Ok so before I do the turn, last night Kyan informed me (as turn starter, didn't know that) that he saw no Orthus pop-up, so we're thinking end of turn or next one as regards him.
Also Acalostas confirmed in writing the agreement over city 3 site.
Ok so the turn, and turn fifty update.
First my cities:
Nicker:
With very little by way of farmable land this city is not going to ever be big. But there are a lot of hills to be mined so it'll work out as a decent production site. The Sage is 4 turns away and I'll probably make him into an academy, though long term Muff or the third city may be the stronger options for that. Back to settler next turn unless there's an Orthus incoming just outside the border. Poison Goblin on the hill showing no yields.
Muff:
This city is going to be an aristofarm/production hybrid. There are two food sources, the hill sheep & corn, though the horses will give a surplus too. There are four minable hills, and the silk and sheep hills along with the horses to give production hammers.
So overall at the moment I'm potentially heavy on hammers while week on food and commerce, so city 3 will probably be my best shot at a commerce site:
It's got gold, 6 (at construction, 2 immediately) grass farms, grass cow and horses, and finally 2 plains farms to work, along with sundry coast and ocean tiles (mostly unfogged), when I get this up and running it will be a massive site for me.
Second, what happened this turn:
Not much, IBT the goblin suicided so I named warrior in Muff, Diarmuid O'Duibhne most famous for the tale TóraÃocht Dhiarmada agus Gráinne, one of the most haunting tales in Irish mythology (incidentally Fionn McCumhaill the big baddie of this piece is one of the two major heroes in Irish mythology).
And my two workers start farming the corn, to be done in two turns (and I finally renamed the second "Arthur Wilson").
Third, demographics:
If one picture paints a thousand words five write a doctoral thesis. I think that Kyan is beginning to run away with this game, and only for him being so generous over the Grigori situation (he's basically ceded me all the land, I'm sure I'll have to repay the favour) I wouldn't be cooperating with him.
Now my game is not optimal (I'm not that good), but it is fairly solid, so I'm going to have to say that the map will have a big part in who wins. Sorry Amelia but I think you didn't balance this one properly to give a better chance of each player standing or falling on their merits.
Finally the plan.
Yeah I'm still intending on winning this one (or getting as close as I can). If I weren't I'd have gone to West Cork today for a bit of sunning and ignored the game.
Tech plan for the moment is:
Mining>Exploration>Fishing>HBR. After that it'll be a beeline to Order, hopefully quick enough to get Valin by t120.
The rationale behind this is a) get my capital up and running (mining fishing) and get horsemen running (exploration HBR). That way I'll be able to expand economically and get out a force for the showdown with the Grigori. Order and Valin would really help there too, but needs more economy.
Builds:
Nicker needs at least one more settler and probably two, so unless Orthus intrudes the capital will be going settler>worker>settler, which should see fishing in or nearly meaning workboat after that. Then of course comes the stable>horsemen push.
Muff is a bit more open as it'll take a while to get the full potential going. An elder council is next after the monument, followed by granary, and then workers to HBR, where it'll be Stable>horsemen.
"City 2", will get a monument, then worker then EC, after that getting granary and smokehouse. This will probably mop up on the specialist buildings over time (e.g. libraries etc. for science and money-changers etc. for commerce) as it will be food strong and while not weak in production it is better suited as a commerce/science city.
"City 3" is a land grab pure and simple. It is there to protect my core and gather some useful resources. The site will never have sufficient food to be a strong city in itself so don't expect much by way of improvements there. The point is to make this city the defensive fulcrum upon which the empire will remain secure and grow.
As regards the workers, it's food first, then commerce then hammers. I'll swing one back to Nicker after finishing off the corn to be ready to mine, while the second will be waiting to pasture the sheep and horse at Muff.
Bradeline's & Vault
The sites are safe from foreign inteference so I'll wait until I have sufficient horsemen out to pop these. I don't want to sidetrack with warrior builds, except for if Orthus shows, so they'll keep. I'll need five for Bradeline's, and the full nine for the vault. Fingers crossed I get epic good results from both, hero units would be nice.
Edit: I forgot to show you the extent of my visible world as well. I've done no more exploring, but some resources have popped up:
Also Acalostas confirmed in writing the agreement over city 3 site.
Ok so the turn, and turn fifty update.
First my cities:
Nicker:
With very little by way of farmable land this city is not going to ever be big. But there are a lot of hills to be mined so it'll work out as a decent production site. The Sage is 4 turns away and I'll probably make him into an academy, though long term Muff or the third city may be the stronger options for that. Back to settler next turn unless there's an Orthus incoming just outside the border. Poison Goblin on the hill showing no yields.
Muff:
So overall at the moment I'm potentially heavy on hammers while week on food and commerce, so city 3 will probably be my best shot at a commerce site:
It's got gold, 6 (at construction, 2 immediately) grass farms, grass cow and horses, and finally 2 plains farms to work, along with sundry coast and ocean tiles (mostly unfogged), when I get this up and running it will be a massive site for me.
Second, what happened this turn:
Not much, IBT the goblin suicided so I named warrior in Muff, Diarmuid O'Duibhne most famous for the tale TóraÃocht Dhiarmada agus Gráinne, one of the most haunting tales in Irish mythology (incidentally Fionn McCumhaill the big baddie of this piece is one of the two major heroes in Irish mythology).
And my two workers start farming the corn, to be done in two turns (and I finally renamed the second "Arthur Wilson").
Third, demographics:
If one picture paints a thousand words five write a doctoral thesis. I think that Kyan is beginning to run away with this game, and only for him being so generous over the Grigori situation (he's basically ceded me all the land, I'm sure I'll have to repay the favour) I wouldn't be cooperating with him.
Now my game is not optimal (I'm not that good), but it is fairly solid, so I'm going to have to say that the map will have a big part in who wins. Sorry Amelia but I think you didn't balance this one properly to give a better chance of each player standing or falling on their merits.
Finally the plan.
Yeah I'm still intending on winning this one (or getting as close as I can). If I weren't I'd have gone to West Cork today for a bit of sunning and ignored the game.
Tech plan for the moment is:
Mining>Exploration>Fishing>HBR. After that it'll be a beeline to Order, hopefully quick enough to get Valin by t120.
The rationale behind this is a) get my capital up and running (mining fishing) and get horsemen running (exploration HBR). That way I'll be able to expand economically and get out a force for the showdown with the Grigori. Order and Valin would really help there too, but needs more economy.
Builds:
Nicker needs at least one more settler and probably two, so unless Orthus intrudes the capital will be going settler>worker>settler, which should see fishing in or nearly meaning workboat after that. Then of course comes the stable>horsemen push.
Muff is a bit more open as it'll take a while to get the full potential going. An elder council is next after the monument, followed by granary, and then workers to HBR, where it'll be Stable>horsemen.
"City 2", will get a monument, then worker then EC, after that getting granary and smokehouse. This will probably mop up on the specialist buildings over time (e.g. libraries etc. for science and money-changers etc. for commerce) as it will be food strong and while not weak in production it is better suited as a commerce/science city.
"City 3" is a land grab pure and simple. It is there to protect my core and gather some useful resources. The site will never have sufficient food to be a strong city in itself so don't expect much by way of improvements there. The point is to make this city the defensive fulcrum upon which the empire will remain secure and grow.
As regards the workers, it's food first, then commerce then hammers. I'll swing one back to Nicker after finishing off the corn to be ready to mine, while the second will be waiting to pasture the sheep and horse at Muff.
Bradeline's & Vault
The sites are safe from foreign inteference so I'll wait until I have sufficient horsemen out to pop these. I don't want to sidetrack with warrior builds, except for if Orthus shows, so they'll keep. I'll need five for Bradeline's, and the full nine for the vault. Fingers crossed I get epic good results from both, hero units would be nice.
Edit: I forgot to show you the extent of my visible world as well. I've done no more exploring, but some resources have popped up:
Travelling on a mote of dust, suspended in a sunbeam.

![[Image: Nickerturn50.jpg]](http://i685.photobucket.com/albums/vv217/BrianShanahan/Civ%20IV/Nickerturn50.jpg)
![[Image: Muffturn50.jpg]](http://i685.photobucket.com/albums/vv217/BrianShanahan/Civ%20IV/Muffturn50.jpg)
![[Image: Civ4ScreenShot0000-20.jpg]](http://i685.photobucket.com/albums/vv217/BrianShanahan/Civ%20IV/Civ4ScreenShot0000-20.jpg)
![[Image: Demographicsturn50.jpg]](http://i685.photobucket.com/albums/vv217/BrianShanahan/Civ%20IV/Demographicsturn50.jpg)
![[Image: Soldiersturn50.jpg]](http://i685.photobucket.com/albums/vv217/BrianShanahan/Civ%20IV/Soldiersturn50.jpg)
![[Image: Breadturn50.jpg]](http://i685.photobucket.com/albums/vv217/BrianShanahan/Civ%20IV/Breadturn50.jpg)
![[Image: Hammersturn50.jpg]](http://i685.photobucket.com/albums/vv217/BrianShanahan/Civ%20IV/Hammersturn50.jpg)
![[Image: GNPturn50.jpg]](http://i685.photobucket.com/albums/vv217/BrianShanahan/Civ%20IV/GNPturn50.jpg)
![[Image: Theknownuniverse.jpg]](http://i685.photobucket.com/albums/vv217/BrianShanahan/Civ%20IV/Theknownuniverse.jpg)