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Turns 90 to 99

Kuningas said:
You forgot to cashrush Galley in TuTuba.

We receive Engineering from The Council.

Bantu (Barbarian) Units
2NW of Chicago XIII: 4 cHorses.
NW-W of Chicago XIII: 12 cHorses, 1 cWarrior.


City Status
  1. Freedom Central (5): settler, 2 turns.
  2. Thessauronicleus (6): settler in 2 turns.
  3. Kazgungudom (4): FP in 5.
  4. Thombreil (5): harbor in 13 turns.
  5. Fortress of Meleet (5): galley in 4 turns.
  6. Kremlin (3): Enkidu Warrior switched to rPike by the game, leave for now.
  7. Citadel of Ur (3): worker, 3 turns.
  8. Tower of Babel (3): settler in 4 turns.
  9. Ishme-Shamash (4): library in 10 turns.
  10. Weltonspolt (2): worker (W031) -> harbor in 30 turns.
  11. Teal domination (5): harbor in 15.
  12. Ninhursag-Ki (2): library in 18 turns.
  13. Azzura Coast (4): library in 10 turns.
  14. Lake Port (3): library in 36 turns.
  15. Marad-Dur (3): worker in 1 turns.
  16. Sugar-Free Wheaties (3): library in 6 turns.
  17. FreeToes (2): worker in 9 turns.
  18. Coastal Geeks (3): worker (W032) -> trebuchect in 30 turns.
  19. Liberty Bell (2): worker in 4.
  20. TuTuba (1): harbor -> galley, 24 turns, rush for 96 gold.
  21. Cat Ballou (2): worker in 6.
  22. Freehand (2): worker in 6.

New This Turn
Chicgao XIII, grows in 7, worker in 10.

Cities to build on this landmass: 14
One tile islands to the north to settle: 2
Current settlers in production: 3

Military Status
02 Settlers
32 Workers
08 Enkidu Warriors
01 Curragh

Military Support
Total Units: 43
Allowed Units: 23
Cost per Turn: 40 gpt


Buildings
2 granaries
4 libraries

Unit moves
Curragh1 has mapped enough of this 11 tile island.
S and SE, following the sea tiles that head off to the southeast.
A coastal tile is 1 SE of her current position.

Military
Enkidu Warrior01 fortifies in Chicago XIII.
Enkidu Warrior02 guards W003 and W010 in the jungle to the NW.
Enkidu Warrior03, W of Liberty Bell, S, SW and SW, heading to Weltonspolt.
Enkidu Warrior04, NE of Kremlin, W, W and SW, arriving in Ninhursag-Ki.
Enkidu Warrior05 stays on City Dot #2.
Enkidu Warrior06, in the mountains to the south, moves N and is now 1SW of Kazgungudom.
Enkidu Warrior07 moves into Chicago XIII and fortifies.
Enkidu Warrior08 moves into Chicago XIII and fortifies.

Chicago XII could be attacked by all 16 of the Barbarian Horses next turn.


Settlers
Settler01, 2NW of Tower of Babel, NE, N and NW, heading for the City Dot #2.
Settler02, on City Dot 13; builds Chicago XIII.
Settler03, in Marad-Dur, N, NW and NW, now 1SE of City Dot #5.

Workers (* = new orders)
W001 (SW of Kazgungudom): with W018, mines, finish in 2 turns.
W002 (N of Freedom Central): with W014 and W026, clear jungle, finish in 6.
W003 * (N-NE of barb camp): with W010, N into jungle.
W004 (E of Kazgungudom): with W023, mines, finish in 5.
W005 * (NW of Chicago XIII): with W008, W011 and W019, E, E and SE, heading to hill SE of Citadel of Ur.
W006 (NE of FreeToes): road, finish in 2.
W007 * (2NW of Freehand): 2S to make road.
W008 * (NW of Chicago XIII): with W005, W011 and W019, E, E and SE, heading to hill SE of Citadel of Ur.
W009 (2NW of Ishme-Shamash): N, irrigate, finish in 2 turns.
W010 * (N-NE of barb camp): with W003, N into jungle.
W011 * (NW of Chicago XIII: with W005, W008 and W019, E, E and SE, heading to hill SE of Citadel of Ur.
W012 * (2NW of Marad-Dur): with W025, NW, irrigate, finish in 2.
W013 * (2NE of Cat Ballou): road, finish in 3.
W014 (N of Freedom Central): with W002 and W026, clear jungle, finish in 6.
W015 * (SW of Liberty Bell): N onto mountain, to road and then mine (expecting help to mine).
W016 * (W of Freehand): W, joins W013 to make road to City Dot #2, will allow the city to be founded one turn sooner.
W017 * (N of Lake Port): NW to irrigate and road.
W018 (SW of Kazgungudom): with W001, mines, finish in 2 turns.
W019 * (NE of Chicago XIII): with W005, W008 and W011, E, E and SE, heading to hill SE of Citadel of Ur.
W020 * (in Azzura Coast): N to hill, to mined and road.
W021 * (W of Fortress of Meleet): mine, finish in 6.
W022 * (W of Cat Ballou): road, finish in 3.
W023 (E of Kazgungudom): with W004, mines, finish in 5.
W024 * (SW of Chicago XIII): SE, S and SE, to road.
W025 * (2NW of Marad-Dur): with W012, NW, irrigates, finish in 2.
W026 (N of Freedom Central): with W002 and W014 clear jungle, finish in 6.
W027 * (E of Lake Port): SE to road.
W028 (NE of Marad-Dur): mines, finish in 5.
W029 * (SW of FreeToes): irrigates, finish in 4.
W030 (W of Liberty Bell): irrigates, finish in 4.
W031 * (new in Weltonspolt): E and SE, into a desert, to irrigate and road.
W032 * (new in Coastal Geeks): E to irrigate and road.

Domestic Issues
Monotheism in 16 turns. (Should go down as add more cities).
305 gold, +19 gpt
40% science
20% luxuries (gems and spices connected)
40% taxes
01 Iron is connected.
03 Horses are connected.
 
Curragh1
095_Curragh1.jpg



Northwest, centered on Ninhursag-Ki
Spoiler :

095_NW.jpg



Northeast, centered 2N of Tower of Babel
Spoiler :

095_NE.jpg



Southeast, centered 2SE of Freedom Central
Spoiler :

095_SE.jpg



Southwest, centered 2S of Citadel of Ur
Spoiler :

095_SW.jpg



Zoomed Out, centered 1E of Kremlin
Spoiler :

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Domestic
Spoiler :

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Victory Conditions
Spoiler :

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Top 5 and Demographics
Spoiler :

095_Top5.jpg

 
Increase science slider to 50%. Decrease either lux spending or taxes. That should allow Monotheism to be researched in 12 turns.
 
I'll tweak the slider next turn.

The Galley in TaTuba, what are the plans for it?
 
Domestic Advisor Changes
Freedom Central (5): work the tiles W, SW, S, S-SW and E-SE; +6 fpt, +7 spt, settler in 1, grows in 1.
Thessaurnoicleus (7): work the tiles N, NW-W, W, W-SW, 2SW and 2SE; +7 fpt, +7 spt, settler in 1, grows in 5.
Fortress of Meleet (5): work the tiles NW, 2NW, NW-W, SW and SW-W; +3 fpt, +4 spt, galley in 3, grows in 2.
Thombriel (5): work the tiles NW, N, NE, E and SE; +4 fpt, +4 spt, harbor in 9, grows in 4.
Kazgungudom (5): work the tiles SW, NW, N, N-NE and 2NE; +2 fpt, +11 spt, Forbidden Palace in 3, grows in 10.
Kremlin (3): work the tiles S-SW, 2SW and NE; +5 fpt, +5 spt, settler in 4, grows in 2.
Citadel of Ur (3): work the tiles SW, N and NE; +5 fpt, +2 spt, worker in 2 (maybe 1), grows in 1.
Teal domination (5): work the tiles W, NW, 2NW, N and E; +4 fpt, +3 spt, galley in 4, grows in 4.
Ishre-Shamash (4): work the tiles W-SW, W, W-NW and NW; +2 fpt, +3 spt, library in 9, grows in 6.

Kuningas said:
Increase science slider to 50%. Decrease either lux spending or taxes. That should allow Monotheism to be researched in 12 turns.

Regarding the rushed galley in TaTuba:
Explore north and later bring settlers to one tile islands.

City Status (after the MMing listed above)
  1. Freedom Central (5): tweaked, settler in 1.
  2. Thessauronicleus (7): tweaked, settler in 1.
  3. Kazgungudom (5): tweaked FP in 3.
  4. Thombreil (5): tweaked, swaps a mined BG with Ishme, harbor in 9.
  5. Fortress of Meleet (5): tweaked galley in 3.
  6. Kremlin (3): tweaked, rPike -> settler in 4.
  7. Citadel of Ur (3): tweaked, worker in 2.
  8. Tower of Babel (3): settler in 3 turns.
  9. Ishme-Shamash (4): tweaked, library in 9.
  10. Weltonspolt (2): harbor in 59 turns.
  11. Teal domination (5): tweaked harbor -> galley in 4.
  12. Ninhursag-Ki (2): library in 17 turns.
  13. Azzura Coast (4): library in 9 turns.
  14. Lake Port (3): library in 35 turns.
  15. Marad-Dur (3): worker (W033) -> worker in 10.
  16. Sugar-Free Wheaties (3): library in 5.
  17. FreeToes (2): worker in 8.
  18. Coastal Geeks (3): trebuchect in 29.
  19. Liberty Bell (2): worker in 3.
  20. TuTuba (1): galley (Evaackkian Express) -> galley in 30.
  21. Cat Ballou (2): worker in 5.
  22. Freehand (2): worker in 5.
  23. Chicago XII (1): worker in 9.
Cities to build on this landmass: 15
One tile islands to the north to settle: 2
Current settlers in production: 5

Military Status
02 Settlers
33 Workers
08 Enkidu Warriors
01 Curragh
01 Galley

Military Support
Total Units: 45
Allowed Units: 25
Cost per Turn: 40 gpt


Buildings
2 granaries
4 libraries

Unit moves
Curragh1 SE into coastal waters, SE again into a sea tile.
Sees land!

Evaackkian Express (galley, new in TaTuba) N, N and S.

Barbarians
One Bantu cWarrior W-SW of Chicago XII.
Twelve Bantu cHorses NE of Chicago XII.
Chicgao XIII and Ninhursag-Ki are threatened this turn.

Military
Enkidu Warrior01 forted in Chicago XIII.
Enkidu Warrior02 guards W003 and W010 in the jungle to the NW.
Enkidu Warrior03, SE of Kremlin, is 4 tiles from Citadel of Ur and Ninhursag-Ki; moves 2SW and fortifes; can move to either city next turn..
Enkidu Warrior04, in Ninhursag-Ki, fortifies.
Enkidu Warrior05 on City Dot #2, moves S onto road.
Enkidu Warrior06, SW of Kazgungudom, moves into Citadel of Ur.
Enkidu Warrior07 forted in Chicago XIII.
Enkidu Warrior08 now Elite, heals (3/5) in Chicago XII.

Settlers
Settler01, 2NW of Ishme-Shamash, N, E and E, heading for the City Dot #2.
Settler03, W of Cat Ballou, NW onto City Dot #5.

Workers (* = new orders)
W001 (SW of Kazgungudom): with W018, mines, finish in 1 turns.
W002 (N of Freedom Central): with W014 and W026, clear jungle, finish in 5.
W003 * (3NW-2N of Chicagao XIII): with W010, clear jungle, 12 turns.
W004 (E of Kazgungudom): with W023, mines, finish in 4.
W005 * (N of Citadel of Ur): with W008, W011 and W019, S and SE, to mine.
W006 (NE of FreeToes): road, finish in 1.
W007 * (2SW of Freehand): road, finish in 3.
W008 * (N of Citadel of Ur): with W005, W011 and W019, S and SE, to mine.
W009 (2NW of Ishme-Shamash): N, irrigate, finish in 1 turns.
W010 * (3NW-2N of Chicagao XIII): with W003, clear jungle, finish in 12.
W011 * (N of Citadel of Ur): with W005, W008 and W019, S and SE, to mine.
W012 (2NW of Marad-Dur): with W025, NW, irrigate, finish in 1.
W013 (2NE of Cat Ballou): road, finish in 2.
W014 (N of Freedom Central): with W002 and W026, clear jungle, finish in 5.
W015 * (NW of Liberty Bell): mountain road, finish in 9.
W016 * (2NE of Cat Ballow): helps road, finish in 1.
W017 * (N-NW of Lake Port): irrigate, finish in 4.
W018 * (SW of Kazgungudom): with W001, NW to mine.
W019 * (N of Citadel of Ur): with W005, W008 and W011, S and SE, to mine.
W020 * (N of Azzura Coast): mine, finish in 12.
W021 (W of Fortress of Meleet): mine, finish in 5.
W022 (W of Cat Ballou): road, finish in 2.
W023 (E of Kazgungudom): with W004, mines, finish in 4.
W024 * (N of Coastal Geeks): road, finish in 3 (secodary irrigation tile).
W025 (2NW of Marad-Dur): with W012, NW, irrigates, finish in 1.
W026 (N of Freedom Central): with W002 and W014 clear jungle, finish in 5.
W027 * (SE of Lake Port): road, finish in 3.
W028 (NE of Marad-Dur): mines, finish in 4.
W029 (SW of FreeToes): irrigates, finish in 3.
W030 (W of Liberty Bell): irrigates, finish in 3.
W031 * (2NE of Coastal Geeks): irrigate, finish in 4.
W032 * (E of Coastal Geeks): irrigate, finish in 4.
W033 * (new in Marad-Dur): goes to Kremlin, to mine between Kremlin and Freedom Central.

Domestic Issues
Monotheism in 11 turns.
324 gold, -5 gpt
50% science (up 10 %)
20% luxuries (gems and spices connected)
30% taxes (down 10 %)
01 Iron is connected.
03 Horses are connected.
 
Curragh1
096_Curragh1.jpg



Northwest, centered on Ninhursag-Ki
Spoiler :

096_NW.jpg



Northeast, centered 2N of Tower of Babel
Spoiler :

096_NE.jpg



Southeast, centered 2SE of Freedom Central
Spoiler :

096_SE.jpg



Southwest, centered 2S of Citadel of Ur
Spoiler :

096_SW.jpg



Zoomed Out, centered 1E of Kremlin
Spoiler :

096_ZoomOut.jpg

 
Domestic
Spoiler :

096_Domestic.jpg



Victory Conditions
Spoiler :

096_Victory.jpg



Top 5 and Demographics
Spoiler :

096_Top5.jpg

 
Barbarians
One Bantu cWarrior 2SW of Chicago XIII.
One Bantu cHorse NE of Chicago XIII.
Eleven Bantu cHorses NW of Citadel of Ur.
No barb losses on the IBT.


Dealing with the Bantus (Barbarians)
I thought the barbarians would attack somebody. I did not expect them to ignore our troops!

The 11 cHorses directly threaten 5 workers this turn and two cities, Citadel of Ur and Ninhursag.
It is possible to defend the workers, but then the barbarians will have direct access to our core. Not good.
We can defend workers or cities but not both. And not long for either one. Not with only 8 defenders. Unless we interrupt some builds to make military units.

Decide to leave Citadel of Ur undefended. It just finished at worker, so we won't lose any production.
I would rather lose gold than turns of production. Gold is renewable, turns are not.

We will lose gold. We won't lose any workers. Or production.
We will cash the libraries in Ishme-Shamash (96 gold), Azzura Coast (64 gold) and Sugar-Free Wheaties (40 gold), which is 200 gold total.
We can rush the two galleys for 60 gold (Fortress of Meleet and Teal domination). Which leaves about 60 gold in the bank.

We are losing -16 gpt but we build a city this turn, which will help offset the negative spending.

That's the plan. Undefend Citadel of Ur, protect our exposed workers, spend our cash to complete three libraries and two galleys. Eleven barbs pillage Citadel of Ur and die. Leaving only a barb Horse and Warrior to deal with.


City Status
  1. Freedom Central (4): settler (04) -> settler in 5.
  2. Thessauronicleus (5): settler (05) -> settler in 6.
  3. Kazgungudom (5): tweaked FP in 2.
  4. Thombreil (5): harbor in 8.
  5. Fortress of Meleet (5): rush galley for 24 gold.
  6. Kremlin (3): settler in 3.
  7. Citadel of Ur (3): worker (W034) -> worker in 3.
  8. Tower of Babel (3): settler in 2 turns.
  9. Ishme-Shamash (4): rush library for 96 gold.
  10. Weltonspolt (3): harbor in 29.
  11. Teal domination (5): rush galley for 36 gold.
  12. Ninhursag-Ki (2): library in 16.
  13. Azzura Coast (4): rush library for 64 gold.
  14. Lake Port (3): library in 34.
  15. Marad-Dur (2): worker in 9.
  16. Sugar-Free Wheaties (3): rush library for 40 gold.
  17. FreeToes (2): worker in 7.
  18. Coastal Geeks (3): trebuchect in 28.
  19. Liberty Bell (2): worker in 2.
  20. TuTuba (1): galley in 29.
  21. Cat Ballou (2): worker in 4.
  22. Freehand (2): worker in 4.
  23. Chicago XII (1): worker in 8.
New This Turn
Farkle Liberation (1) worker in 10.

Cities to build on this landmass: 13
One tile islands to the north to settle: 2
Current settlers in production: 4

Military Status
03 Settlers
34 Workers
01 Galley
08 Enkidu Warriors

Military Support
Total Units: 46
Allowed Units: 24
Cost per Turn: 44 gpt


Buildings
2 granaries
4 libraries

Unit moves
Curragh1 was lost at sea.

Evaackkian Express, 1N of TaTuba, NW, NW and W (coastal waters).


Military
Enkidu Warrior01 forted in Chicago XIII.
Enkidu Warrior02 guards W003 and W010 in the jungle to the NW.
Enkidu Warrior03, 3 SE of Kremlin, moves W and fortifies to funnel Barbarians into Citadel of Ur.
Enkidu Warrior04, forted in Ninhursag-Ki.
Enkidu Warrior05 2NE of Cat Ballou, SW, SW and S, to deal with barbarians.
Enkidu Warrior06, in Citadel of Ur, SW and fortifes to block access to W031.
Enkidu Warrior07 forted in Chicago XIII.
Enkidu Warrior08, in Chicago XII, moves to Weltonspolt and fortifies.

Settlers
Settler01, W of Freehand, W and N onto City Dot #2.
Settler03, on City Dot #5, founds Farkle Liberation.
Settler04, new in Freedom Central, moves into Tower of Babel.
Settler05, new in Thessauronicleus, 3 SW towards Fortress of Meleet.

Workers (* = new orders)
W001 * (SW of Kazgungudom): NW, joins W018, to road and mine.
W002 (N of Freedom Central): with W014 and W026, clear jungle, finish in 4.
W003 (3NW-2N of Chicagao XIII): with W010, clear jungle, 11 turns.
W004 (E of Kazgungudom): with W023, mines, finish in 3.
W005 * (SE of Citadel of Ur): with W008, W011 and W019, mines, finish in 3.
W006 * (NE of FreeToes): 2SW, to irrigate and road.
W007 (2SW of Freehand): road, finish in 2.
W008 * (SE of Citadel of Ur): with W005, W011 and W019, mines, finish in 3.
W009 * (E of Freehand): W, W and N, to mine.
W010 (3NW-2N of Chicagao XIII): with W003, clear jungle, finish in 11.
W011 * (SE of Citadel of Ur): with W005, W008 and W019, mine, finish in 3.
W012 * (SE of Cat Ballou): with W025, E, irrigate, finish in 2.
W013 * (2NE of Cat Ballou): irrigate, finish in 2.
W014 (N of Freedom Central): with W002 and W026, clear jungle, finish in 4.
W015 (NW of Liberty Bell): mountain road, finish in 8.
W016 * (2NE of Cat Ballow): irrigate, finish in 2.
W017 (N-NW of Lake Port): irrigate, finish in 3.
W018 * (W of Kazgungudom): joined by W001, mine, finish in 12, less when W001 helps.
W019 * (SW of Citadel of Ur): with W005, W008 and W011, mines, finish in 3.
W020 (N of Azzura Coast): mine, finish in 11.
W021 (W of Fortress of Meleet): mine, finish in 4.
W022 (W of Cat Ballou): road, finish in 1.
W023 (E of Kazgungudom): with W004, mines, finish in 3.
W024 (N of Coastal Geeks): road, finish in 2 (secodary irrigation tile).
W025 * (SW of Cat Ballou): with W012, E, to irrigate, finish in 2.
W026 (N of Freedom Central): with W002 and W014 clear jungle, finish in 4.
W027 (SE of Lake Port): road, finish in 2.
W028 (NE of Marad-Dur): mines, finish in 3.
W029 (SW of FreeToes): irrigates, finish in 2.
W030 (W of Liberty Bell): irrigates, finish in 2.
W031 (2NE of Coastal Geeks): irrigate, finish in 3.
W032 (E of Coastal Geeks): irrigate, finish in 4.
W033 * (in Kremlin): 2SE, mines, finish in 6.
W034 * (new in Citadel of Ur): E, NE and NE, to mine and road.

Domestic Issues
Monotheism in 10 turns.
62 gold, -12 gpt
50% science
20% luxuries (gems and spices connected)
30% taxes
01 Iron is connected.
03 Horses are connected.

Now I'm not sure that spending gold was such a good idea.
We don't have the cash buffer to run at negative gpt while we learn Monotheism.
I'll need to raise the tax rate next turn, for maybe only one turn, until our settlers build cities (which means more free unit support).

But, we spent the gold on good things and the barbarians did not get it.
 
Northwest, centered on Ninhursag-Ki
Spoiler :

097_NW.jpg



Northeast, centered 2N of Tower of Babel
Spoiler :

097_NE.jpg



Southeast, centered 2SE of Freedom Central
Spoiler :

097_SE.jpg



Southwest, centered 2S of Citadel of Ur
Spoiler :

097_SW.jpg



Zoomed Out, centered 1E of Kremlin
Spoiler :

097_ZoomOut.jpg

 
Domestic
Spoiler :

097_Domestic.jpg



Victory Conditions
Spoiler :

097_Victory.jpg



Top 5 and Demographics
Spoiler :

097_Top5.jpg

 
Barbarians
One Bantu cWarrior NW of Weltonspolt.
One Bantu cHorse NW of Citadel of Ur.
The Eleven Bantu cHorses NW of Citadel of Ur are gone.
Citadel of Ur is now at size 1, from size 3.
We ended last turn with 62 gold.
We now have 33.
We had -12 gpt last turn, so we lost 17 gold to 11 pillaging barbarians.


Where is Team BABE?
2NW of TaTuba.
Great Lighthouse means they can survive in sea tiles.

City Status
  1. Freedom Central (4): settler in 4.
  2. Thessauronicleus (5): settler in 5.
  3. Kazgungudom (5): tweaked FP in 1.
  4. Thombreil (5): harbor in 7.
  5. Fortress of Meleet (6): galley (Meleet Magnifier) -> galley in 8.
  6. Kremlin (4): settler in 2.
  7. Citadel of Ur (1): worker in 9.
  8. Tower of Babel (2): settler (06) -> settler in 15.
  9. Ishme-Shamash (4): library -> barracks in 14.
  10. Weltonspolt (3): harbor in 28.
  11. Teal domination (5): galley (Teal Torpedo) -> galley in 10.
  12. Ninhursag-Ki (2): library in 15.
  13. Azzura Coast (4): library -> harbor in 30.
  14. Lake Port (3): library in 33.
  15. Marad-Dur (2): worker in 8.
  16. Sugar-Free Wheaties (3): library -> harbor in 20.
  17. FreeToes (2): worker in 6.
  18. Coastal Geeks (3): trebuchect in 27.
  19. Liberty Bell (2): worker in 1.
  20. TuTuba (2): galley in 28.
  21. Cat Ballou (3): worker in 3.
  22. Freehand (3): worker in 3.
  23. Chicago XII (1): worker in 7.
  24. Farkle Liberation (1): worker in 9.

Cities to build on this landmass: 13
One tile islands to the north to settle: 2
Current settlers in production: 4

Military Status
04 Settlers
34 Workers
03 Galley
08 Enkidu Warriors

Military Support
Total Units: 49
Allowed Units: 24
Cost per Turn: 50 gpt


Buildings
2 granaries (Freedom Central and Thessauronicleus)
7 libraries (Thombriel, Fortress of Meleet, Kremlin, Ishme-Shamash, Teal domination, Azzura Coast, and Sugar-Free Wheaties).

Unit moves

Evaackkian Express (4NW of TaTuba): W, SW, loads Settler01, and NW, now 1S of the Northern Solo Island.
Teal Torpedo (new in Teal domination): E, N and NE.
Meleet Magnifier (new in Fortress of Meleet): S, SW and SW.


Military
Enkidu Warrior01 (forted in Chicago XIII).
Enkidu Warrior02 (forted 3NW-2N of Chicagao XIII): fortified, guards W003 and W010 in the jungle to the NW.
Enkidu Warrior03 (forted N of Citadel of Ur).
Enkidu Warrior04 (forted in Ninhursag-Ki).
Enkidu Warrior05 (1S of Cat Ballou): stays put.
Enkidu Warrior06 (forted SW of Citadel of Ur).
Enkidu Warrior07 (forted in Chicago XIII).
Enkidu Warrior08 (forted in Weltonspolt).

Settlers
Settler01 (on City Dot #2): loads into Evaackian Express and sails to the Northern Solo Island. Will unload next turn and build the following turn.
Settler04 (in Tower of Babel): W, SW and W, heading for Farkle Liberation and the Evaackkian Express, planning to settle on the Southern Solo Island.
Settler05 (N of Fortress of Meleet): moves into Fortress of Meleet and loads into Meleet Magnifier.
Settler06 (new in Tower of Babel): W, N and N, heading for City Dot #2.

Workers (* = new orders)
W001 * (W of Kazgungudom): joins W018, road, finish in 6.
W002 (N of Freedom Central): with W014 and W026, clear jungle, finish in 3.
W003 (3NW-2N of Chicagao XIII): with W010, clear jungle, 10 turns.
W004 (E of Kazgungudom): with W023, mines, finish in 2.
W005 (SE of Citadel of Ur): with W008, W011 and W019, mines, finish in 2.
W006 * (SW of Lake Port): irrigate, finish in 4.
W007 (2SW of Freehand): road, finish in 1.
W008 (SE of Citadel of Ur): with W005, W011 and W019, mines, finish in 2.
W009 * (2NW of Freehand): mine, finish in 12.
W010 (3NW-2N of Chicagao XIII): with W003, clear jungle, finish in 10.
W011 (SE of Citadel of Ur): with W005, W008 and W019, mine, finish in 2.
W012 (SE of Cat Ballou): with W025, E, irrigate, finish in 1.
W013 (2NE of Cat Ballou): irrigate, finish in 1.
W014 (N of Freedom Central): with W002 and W026, clear jungle, finish in 3.
W015 (NW of Liberty Bell): mountain road, finish in 7.
W016 (2NE of Cat Ballow): irrigate, finish in 1.
W017 (N-NW of Lake Port): irrigate, finish in 2.
W018 (W of Kazgungudom): joined by W001, mine, finish in 6.
W019 (SW of Citadel of Ur): with W005, W008 and W011, mines, finish in 2.
W020 (N of Azzura Coast): mine, finish in 10.
W021 (W of Fortress of Meleet): mine, finish in 3.
W022 * (2NW of Cat Ballou): S, irrigate, finish in 4.
W023 (E of Kazgungudom): with W004, mines, finish in 2.
W024 (N of Coastal Geeks): road, finish in 1.
W025 (SE of Cat Ballou): with W012, E, to irrigate, finish in 1.
W026 (N of Freedom Central): with W002 and W014 clear jungle, finish in 3.
W027 (SE of Lake Port): road, finish in 1.
W028 (NE of Marad-Dur): mines, finish in 2.
W029 (SW of FreeToes): irrigates, finish in 1.
W030 (W of Liberty Bell): irrigates, finish in 1.
W031 (2NE of Coastal Geeks): irrigate, finish in 2.
W032 (E of Coastal Geeks): irrigate, finish in 3.
W033 (2SE of Kremlin): mines, finish in 5.
W034 * (2W of Freedom Central): mine, finish in 6.

Domestic Issues
Monotheism in 12 turns.
33 gold, +4 gpt
40% science (down 10%)
20% luxuries (gems and spices connected)
40% taxes (up 10%)
01 Iron is connected.
03 Horses are connected.


General Notes and Plans
Forbidden Palace completes next turn, that should help reduce corruption. And then we can move the smart slider back up to 50%.

While we have a galley on our northern shores will use it to settle what I call the Solo Isalnds just off our north coast. Loaded up Settler01 into Evaackkian Express. Settler01 will unload next turn (99) and build the following turn (100). Evaackkian Express will head to Farkle Liberation, as is Settler04. Both will get there on Turn 100. On 101, Settler04 loads into Evaackkian Express and is dropped off on the Southern Solo Island. On Turn 102 it will make a city. And then Evaackkian Express can go fog busting.

Settler06 will move to City Dot #2. It ended this turn on the mountian NW of Liberty Bell. Next turn (99) it will move 1N and on the following turn (100) onto City Dot #2 and create a city on Turn 101.

Leave Citadel of Ur unguarded again, which will kill the last Bantu Horse.
I'm hoping the Bantu warrior will attack us Weltonspolt.

Meleet Magnifiier will head to the 11 tile island to the SW.
Teal Torpedo will fog bust.
 
Northwest, centered on Ninhursag-Ki
Spoiler :

098_NW.jpg



Northeast, centered 2N of Tower of Babel
Spoiler :

098_NE.jpg



Southeast, centered 2SE of Freedom Central
Spoiler :

098_SE.jpg



Southwest, centered 2S of Citadel of Ur
Spoiler :

098_SW.jpg



Zoomed Out, centered 1E of Kremlin
Spoiler :

098_ZoomOut.jpg

 
Domestic
Spoiler :

098_Domestic.jpg



Victory Conditions
Spoiler :

098_Victory.jpg



Top 5 and Demographics
Spoiler :

098_Top5.jpg



*******************************

Wonders
Spoiler :

098_Wonders.jpg

 
Barbarians
Gone. Barb camp remains.

Where is Team BABE?
W of the Northern Solo Island.

City Status
  1. Freedom Central (5): settler in 2.
  2. Thessauronicleus (6): settler in 4.
  3. Kazgungudom (5): Forbidden Palace -> palace in 59.
  4. Thombreil (5): harbor in 6.
  5. Fortress of Meleet (6): galley in 5.
  6. Kremlin (4): settler in 1, hire two geeks.
  7. Citadel of Ur (1): worker in 8.
  8. Tower of Babel (2): settler in 14.
  9. Ishme-Shamash (4): barracks in 13.
  10. Weltonspolt (3): harbor in 13.
  11. Teal domination (5):galley in 9.
  12. Ninhursag-Ki (2): library in 14.
  13. Azzura Coast (4): harbor in 29.
  14. Lake Port (3): library in 32.
  15. Marad-Dur (2): worker in 3.
  16. Sugar-Free Wheaties (3): harbor in 14.
  17. FreeToes (3): worker in 2.
  18. Coastal Geeks (3): trebuchect in 13.
  19. Liberty Bell (2): worker (W035) -> worker in 10.
  20. TuTuba (2): galley in 27.
  21. Cat Ballou (3): worker in 2.
  22. Freehand (3): worker in 2.
  23. Chicago XII (1): worker in 5.
  24. Farkle Liberation (1): worker in 8.

Cities to build on this landmass: 13
One tile islands to the north to settle: 2
Current settlers in production: 4

Military Status
04 Settlers
35 Workers
03 Galley
08 Enkidu Warriors

Military Support
Total Units: 50
Allowed Units: 24
Cost per Turn: 52 gpt


Buildings
2 granaries (Freedom Central and Thessauronicleus)
7 libraries (Thombriel, Fortress of Meleet, Kremlin, Ishme-Shamash, Teal domination, Azzura Coast, and Sugar-Free Wheaties).

Unit moves
Naval
Evaackkian Express (S of Northern Solo Island, Settler01 loaded): Unloads Settler01; SW, SW and SW, heading for Farkle Liberation.
Teal Torpedo (SE of Sugar-Free Wheaties): NE, will sail E to fog bust next turn.
Meleet Magnifier (E of FreeToes, Settler05 loaded): S, S and S, ending in a sea tile and 1N of the midocean coastal tile.


Military
Enkidu Warrior01 (forted in Chicago XIII): NW and W, adjacent to barb camp.
Enkidu Warrior02 (forted 3NW-2N of Chicagao XIII): fortified, guards W003 and W010 in the jungle to the NW.
Enkidu Warrior03 (forted N of Citadel of Ur).
Enkidu Warrior04 (forted in Ninhursag-Ki).
Enkidu Warrior05 (1S of Cat Ballou): W, SW and SW to investigate the barb camp.
Enkidu Warrior06 (forted SW of Citadel of Ur): head to Fortress of Meleet to be shipped out.
Enkidu Warrior07 (forted in Chicago XIII): NW and W, adjacent to barb camp.
Enkidu Warrior08 (forted in Weltonspolt): moves to Chicago XIII and fortifies.

Settlers
Settler01 (in Evaackkian Express): unloads onto Northern Solo Island.
Settler04 (NW of Kremlin): NW, NW and NW, heading for Farkle Liberation and the Evaackkian Express, planning to settle on the Southern Solo Island.
Settler05 (N of Fortress of Meleet): moves into Fortress of Meleet and loads into Meleet Magnifier.
Settler06 (NW of Liberty Bell): N onto road, heading for City Dot #2.

Workers (* = new orders)
W001 (W of Kazgungudom): joins W018, road, finish in 5.
W002 (N of Freedom Central): with W014 and W026, clear jungle, finish in 2.
W003 (3NW-2N of Chicagao XIII): with W010, clear jungle, 9 turns.
W004 (E of Kazgungudom): with W023, mines, finish in 1.
W005 (SE of Citadel of Ur): with W008, W011 and W019, mines, finish in 1.
W006 (SW of Lake Port): irrigate, finish in 3.
W007 * (2SW of Freehand): S onto mountain.
W008 (SE of Citadel of Ur): with W005, W011 and W019, mines, finish in 1.
W009 (2NW of Freehand): mine, finish in 11.
W010 (3NW-2N of Chicagao XIII): with W003, clear jungle, finish in 9.
W011 (SE of Citadel of Ur): with W005, W008 and W019, mine, finish in 1.
W012 * (SE of Cat Ballou): with W025, S, to mine.
W013 * (2NE of Cat Ballou): with W016, NW to irrigate.
W014 (N of Freedom Central): with W002 and W026, clear jungle, finish in 2.
W015 (NW of Liberty Bell): mountain road, finish in 6.
W016 * (2NE of Cat Ballow): with W013, NW to irrigate.
W017 (N-NW of Lake Port): irrigate, finish in 1.
W018 (W of Kazgungudom): joined by W001, mine, finish in 5.
W019 (SW of Citadel of Ur): with W005, W008 and W011, mines, finish in 1.
W020 (N of Azzura Coast): mine, finish in 9.
W021 (W of Fortress of Meleet): mine, finish in 2.
W022 (2NW of Cat Ballou): S, irrigate, finish in 3.
W023 (E of Kazgungudom): with W004, mines, finish in 1.
W024 * (N of Coastal Geeks): irrigates, finish in 4.
W025 * (SE of Cat Ballou): with W012, S to mine.
W026 (N of Freedom Central): with W002 and W014 clear jungle, finish in 2.
W027 * (SE of Lake Port): with W029, N, NE and NE, to mine a mountian.
W028 (NE of Marad-Dur): mines, finish in 1.
W029 * (SW of FreeToes): with W027, N, NE and NE, to mine a mountian.
W030 * (W of Liberty Bell): roads, finish in 3.
W031 (2NE of Coastal Geeks): irrigate, finish in 1.
W032 (E of Coastal Geeks): irrigate, finish in 2.
W033 (2SE of Kremlin): mines, finish in 4.
W034 (2W of Freedom Central): mine, finish in 5.
W035 * (new in Liberty Bell): NW onto mountian.

Domestic Issues
Monotheism in 45 turns.
36 gold, +72 gpt
00% science (down 40%)
20% luxuries (gems and spices connected)
80% taxes (up 40%)
01 Iron is connected.
03 Horses are connected.


General Notes and Plans
If we need to pay The Council some gold, we don't have enough.
So for two turns we will focus on cash and then focus on science.
At 80% taxes we are +72 gpt, so two turns will be +144 plus what we have in the bank means we could pay The Council off in one lump sum.
 
099_FP.jpg



Northwest, centered on Ninhursag-Ki
Spoiler :

099_NW.jpg



Northeast, centered 2N of Tower of Babel
Spoiler :

099_NE.jpg



Southeast, centered 2SE of Freedom Central
Spoiler :

099_SE.jpg



Southwest, centered 2S of Citadel of Ur
Spoiler :

099_SW.jpg



Zoomed Out, centered 1E of Kremlin
Spoiler :

099_ZoomOut.jpg

 
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