Ahem. Now, on to the actual report for T77:
- The iron locations aren't quite as awful as the copper/horses ones, but they certainly aren't good either. There are only two sources on the entire continent, unless the Templars have another in the few foggy tiles at their capital (fun thought!) One iron is literally at Mutal, and already connected to the Imperio trade network. The other is six tiles north of Jerusalem, in unclaimed land. I suppose that this technically is up for grabs, but it's clearly in the Templars unofficial sphere of influence. None of the early strategic resources are located in the entire western half of the continent.
Just for the record, Imperio started with cattle, iron, multiple golds, four floodplains, and copper and horses within easy reach. We began with... a single cattle and one wine resource, no strategic resources anywhere close by. This is, hands down, the worst scenario design I have ever seen. I honestly feel we would have done better with a completely random map.![Roll Eyes (Sarcastic)](https://apolyton.net/core/images/smilies/rolleyes.gif)
- Moving on. What do we want to do about the iron source in the middle of the map? My initial thought was to move Twin Peaks thusly:
I don't really like this spot, but I couldn't see anything better. It still holds the rice and cattle, and ensures that we eventually get iron with level 3 cultural borders (pictured). With a chopped library or theatre, we could actually reach that mark pretty fast. I don't like the fact that this spot would have four desert and two peak tiles. But... this is the closest I think we can get to the Templars without ticking them off. This spot would also perfectly fit with their city of Constantinople (no overlap between level 3 borders), for what that's worth.
- A related question: do we go for this location with our next settler, or the previously planned marble spot on the coast? The former has more strategic value, the latter considerably better land. Hmmm.
- I don't know what to do with Winston, the worker circled above. Pre-chop forests at the capital for a library, I guess? Otherwise, the best option is building roads towards the next city we intend to found.
- I have us running min science for the moment, to refill the treasury. I put the miniscule overrun into Masonry, since I think that's one we'll want to research ourselves in the near future. If we can somehow trade for Mysticism, Polytheism, and Monotheism with Templars, we can research the uber-cheap Priesthood ourselves and then get a massive 40% tech bonus on Monarchy! Worth thinking about, anyway.
- Based on what PAL told us before, we can expect Alphabet from them in about 4-5 more turns.
- We'll have copper connected in 4 more turns, finishing copper mine + adding road. Damn good thing we grabbed the Cape Town spot, eh?
- Pretty quiet C&D turn overall. Imperio has been pumping the shields pretty heavily recently, up to 25/turn (most in the world; we're second with 23/turn). Either they are building settlers/workers, some kind of wonder, or military units. No cause for alarm as yet, but we'll keep an eye on them.
- In case you missed it before, Zeviz correctly pointed out that Imperio and Templars have Open Borders. Hopefully we can get them too for the economic benefits!
- The iron locations aren't quite as awful as the copper/horses ones, but they certainly aren't good either. There are only two sources on the entire continent, unless the Templars have another in the few foggy tiles at their capital (fun thought!) One iron is literally at Mutal, and already connected to the Imperio trade network. The other is six tiles north of Jerusalem, in unclaimed land. I suppose that this technically is up for grabs, but it's clearly in the Templars unofficial sphere of influence. None of the early strategic resources are located in the entire western half of the continent.
Just for the record, Imperio started with cattle, iron, multiple golds, four floodplains, and copper and horses within easy reach. We began with... a single cattle and one wine resource, no strategic resources anywhere close by. This is, hands down, the worst scenario design I have ever seen. I honestly feel we would have done better with a completely random map.
![Roll Eyes (Sarcastic)](https://apolyton.net/core/images/smilies/rolleyes.gif)
- Moving on. What do we want to do about the iron source in the middle of the map? My initial thought was to move Twin Peaks thusly:
![](http://apolyton.net/upload/view/27565_ADG-39.jpg)
I don't really like this spot, but I couldn't see anything better. It still holds the rice and cattle, and ensures that we eventually get iron with level 3 cultural borders (pictured). With a chopped library or theatre, we could actually reach that mark pretty fast. I don't like the fact that this spot would have four desert and two peak tiles. But... this is the closest I think we can get to the Templars without ticking them off. This spot would also perfectly fit with their city of Constantinople (no overlap between level 3 borders), for what that's worth.
- A related question: do we go for this location with our next settler, or the previously planned marble spot on the coast? The former has more strategic value, the latter considerably better land. Hmmm.
- I don't know what to do with Winston, the worker circled above. Pre-chop forests at the capital for a library, I guess? Otherwise, the best option is building roads towards the next city we intend to found.
- I have us running min science for the moment, to refill the treasury. I put the miniscule overrun into Masonry, since I think that's one we'll want to research ourselves in the near future. If we can somehow trade for Mysticism, Polytheism, and Monotheism with Templars, we can research the uber-cheap Priesthood ourselves and then get a massive 40% tech bonus on Monarchy! Worth thinking about, anyway.
- Based on what PAL told us before, we can expect Alphabet from them in about 4-5 more turns.
- We'll have copper connected in 4 more turns, finishing copper mine + adding road. Damn good thing we grabbed the Cape Town spot, eh?
![Big Grin](https://apolyton.net/core/images/smilies/biggrin.gif)
- Pretty quiet C&D turn overall. Imperio has been pumping the shields pretty heavily recently, up to 25/turn (most in the world; we're second with 23/turn). Either they are building settlers/workers, some kind of wonder, or military units. No cause for alarm as yet, but we'll keep an eye on them.
- In case you missed it before, Zeviz correctly pointed out that Imperio and Templars have Open Borders. Hopefully we can get them too for the economic benefits!
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