
W053 (NW of Kremlin): S onto Mt. Kremlin, joins W011, W009 and W036 in mining in 3.
W054 (W of Dusty Harbor): roads the Horsey Hill on 11SE, road in 5.
W055 * (S of Citadel of Ur): with W003, W046, W047 and W065, joins W019, W031 and W059, mountian mine in 2.
W056 (joined to Citadel of Ur).
W057 (SW of Chicago XIII): with W064, 3SE.
W058 (joined to Kremlin).
W059 * (S of Citadel of Ur): with W019 and W031, joined by W003, W046, W047, W055 and W065, mountain mine in 2.
W060 * (E of Chicago XIII): joined by W038 and W042, irrigate in 1.
W061 * (SE of Tower of Babel): E and SE, clear jungle in 1.
W062 * (W of Thombriel): with W039, S, join W002, mine in 2.
W063 * (N of Ninhursag ): with W005, 3N, heading to Farkle Liberation.
W064 (SW of Chicago XIII): with W057, 3SE.
W065 * (S of Citadel of Ur): with W003, W046, W047 and W055, joins W019, W031 and W059, mountian mine in 2.

General Notes and Plans
We learn Banking, start Navigation, drop to 0% and keep 2 geeks as a token effor to learn this tech. All other geeks are converted into taxmen.

Martin Luther King Jr still building rPike, change to rEW, completes in 1, though we lose 1 shield.

We have harbors in Sugar-Free Wheaties, Teal dominaiton, Thombriel, Azzura Coast and FreeToes, which are mostly along the south coast. None on the north coast. May need to rush a harbor on the north or northeast, so we can upgrade our galleys to caravels. Evaackian Express cannot upgrade at this time.

We have some spare workers that I am sending to our interior, until we learn about railroads.

Good News
139_Rabban.jpg


Wow!

Great Scientific Leader Ali Ibn Rabban appears in Freedom Central. He is fortified inside the city.

So, what to do with Ali Ibn Rabban (is he tradeable?). Keep him until the next age?

We have a monopoly on Banking.
 
Zoomed Out, centered 1E of Kremlin
Spoiler :

139_ZoomOut.jpg



Teal Torpedo
Spoiler :

139_TT.jpg



Lydia Sutherland
Spoiler :

139_LS.jpg



11 Tile Island to the South East, centered in the middle of the island
Spoiler :

139_11SE.jpg

 
Domestic
Spoiler :

139_Domestic.jpg



Victory Conditions
Spoiler :

139_Victory.jpg



Top 5 and Demographics
Spoiler :

139_Top5.jpg



Science
Spoiler :

139_Science.jpg



~~~~~~~~~~~~~~~~~

Foreign
Spoiler :

139_Foreign.jpg



Trading: The Council
Spoiler :

139_Council.jpg



Trading: BABE
Spoiler :

139_Babe.jpg



Trading: GONG
Spoiler :

139_Gong.jpg



Trading: SABER
Spoiler :

139_Saber.jpg

 
Next turn I would send Banking to The Council and switch the pikes/muskets in the Southren 11-Tile island to EW's. This will allows us to blockade the island.
The screenshot was taken before I cycled through the cities; both Footloose and Monte Cristo are making rEWs. Footloose was set to make an rEW last turn and I think Monte Cristo was also. I don't know what changed those builds to Muskets. Two things could have done it: Gong's galley snooping around or learning Banking may have caused the game to re-examine all unit builds and change obsolete units to modern units.
 
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