Lurkers - FYI while trying to get here I misclicked into Pindicator's thread. Realized and backed out before the screen loaded, but if he notes that I appeared to wind up in his thread, that's what happened.
I also realized that I did not post a report for Turn 97...
Turn 97
Looks like we’re up for another round of dissatisfaction with turn pace and/or interest. We were doing well but back to 1 turn every three days. Perhaps future PBEMs should be no more than 4-5 players to keep things moving (or do a better job at setting the turn order right over the long term). Regardless of the tech thread, I’ve got a turn to play and an empire to try to conquer. I also owe everyone some pinmaps, but that’s another post as I didn’t put too much thought into it as I was intending.
The turn opens with a bunch of notifications, the most notable is that we’ve now met the Cree. There’s a hitch, though. Archduke and TBS have both come calling with trade deals this turn and there’s an interface problem here. If you open a deal screen you must accept or refuse, you can’t back out to check what’s going on. First up, the Cree. BTW, he’s got 10 cities, has triple the culture and a bit less than double my science. I’m not about to give up my only diamonds along with wines for that trade. I refuse for now to see what Archduke wants, and he’s asking for wines in exchange for truffles and spices. That’s much better. Archduke also has ten cities and is on comparable footing with TBS. I accept this deal as it’s better for me than TBS’s as I net two luxuries, not just one. The extra amenities suit my needs nicely. Both of Archduke’s writers have resurfaced out of the fog, one SE of Preslav and the other near my archer at Res Publica.
Up north the settler & chariot head east. At Fondant the ram, crossbows and Sun Tzu advance. I move the archer to the marsh road east of the city. It’ll move to the rice road when it’s time to upgrade. Check Res Publica, there’s a promoted archer. At the main front:
Well, he’s got a horseman in Conquest of Paradise but hasn’t started building walls. The eastern archer has one friend in the fog, the middle has two, the western has none (+4, +8 and +2 support bonuses, respectively). Best guess is there’s something on the hill NW of CoP and another unit on the Holy Site. I check that theory with Red Pontiac to confirm the coastal PFH is empty. The horseman was wounded by the archer on the salt. I could, in theory, attack with the horseman but the archer won’t die and the horseman would. I move east into the forest. The only unit that could shoot at me from there is the eastern archer. I could attack & kill that archer next turn using the horse and one of my own archers. It also gets the horseman closer to where the general will be. It does reveal a fourth, wounded promoted archer in that hill tile. That might actually cost me the horseman. I could move Yukon Gold up to the roaded jungle hill and kill that archer, but that archer has a +10 support bonus and I know there’s at least one horseman in there. I’ll hold off and if I lose the horse then I committed a

move for not considering there was an archer with visibility in that tile. Five archers (125), a horseman (36), plus another 58 in milpower, likely two swords, one of which is still damaged. Yep, need those crossbows – with the general in the area they’d possibly one-shot any archer not on difficult terrain. In two turns they’ll be ready to advance and start killing units. Maris Piper will also need to head back to friendly territory next turn – it’ll be two turns to get there, one to upgrade and three to get back to the front.
Crossbow and horseman out next turn, swordsman the turn after that, settler and Mercenaries the turn after that. With the policy change I’m going to take out Equestrian Orders and Colonization and put in Serfdom and Professional Army. Updated builds at the cities:
Mashed: Settler (current, 2 turns) → Builder (4 turns) → Horseman (2 turns) → Settler
Dauphinoise: Granary (2 turns) → Builder (5 turns) → Granary (2-3 turns to finish) → Crossbowman
Fondant: Swordsman (current, 1 turn) → Encampment (2 turns) → Swordsman (7 turns)
Hasselback: Builder (6 turns) → Horseman (5 turns)
Disco Fries: Monument (current, 8 turns) → Campus
Gnocchi: Granary (7 turns) → Commercial Hub
I’ll have four builders and 20 builder actions to work with. My plans are as follows:
Mashed: turtles, pearls, lumbermill @ Disco Fries (for eureka), iron mine @ Gnocchi, pasture @ Gnocchi
Dauphinoise: diamond mine, chop & mine PFH into Commercial Hub, chop flatland forest to complete Commercial Hub, .
Hasselback: Farm 3

3

volcanic soil, mine 3

1

volcanic soil, pasture @ Fondant, rice farm @ Fondant, mine grassland 2E of city center @ Fondant
Eastern City: chop woods & place Aqueduct, chop woods to complete Aqueduct and place Campus (overflow into Monument), pasture sheep, chop & mine into settler or Commercial Hub at Mashed.
Theology will take 4 turns to complete. I’ll put three turns into it then start working on Civil Service. I’ll finish Theology once the last builder is out.