Turn 174 -One More Turn
Pingo offered Bananas and rejected the silk trade. I don't think they understand the idea I was trying to convey, so I need to continue being vigilant. Well, I have another offer for them shortly when they cash in on their GM. I am going to ask them for a 500 gold upfront payment in exchange for a 52gpt return trade, costing me 20g for the trade. This will just about get me enough gold to research Paper, Machinery, Compass and Optics over five turns whilst in Bureaucracy, and then revolt back into something more useful if there is war.
Doesn't look like there is anything up here...makes me wonder where that power is. Or maybe I'm just jumping at shadows.
Ah, azza, nice play. He upgraded the archer to a longbow, and placed his fast worker in the city. It won't save him though. Next turn the real army arrives.
Next turn I will drop three HA and a catapult NE of Cherrygrove. On T176 I will bombard with the cat after promoting it to Accuracy, then I will have five HA to attack with, and even have two HA on a galley that I can attack with if needed, or drop them off the other side of the isthmus
I moved the units out of Pingo's land, and it doesn't look like azza has done anything new.
Next turn I use the two workers adjacent to FS to road the coastal grassland tile that my units are on. Then the two worker on the jungle road where the HA/settler stack is standing. Then the two worker on the coastal grassland road the grassland next to the barb axe. That allows the settler next to the coast to make Fort Stanwix, and the HA/settler on the plains to move 233 and settle the G city site on T176. I will keep 2 HA covering the two workers next to the axe so they do not get captured. There is a settler in FS that will move to the longbow and settle 4/C on T176 as well. 4/C needs a lot of worker attention, but most of it is irrigating and chopping the tile forest under the axe and SW of the longbow.
Note, that without the wealth builds, my current gpt would be +49gpt.
Just keep going.
I added the engineer later on. That will push out a GP eot T194, most likely a GA which I can use defensively in a war against azza when I take him out or use for a GA when I have more pop. If it's a GE, well, I can use it on what you normally use GE on: a wonder I need or a golden age. And more longbows...
Growing eot T179 to size 11, then sit there and either build cats if I need more, or build wealth, or build a forge. Depends on needs at the time.
As I'm not revolting civics this turn, I can slave this next turn.
Boring.
Keep on growing...
The missionary for Saffron, leaving one missionary for Greed to be built. Now that I only have 20 workers on the mainland I really need to consider if it is worth building a few workers here, even with the delay in growth.
I decided against whipping this settler, because after going through all of the extant settlers, I found that this settler is only needed for two purposes: settling for the horse and double lake location between SG and Opportunism, and keeping in case of a war and needing to plug some gaps (ie Greed and Culture city placements). The horse city is worth it but needs the horse hooking and three forests chopping, a total of 12 worker turns (nine with Serfdom), but I don't have those available right now. The delay one one turn in settling the city is thus not a huge problem, even if it means that I'm two food further away from growing to each pop size.
For CPH. You can just see the city site that the settler from NS is likely going ot be used for. with three forests. SMS will probably have to build the missionary for that city as well...actually, if I spend one turn building wealth in SMS, I can then build a missionary in three turns, and the turn it can move it can immediately spread Buddhism to the new city without any chance of failure. Yeah, that's probably worth it...especially because I have the chance to use OR in the next bunch of civic swaps, and that would mean the three forest chops and two turns working the horse and I would have the light house and the granary completed. The rest of the time that means use the lakes to grow and then the horse to build the court house. Actually I think I'm going to do that...
One last turn to go, and as I'm the last player to end turn I will immediately see the benefit of the FP. If I do use OR after the next civic switch (FW whilst teching then go to OR if I don't have a war on my hands) I could build a forge and then build missionaries without having to spend time on a monastery.
Time for the workers to be built.
The temple to make use of the extra culture from Sistines, and if I fail that I can always stack the unhappiness a little higher. The other option was to build a worker and one pop slave it next turn. This city needs the culture though, so the temple it is as the next build it going to be a forge, which I would have built ahead of the worker anyway.
I like the city maintenance number,
Next turn go off the grass hill onto the lake. Regrow on a forge or Wealth. Probably wealth, though that forge is tempting...CPH can just grow straight to size 14 and stagnate there working seven workshops, two ivory and the hill. I would only need to workshop over two of the farms as well, and grow on the coast, so no worker improvements are needed until CPH hits size 14, and it will max out at 11fpt at size seven. Probably worth it...
With Buddhism in By-Tor, I can use it to spam missionaries in OR, if I'm not at war. Probably a reasonable thing to do with no other Buddhist cities near by and being limited to three missionaries extant or in construction.
Got no idea what to do here. If I had six workers to improve the city, it wouldn't be so difficult with Machinery just around the corner, but with no worker attention or Slavery, well. build them the hard way?
Thanks to the forge, I can get just enough food to slave the court house next turn for 2 pop, and then focus on regrowing. Even with the FP about to complete, I think it's a reasonable option because I can just focus on growing to something like size seven or eight and then building a Buddhist temple and monastery. And maybe use one of those galleys to get a worker onto that forest to chop the damned thing. it feels like I'm getting trolled just like when I saw that fish off the coast of Pingo's land.
I've sent one worker from Arrogance to farm the wheat. It should be farmed on T177 (thanks to Serfdom). When it gets hooked up to a farm chain I don't know. probably 10 turns or so.
I'm just going to eat the pop loss and slave this for three pop...I don't have a great tile to work with the sixth pop, I can overflow the excess into another monastery if the missionary succeeds in spreading religion, and UI'm not going to be in caste for at least five turns, so I will be back to size 6 by then (after using Serfdom for five turns), which is large enough to work four artists (for 19cpt) at size six, meaning borders will pop to 40% just after I could revolt out of caste which is just about perfect.
Whatever. next turn I will plant a city on the "HERE" sign, open up the banana which be immediately hooked and can be worked by SA. The new city could just work the plains hill mine from PD, forcing PD to work a farm instead to grow. The new city works culture for 2 turns to pop borders, so two workers can chop the forest at the new city for a granary on eot T177. Until that point, the new city doesn't need any food resources so SA needs to work them all.
Pop borders, next turn work the silk and chop the granary. Granary completes eot T176. Then grow slowly off a grassland farm. I got two galleys out of hte city and still got the granary. I'm happy with that.
Who needs tile improvements...forts are where it's at. And roads. Roads are cool.
Who needs land? Hell, who needs to even do anything relatively sane when I can just throw down cities wherever I want.
Note, 180 city maintenance and 101 inflation.
I still have another eight cities to settle over the next five turns. That land area is going to be scary for some people.
seven galleys, six of them next to the island and all but one of them are three move.
one third more pop that Nazul, and they don't have cities going down.
I always like to look at this screen. Three well spread religion, one religion that is newly founded and in the process of being spread (Taoism). Christianity has a nice shrine now, it's just in an indefensible position for me. For anyone, really, because cities on that coast can't be held without other cities on the opposite coast, and I'll never allow anyone from the other continent to keep any Pingo cities on this continent, and I don't see how I can hold cities on that continent without the game being basically won.
One last turn in these civics. Next turn revolt to Bureaucracy and FR and turn tech back on. Need to decide if I'm going to research Paper, it will only take one turn but I will have difficulty in researching Optics without a loan from Pingo, and without that loan, I can't research it short of a lot of wealth builds and that leaves myself open to an attack from scooty. The next ten turns will eithe be really entertaining (war) or really boring (me building a billion cities and doing worker management).
Pingo offered Bananas and rejected the silk trade. I don't think they understand the idea I was trying to convey, so I need to continue being vigilant. Well, I have another offer for them shortly when they cash in on their GM. I am going to ask them for a 500 gold upfront payment in exchange for a 52gpt return trade, costing me 20g for the trade. This will just about get me enough gold to research Paper, Machinery, Compass and Optics over five turns whilst in Bureaucracy, and then revolt back into something more useful if there is war.
Doesn't look like there is anything up here...makes me wonder where that power is. Or maybe I'm just jumping at shadows.
Ah, azza, nice play. He upgraded the archer to a longbow, and placed his fast worker in the city. It won't save him though. Next turn the real army arrives.
Next turn I will drop three HA and a catapult NE of Cherrygrove. On T176 I will bombard with the cat after promoting it to Accuracy, then I will have five HA to attack with, and even have two HA on a galley that I can attack with if needed, or drop them off the other side of the isthmus
I moved the units out of Pingo's land, and it doesn't look like azza has done anything new.
Next turn I use the two workers adjacent to FS to road the coastal grassland tile that my units are on. Then the two worker on the jungle road where the HA/settler stack is standing. Then the two worker on the coastal grassland road the grassland next to the barb axe. That allows the settler next to the coast to make Fort Stanwix, and the HA/settler on the plains to move 233 and settle the G city site on T176. I will keep 2 HA covering the two workers next to the axe so they do not get captured. There is a settler in FS that will move to the longbow and settle 4/C on T176 as well. 4/C needs a lot of worker attention, but most of it is irrigating and chopping the tile forest under the axe and SW of the longbow.
Note, that without the wealth builds, my current gpt would be +49gpt.
Just keep going.
I added the engineer later on. That will push out a GP eot T194, most likely a GA which I can use defensively in a war against azza when I take him out or use for a GA when I have more pop. If it's a GE, well, I can use it on what you normally use GE on: a wonder I need or a golden age. And more longbows...
Growing eot T179 to size 11, then sit there and either build cats if I need more, or build wealth, or build a forge. Depends on needs at the time.
As I'm not revolting civics this turn, I can slave this next turn.
Boring.
Keep on growing...
The missionary for Saffron, leaving one missionary for Greed to be built. Now that I only have 20 workers on the mainland I really need to consider if it is worth building a few workers here, even with the delay in growth.
I decided against whipping this settler, because after going through all of the extant settlers, I found that this settler is only needed for two purposes: settling for the horse and double lake location between SG and Opportunism, and keeping in case of a war and needing to plug some gaps (ie Greed and Culture city placements). The horse city is worth it but needs the horse hooking and three forests chopping, a total of 12 worker turns (nine with Serfdom), but I don't have those available right now. The delay one one turn in settling the city is thus not a huge problem, even if it means that I'm two food further away from growing to each pop size.
For CPH. You can just see the city site that the settler from NS is likely going ot be used for. with three forests. SMS will probably have to build the missionary for that city as well...actually, if I spend one turn building wealth in SMS, I can then build a missionary in three turns, and the turn it can move it can immediately spread Buddhism to the new city without any chance of failure. Yeah, that's probably worth it...especially because I have the chance to use OR in the next bunch of civic swaps, and that would mean the three forest chops and two turns working the horse and I would have the light house and the granary completed. The rest of the time that means use the lakes to grow and then the horse to build the court house. Actually I think I'm going to do that...
One last turn to go, and as I'm the last player to end turn I will immediately see the benefit of the FP. If I do use OR after the next civic switch (FW whilst teching then go to OR if I don't have a war on my hands) I could build a forge and then build missionaries without having to spend time on a monastery.
Time for the workers to be built.
The temple to make use of the extra culture from Sistines, and if I fail that I can always stack the unhappiness a little higher. The other option was to build a worker and one pop slave it next turn. This city needs the culture though, so the temple it is as the next build it going to be a forge, which I would have built ahead of the worker anyway.
I like the city maintenance number,
Next turn go off the grass hill onto the lake. Regrow on a forge or Wealth. Probably wealth, though that forge is tempting...CPH can just grow straight to size 14 and stagnate there working seven workshops, two ivory and the hill. I would only need to workshop over two of the farms as well, and grow on the coast, so no worker improvements are needed until CPH hits size 14, and it will max out at 11fpt at size seven. Probably worth it...
With Buddhism in By-Tor, I can use it to spam missionaries in OR, if I'm not at war. Probably a reasonable thing to do with no other Buddhist cities near by and being limited to three missionaries extant or in construction.
Got no idea what to do here. If I had six workers to improve the city, it wouldn't be so difficult with Machinery just around the corner, but with no worker attention or Slavery, well. build them the hard way?
Thanks to the forge, I can get just enough food to slave the court house next turn for 2 pop, and then focus on regrowing. Even with the FP about to complete, I think it's a reasonable option because I can just focus on growing to something like size seven or eight and then building a Buddhist temple and monastery. And maybe use one of those galleys to get a worker onto that forest to chop the damned thing. it feels like I'm getting trolled just like when I saw that fish off the coast of Pingo's land.
I've sent one worker from Arrogance to farm the wheat. It should be farmed on T177 (thanks to Serfdom). When it gets hooked up to a farm chain I don't know. probably 10 turns or so.
I'm just going to eat the pop loss and slave this for three pop...I don't have a great tile to work with the sixth pop, I can overflow the excess into another monastery if the missionary succeeds in spreading religion, and UI'm not going to be in caste for at least five turns, so I will be back to size 6 by then (after using Serfdom for five turns), which is large enough to work four artists (for 19cpt) at size six, meaning borders will pop to 40% just after I could revolt out of caste which is just about perfect.
Whatever. next turn I will plant a city on the "HERE" sign, open up the banana which be immediately hooked and can be worked by SA. The new city could just work the plains hill mine from PD, forcing PD to work a farm instead to grow. The new city works culture for 2 turns to pop borders, so two workers can chop the forest at the new city for a granary on eot T177. Until that point, the new city doesn't need any food resources so SA needs to work them all.
Pop borders, next turn work the silk and chop the granary. Granary completes eot T176. Then grow slowly off a grassland farm. I got two galleys out of hte city and still got the granary. I'm happy with that.
Who needs tile improvements...forts are where it's at. And roads. Roads are cool.
Who needs land? Hell, who needs to even do anything relatively sane when I can just throw down cities wherever I want.
Note, 180 city maintenance and 101 inflation.
I still have another eight cities to settle over the next five turns. That land area is going to be scary for some people.
seven galleys, six of them next to the island and all but one of them are three move.
one third more pop that Nazul, and they don't have cities going down.
I always like to look at this screen. Three well spread religion, one religion that is newly founded and in the process of being spread (Taoism). Christianity has a nice shrine now, it's just in an indefensible position for me. For anyone, really, because cities on that coast can't be held without other cities on the opposite coast, and I'll never allow anyone from the other continent to keep any Pingo cities on this continent, and I don't see how I can hold cities on that continent without the game being basically won.
One last turn in these civics. Next turn revolt to Bureaucracy and FR and turn tech back on. Need to decide if I'm going to research Paper, it will only take one turn but I will have difficulty in researching Optics without a loan from Pingo, and without that loan, I can't research it short of a lot of wealth builds and that leaves myself open to an attack from scooty. The next ten turns will eithe be really entertaining (war) or really boring (me building a billion cities and doing worker management).

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![[Image: Civ4ScreenShot2465.jpg]](http://i554.photobucket.com/albums/jj417/KevinRill/RBPB5/Civ4ScreenShot2465.jpg)
![[Image: Civ4ScreenShot2466.jpg]](http://i554.photobucket.com/albums/jj417/KevinRill/RBPB5/Civ4ScreenShot2466.jpg)
![[Image: Civ4ScreenShot2467.jpg]](http://i554.photobucket.com/albums/jj417/KevinRill/RBPB5/Civ4ScreenShot2467.jpg)
![[Image: Civ4ScreenShot2468.jpg]](http://i554.photobucket.com/albums/jj417/KevinRill/RBPB5/Civ4ScreenShot2468.jpg)
![[Image: Civ4ScreenShot2469.jpg]](http://i554.photobucket.com/albums/jj417/KevinRill/RBPB5/Civ4ScreenShot2469.jpg)
![[Image: Civ4ScreenShot2470.jpg]](http://i554.photobucket.com/albums/jj417/KevinRill/RBPB5/Civ4ScreenShot2470.jpg)

That's also in the next report.