State of the Empire: Turn 115
Well what do you know, we've made it all the way into the AD years now. Only took us about nine months to get there, heh. This is a summation of what's taken place in the past 10 turns, and a look ahead in some respects to future plans. Let's get started!
Headline News
These were a good ten turns overall for Realms Beyond, as we made drastic strides in terms of our economy and improved our diplomatic standing by meeting Banana. Some specific details:
- Team RB successfully completed the Great Library on T106, thanks to weeks of planning ahead of time!
- Team RB researched Monarchy (T108) and Mathematics (T112), traded for Civil Service with PAL (T112) and Currency with Imperio (T114), thus allowing us to enter Hereditary Rule and Bureaucracy civics. This greatly improved our economy, and allowed our happiness-starved cities to begin growing once again.
- Other tech trades of interest not involving Team RB included:
T106: Banana pops Machinery tech from their Great Engineer, eventually sending it to Templars (in exchange for earlier Metal Casting) and PAL (Code of Laws and later Civil Service)
T109: Imperio researches Currency and trades it to PAL for Civil Service (and Construction, earlier)
As you can see, we were one of the most active teams in this span, unlike the previous ten-turn period (T96-105) where we got locked out of Templars' brokering spree of Metal Casting. Templars and Rabbits were the losers in this sequence, not having much of interest to trade.
- Team RB captured the barb city of Saxon on T111 (city #8), after a long period of waiting. Other city foundings/capturings included:
T110: Rabbits settled Mountain Hutch (city #3)
T111: Templars settled Acre (city #5)
T112: Rabbits capture Phrygia (city #4)
T114: PAL razes Mountain Hutch
For whatever reason, teams don't seem to be building a lot of settlers right now. PAL/Imperio are on war footings, Rabbits are out of the game, and Templars/Banana are squeezed for land. One of our goals should include making sure we found at least one new city before the next ten turns pass.
- In terms of military, we built Heroic Epic in Cape Town on T109. Imperio responded by sabotaging our copper resource on T112, which our workers are in the process of reconnecting. We traded for iron with Banana on T114 to make up this temporary setback.
- We have Hanging Gardens in progress at Pink Dot, prepared to complete on T118 unless another team comes out of the blue and finishes it first.
Current Overview
North:
South:
Next post will cover our individual cities. Please ignore the three city pics attached to this post; remember, I can only attach five to each post, and we have eight cities now!
Well what do you know, we've made it all the way into the AD years now. Only took us about nine months to get there, heh. This is a summation of what's taken place in the past 10 turns, and a look ahead in some respects to future plans. Let's get started!
Headline News
These were a good ten turns overall for Realms Beyond, as we made drastic strides in terms of our economy and improved our diplomatic standing by meeting Banana. Some specific details:
- Team RB successfully completed the Great Library on T106, thanks to weeks of planning ahead of time!
- Team RB researched Monarchy (T108) and Mathematics (T112), traded for Civil Service with PAL (T112) and Currency with Imperio (T114), thus allowing us to enter Hereditary Rule and Bureaucracy civics. This greatly improved our economy, and allowed our happiness-starved cities to begin growing once again.
- Other tech trades of interest not involving Team RB included:
T106: Banana pops Machinery tech from their Great Engineer, eventually sending it to Templars (in exchange for earlier Metal Casting) and PAL (Code of Laws and later Civil Service)
T109: Imperio researches Currency and trades it to PAL for Civil Service (and Construction, earlier)
As you can see, we were one of the most active teams in this span, unlike the previous ten-turn period (T96-105) where we got locked out of Templars' brokering spree of Metal Casting. Templars and Rabbits were the losers in this sequence, not having much of interest to trade.
- Team RB captured the barb city of Saxon on T111 (city #8), after a long period of waiting. Other city foundings/capturings included:
T110: Rabbits settled Mountain Hutch (city #3)
T111: Templars settled Acre (city #5)
T112: Rabbits capture Phrygia (city #4)
T114: PAL razes Mountain Hutch
For whatever reason, teams don't seem to be building a lot of settlers right now. PAL/Imperio are on war footings, Rabbits are out of the game, and Templars/Banana are squeezed for land. One of our goals should include making sure we found at least one new city before the next ten turns pass.
- In terms of military, we built Heroic Epic in Cape Town on T109. Imperio responded by sabotaging our copper resource on T112, which our workers are in the process of reconnecting. We traded for iron with Banana on T114 to make up this temporary setback.
- We have Hanging Gardens in progress at Pink Dot, prepared to complete on T118 unless another team comes out of the blue and finishes it first.
Current Overview
North:
South:
Next post will cover our individual cities. Please ignore the three city pics attached to this post; remember, I can only attach five to each post, and we have eight cities now!
Comment