Continuing with the rundown of domestic stuff...
General
Current Turn:
Turn 115 - 1 AD
Turn Timer expires at approx (UTC)
Active Turn Player:
Sullla
Tech:
Horseback Riding (1t)
50% research (89 [111] beakers/turn) @ +20gpt
256/357 beakers overall
Gold
38g in treasury
Cities
Airstrip One [size 8] [guarded by Xena]:
Spearman (2t), National Epic (15t)
Infrastructure: Palace, Granary, Barracks, Library, Great Library
Emphasizing food and commerce
Comments: Airstrip One is maturing extremely well as a commerce powerhouse. We've grown up to size 8, which is remarkable since we were only size 5 here as recently as ten turns ago! Hopefully soon to be size 9 via Hanging Gardens, hehe. Anyway, we're working five grassland river cottages, plus the wines tile. We still have room for three more grassland river cottages, and will definitely add them once our workers have some spare time. For the moment, we can work the already-improved hill tiles.
Finishing the spearman, then adding National Epic is the current plan of development. If we get Hanging Gardens and a free extra pop point, National Epic will be done in about ten turns.
Pink Dot [size 5] [guarded by Britney's Spears and Adria and Athena]:
Hanging Gardens (7t) [3t]
Infrastructure: Barracks, Granary
Mission "Hanging Gardens" in progress
Comments: Hanging Gardens are progressing quite nicely, due in 3t. Afterwards, the plan is to build some cottages on the grassland river tiles, making this into a true production/commerce hybrid. In terms of builds, we're probably going to pump out a couple of horse archers to defend against Imperio next. Maybe a settler after that (?) in the longer term.
China Beach [size 6] [guarded by Ms Piggy]:
Worker (10t) to be whipped to completion sooner
Infrastructure: Granary, Library, Barracks
Great Scientist 96/100, +6 GPP/turn, due in 1t
Comments: Great Scientist due next turn! Afterwards, current plan is to whip the worker to completion and then let the overflow go into something else. My tentative vote is for lighthouse, if only for the +1 food/turn from clams and because we get uber-cheap lighthouses, but there are certainly other options. Because of the high food at China Beach and relatively poor tiles, we will probably continue to employ some Scientist specialists here.
Cape Town [size 4] [guarded by Diana and Fyre Errow and Gillian and Jamie Lynn's Spears and Hannah and Christina and Aphrodite and Demeter]:
City Walls (1t)
Infrastructure: Barracks, Heroic Epic
Comments: Cape Town, the city we expect to be under siege shortly. Not too much to say here; Cape Town has Heroic Epic and will be cranking units for the forseeable future. The forest SE of the city will be chopped next turn, and the copper will be reconnected on T118.
Something Fishy [size 5] [guarded by Svava]:
Courthouse (4t)
Infrastructure: Granary, Library
Planning to whip courthouse on the final turn, with overflow going into settler
Comments: A fine commerce city, developing nicely in the extreme south. The current plan is to whip this courthouse on the final turn (4t), letting the city immediately regrow to size 5 and sending 25 or so shields of overflow into a settler. Once we finish chopping forests at Pink Dot, workers will move back down here and continue clearing jungle/adding grassland cottages. Will be even stronger if we can get the dyes connected sometime soon.
Green Acres [size 3] [guarded by Robyn Hood]:
Lighthouse (10t) [anger duration 3t]
Infrastructure: Granary, Library
Planning to whip lighthouse at some point, with overflow going into worker
Comments: Green has some very poor desert tiles, but the presence of clams and wines make it worthwhile. I believe that this current turn is the optimum time to whip the city's lighthouse, with Green immediately regrowing to size 3 and then building worker while employing the 2 clams + wines tiles. (Worker in 6t at that rate.) Someone please check the whipping math to make sure I'm right about this!
Mellow Yellow [size 2] [guarded by Hera]:
Granary (13t)
Infrastructure: none
Planning to whip this turn, I think (?)
Comments: Mellow has better long-term land than Green, but it's been slower getting started due to lack of worker attention. I believe T-Hawk said that the current turn (T115) was the optimum time to whip the granary - again, is that correct? Anyone want to check on that?
Saxon the Beach [size 1] [guarded by Betty Hur]:
Moai Statues (62t)
Infrastructure: none
Comments: Just getting started here, but the presence of stone is huge for our civ. We should be able to get a worker up here in ~5 turns, to work on connecting those deer and then mining the grassland hills. Moai will turn this from a frozen wasteland into a solid contributer.
For purposes of completeness, here is our army composition:
Non-Combat Units
Scout [Sharon]:
Scouting out the eastern continent
Worker [Winston]:
Connecting wines at Green Acres (done!)
Worker [Bernard]:
Connecting wines at Green Acres
Roading (2t)
Worker [O'Brien]:
Chopping defensive cover forest at Cape Town, then reconnect copper
Chopping (3t)
Worker [Helmholtz]:
Chopping defensive cover forest at Cape Town, then reconnect copper
Move to tile (done!)
Worker [Parsons]:
Chop forests as part of Operation Hanging Gardens
Chopping (done!)
Worker [Syme]:
Chop forests as part of Operation Hanging Gardens
Chopping (3t)
Worker [John the Savage]:
Chop forests as part of Operation Hanging Gardens
Moving to tile (done!)
Military Units
Galley [RBS Discovery]:
Patrolling the Channel
Axeman [Gillian]:
Guarding Cape Town (for now)
Heading to Twin Peaks eventually
Axeman [Adria]:
Guard Pink Dot
Spearman [Christina]:
Guard Cape Town
Spearman [Hannah]:
Guard Cape Town
Spearman [Jamie Lynn's Spears]:
Guarding Cape Town (for now)
Heading to Twin Peaks eventually
Spearman [Britney's Spears]:
Guard workers at Pink Dot to keep Templar chariot honest
Chariot [Betty Hur]:
Resting and healing up in Saxon the Beach
10XP - our most heroic unit!
Chariot [Lady Godiva]:
Moving east to get intel on Imperio/Templar cities
Archer [Ms Piggy]:
Guard China Beach
Archer [Diana]:
Guard Cape Town
Archer [Billy Jean Tell]:
Exploring Imperio territory
Archer [Robyn Hood]:
Guard Green Acres
Archer [Svava]:
Guard Something Fishy
Archer [Fyre Errow]:
Guarding Cape Town (for now)
Heading to Twin Peaks eventually
Archer [Hera]:
Guard Mellow Yellow
Archer [Athena]:
Guard Pink Dot
Archer [Aphrodite]:
Guard Cape Town
Archer [Demeter]:
Guard Cape Town
Warrior [Xena]:
Guard Airstrip One
Warrior [Jennifer]:
Exploring the eastern continent
On to some C&D stuff...
General
Current Turn:
Turn 115 - 1 AD
Turn Timer expires at approx (UTC)
Active Turn Player:
Sullla
Tech:
Horseback Riding (1t)
50% research (89 [111] beakers/turn) @ +20gpt
256/357 beakers overall
Gold
38g in treasury
Cities
Airstrip One [size 8] [guarded by Xena]:
Spearman (2t), National Epic (15t)
Infrastructure: Palace, Granary, Barracks, Library, Great Library
Emphasizing food and commerce
Comments: Airstrip One is maturing extremely well as a commerce powerhouse. We've grown up to size 8, which is remarkable since we were only size 5 here as recently as ten turns ago! Hopefully soon to be size 9 via Hanging Gardens, hehe. Anyway, we're working five grassland river cottages, plus the wines tile. We still have room for three more grassland river cottages, and will definitely add them once our workers have some spare time. For the moment, we can work the already-improved hill tiles.
Finishing the spearman, then adding National Epic is the current plan of development. If we get Hanging Gardens and a free extra pop point, National Epic will be done in about ten turns.
Pink Dot [size 5] [guarded by Britney's Spears and Adria and Athena]:
Hanging Gardens (7t) [3t]
Infrastructure: Barracks, Granary
Mission "Hanging Gardens" in progress
Comments: Hanging Gardens are progressing quite nicely, due in 3t. Afterwards, the plan is to build some cottages on the grassland river tiles, making this into a true production/commerce hybrid. In terms of builds, we're probably going to pump out a couple of horse archers to defend against Imperio next. Maybe a settler after that (?) in the longer term.
China Beach [size 6] [guarded by Ms Piggy]:
Worker (10t) to be whipped to completion sooner
Infrastructure: Granary, Library, Barracks
Great Scientist 96/100, +6 GPP/turn, due in 1t
Comments: Great Scientist due next turn! Afterwards, current plan is to whip the worker to completion and then let the overflow go into something else. My tentative vote is for lighthouse, if only for the +1 food/turn from clams and because we get uber-cheap lighthouses, but there are certainly other options. Because of the high food at China Beach and relatively poor tiles, we will probably continue to employ some Scientist specialists here.
Cape Town [size 4] [guarded by Diana and Fyre Errow and Gillian and Jamie Lynn's Spears and Hannah and Christina and Aphrodite and Demeter]:
City Walls (1t)
Infrastructure: Barracks, Heroic Epic
Comments: Cape Town, the city we expect to be under siege shortly. Not too much to say here; Cape Town has Heroic Epic and will be cranking units for the forseeable future. The forest SE of the city will be chopped next turn, and the copper will be reconnected on T118.
Something Fishy [size 5] [guarded by Svava]:
Courthouse (4t)
Infrastructure: Granary, Library
Planning to whip courthouse on the final turn, with overflow going into settler
Comments: A fine commerce city, developing nicely in the extreme south. The current plan is to whip this courthouse on the final turn (4t), letting the city immediately regrow to size 5 and sending 25 or so shields of overflow into a settler. Once we finish chopping forests at Pink Dot, workers will move back down here and continue clearing jungle/adding grassland cottages. Will be even stronger if we can get the dyes connected sometime soon.
Green Acres [size 3] [guarded by Robyn Hood]:
Lighthouse (10t) [anger duration 3t]
Infrastructure: Granary, Library
Planning to whip lighthouse at some point, with overflow going into worker
Comments: Green has some very poor desert tiles, but the presence of clams and wines make it worthwhile. I believe that this current turn is the optimum time to whip the city's lighthouse, with Green immediately regrowing to size 3 and then building worker while employing the 2 clams + wines tiles. (Worker in 6t at that rate.) Someone please check the whipping math to make sure I'm right about this!
Mellow Yellow [size 2] [guarded by Hera]:
Granary (13t)
Infrastructure: none
Planning to whip this turn, I think (?)
Comments: Mellow has better long-term land than Green, but it's been slower getting started due to lack of worker attention. I believe T-Hawk said that the current turn (T115) was the optimum time to whip the granary - again, is that correct? Anyone want to check on that?
Saxon the Beach [size 1] [guarded by Betty Hur]:
Moai Statues (62t)
Infrastructure: none
Comments: Just getting started here, but the presence of stone is huge for our civ. We should be able to get a worker up here in ~5 turns, to work on connecting those deer and then mining the grassland hills. Moai will turn this from a frozen wasteland into a solid contributer.
For purposes of completeness, here is our army composition:
Non-Combat Units
Scout [Sharon]:
Scouting out the eastern continent
Worker [Winston]:
Connecting wines at Green Acres (done!)
Worker [Bernard]:
Connecting wines at Green Acres
Roading (2t)
Worker [O'Brien]:
Chopping defensive cover forest at Cape Town, then reconnect copper
Chopping (3t)
Worker [Helmholtz]:
Chopping defensive cover forest at Cape Town, then reconnect copper
Move to tile (done!)
Worker [Parsons]:
Chop forests as part of Operation Hanging Gardens
Chopping (done!)
Worker [Syme]:
Chop forests as part of Operation Hanging Gardens
Chopping (3t)
Worker [John the Savage]:
Chop forests as part of Operation Hanging Gardens
Moving to tile (done!)
Military Units
Galley [RBS Discovery]:
Patrolling the Channel
Axeman [Gillian]:
Guarding Cape Town (for now)
Heading to Twin Peaks eventually
Axeman [Adria]:
Guard Pink Dot
Spearman [Christina]:
Guard Cape Town
Spearman [Hannah]:
Guard Cape Town
Spearman [Jamie Lynn's Spears]:
Guarding Cape Town (for now)
Heading to Twin Peaks eventually
Spearman [Britney's Spears]:
Guard workers at Pink Dot to keep Templar chariot honest
Chariot [Betty Hur]:
Resting and healing up in Saxon the Beach
10XP - our most heroic unit!
Chariot [Lady Godiva]:
Moving east to get intel on Imperio/Templar cities
Archer [Ms Piggy]:
Guard China Beach
Archer [Diana]:
Guard Cape Town
Archer [Billy Jean Tell]:
Exploring Imperio territory
Archer [Robyn Hood]:
Guard Green Acres
Archer [Svava]:
Guard Something Fishy
Archer [Fyre Errow]:
Guarding Cape Town (for now)
Heading to Twin Peaks eventually
Archer [Hera]:
Guard Mellow Yellow
Archer [Athena]:
Guard Pink Dot
Archer [Aphrodite]:
Guard Cape Town
Archer [Demeter]:
Guard Cape Town
Warrior [Xena]:
Guard Airstrip One
Warrior [Jennifer]:
Exploring the eastern continent
On to some C&D stuff...
Comment