Road Hockey settled on t62. 2 dead warriors in total to the Spider.
DaveV also settled his 4th city t62.
Both Kyan and Serdoa/Krill have size 7 capitals. In Kyan's case, I suspect a Pagan Temple Cave of Ancestors + Religion. In Serdoa's, I suspect Sailing + Pearls.
I'd really like contact with Kyan so I can see what he's been up to .
I'm going to run a merchant in Zamboni t73 and t74. That gets me my GPerson 2t earlier with a slight chance of a GMerchant.
Currency really sucks in EITB 9, but Consumption would be worth +1 happy from Markets and +20% Gold. Worth a bulb post CoL if I roll a Merchant. Otherwise....Academy 2t earlier means a few more beakers plus I'm going to be short an improved tile for a turn or so.
In the meantime: DaveV adopted Aristocracy/Agrariansim on his turn 70. If he's got plans involving Moroi.....Bronze ~5/6 turns + 3/4 turns for a TYard. Circa t80 + travel time if he's got cash for upgrades. If he wants Mob Moroi figure HBR ~t80-82 but no cash for upgrades. GM boosted cities should be able to do ~2t Moroi on average at a guess. Production starts ~t80. 4 cities means 8 Moroi + 2t cash t84.
In any event, if he's planning Moroi shenanegans in my direction, t84-88 is looking like a reasonable timeframe for 12-16 Moroi. If he's on the early end of that, it's going to be tight getting Bronze Working. If he's on the slow end.....Pyre Zombies and Bronze warriors on hills
t72 played: Dog Sled Races founded more or less as planned.
Two wrinkles:
1) I lost a the coinflip vs a barb warrior. Cleaned up for 3 xp on another but
2) There is a "barb" griffon on a peak just outside my borders that suddenly appeared IBT. It might, maybe, perhaps still be barb owned. If it's not, it's in a position to be a PITA.
I'm also defending Road Hockey with a single c2 warrior. c2 + warrior inna city + 25% onna hill gives me sthing around 99% odds I think. I don't like leaving the city open like that, but I needed the spare warrior to double cover up the workers who just completed the road link to Dog Sled Races.
I'm itching to see what t73 brings.
And I had to run the Merchant t72/73 to speed up the Great Whatever. Checking beaker costs, I'll need to put ~170 beakers into Currency with the bulb. Worth it if the dice come up Merchant, otherwise Academy and Nationhood is just fine as well.
I'm solidly first in food and mfg, and solidly last in GNP. Both Dog Sled Racing and Road Hockey will grow at eot 74 (after juggling a few tiles around). I'll hire a sage in Screech (my eventual GP farm) and probably keep running the merchant in Zamboni. I'm aiming to complete CoL and the Brewery eot 79 for a t80 revolt but I need to line up at least one chop for that and the worker to do that chop still needs to be built. I'm aiming for #7 and #8 by eot 78. I've got one worker available who can start chopping earlier but I'd like at least one cottage in play first. I'll fine tune things once the settler completes eot 75. I'll have significant overflow to put into the brewery but I think I need all three forests chopped on t79 exactly. Might be better to delay 1t and get more cotts down instead.
CoL eot 79 is easy depending on how low I'm willing to take my reserves. I can 4t it at 100% tech with Backbacon in max hammer configuration, so prolly 3t with Academy and max commerce (which would delay the brewery. I've got 4 cities at their happy caps with a 5th that will hit it's cap quickly. Every turn I delay the brewery costs me 4 tile turns.).
I figure 1t at max tech t74 (with academy) then breakeven ( ) should get me to Col with plenty of cash to spare eot 79.
hmmmm. I'll see what things look like when the turn gets back to me.
Barbs were quiet IBT. Warrior outside Road Hockey gathered courage for a turn allowing me to double up on the warriors.
The griffon can be seen in the lower right corner of the above screenshot. I'm working on the assumption that it is human controlled.
Unit costs increased by a whopping 6gpt at eot. 2 warriors, 1 worker, 1 scout and my GS.
Solution:
MOAR EXPANSION!
I've got a new built worker in Screech, a new built warrior in Backbacon and 1t into the road on the Incense.
Assuming I don't take too many casualties to the barbs, I'll settle the spot marked "c" 1t NW of the River Corn on t77.
Well, I suppose, technically it *could* be a barb griffon:
But I'll be very surprised if it is barb given it's movements. I'm assuming it's Ichabod's given it's direction of travel and his ease of building SA scouts. It might be Serdoa's, but the odds favour it being Ichabod's.
It has a shot at a C3 warrior covering a worker on a hill. st 3 x1.85=5.55 vs st 4 griffon. ?40ish odds for griff?. He might take the shot. He can see the warrior/scout garrison in Road Hockey but he can't see the C2 Blue Glow warrior on the PFH before he attacks. If he gets lucky and kills the warrior/worker he should take enough damage for a C3 warrior to clean up with high odds even with the griffon defending on the hill.
In the West, everything is shaping up well:
I'll have a look over the hills to the West of the "c" sign on t77 with my scout before I settle, just in case there is something in the fog I might want to move for. Unlikely, but there might be something better than inner ring river Corn. :dunno:
Demos with tech turned back on (and with a shiny new Academy) :
The #1 GNP....is Ichabod not DaveV who is in Aristocracy (but did settle his 5th city last turn and is paying through the nose for millions of warriors).
Ichabod's up to 5 cities and Serdoa's GNP is climbing. Neither Serdoa nor Ichabod have CoL yet, but I think Icabod got a tech last turn. Bronze at a guess.