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
- Freedom Central (4): settler (04) -> settler in 5.
- Thessauronicleus (5): settler (05) -> settler in 6.
- Kazgungudom (5): tweaked FP in 2.
- Thombreil (5): harbor in 8.
- Fortress of Meleet (5): rush galley for 24 gold.
- Kremlin (3): settler in 3.
- Citadel of Ur (3): worker (W034) -> worker in 3.
- Tower of Babel (3): settler in 2 turns.
- Ishme-Shamash (4): rush library for 96 gold.
- Weltonspolt (3): harbor in 29.
- Teal domination (5): rush galley for 36 gold.
- Ninhursag-Ki (2): library in 16.
- Azzura Coast (4): rush library for 64 gold.
- Lake Port (3): library in 34.
- Marad-Dur (2): worker in 9.
- Sugar-Free Wheaties (3): rush library for 40 gold.
- FreeToes (2): worker in 7.
- Coastal Geeks (3): trebuchect in 28.
- Liberty Bell (2): worker in 2.
- TuTuba (1): galley in 29.
- Cat Ballou (2): worker in 4.
- Freehand (2): worker in 4.
- 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.