This was the least interesting turn in quite a while.
Neither city grew a pop point. We worked all the same tiles. Our workers both moved up to the gold tile to start mining it next turn. Busy stuff. :zzz:
This represented wasted worker turn #3 and #4, doubling our total wasted worker turns for the whole game thus far. We had to move into a forest previously to camp the deer and build a road on the Mansa's Muse center tile, but that's been it so far. Not being India, there's little we can do to avoid this. I'm only pointing it out because this turn was so incredibly uninteresting.
I will cover our two workers with our warrior in Mansa's Muse next turn, just to keep CivFanatics honest.
We continue to lead in Food/GNP and trail in Production. It's very obvious that some teams went the Mining route and are working all mines at the capital right now. Spanish Apolyton appears to be committing some kind of ritual seppuku, still with only one city, still at size 2. Hey, at least they have their Aggressive and Charismatic civ traits to fall back on!
No score increases at the start of the turn. CivPlayers finally joined the two-city club when they played their turnset. I'm not too impressed with their play thus far, as they didn't go for a second worker (they went worker first, grow to size 5, settler) and still managed to get their second city out three turns after us. CivFanatics still remains the only other team with Pottery. In related news, we grow into a second hamlet next turn, and in 2t will be working two irrigated corns, a camped deer, two cottages, two floodplains hamlets, and a gold mine, as a Financial civ, on T39.
I'm pretty tired at the moment, so this will be a fairly short turn report.
Here is our overview. CivFanatics has not moved their warrior yet, and is going to move next to our workers on the gold hill. We have moved our warrior from Mansa's Muse to cover them. CFC has insisted in diplomacy that they have no intention of making any kind of aggressive move. We'll see. I'll feel a lot better when they move away. They've been hugging our borders pretty tight, even after we politely request that they move.
Mansa's Muse grew to size 2. See the new tile micro below.
Adventure One hands over the deer tile to Mansa's Muse for one turn so it can work two improved tiles. We exchange the deer for the forested plains hill. This creates 2 production overflow, exactly enough to get a settler in 7t instead of 8t. (14 foodhammers x 7 turns = 98 foodhammers. Need the 2 overflow.) City will also grow to size 6 next turn, and will be working all improved tiles.
Where is the exploring warrior going next turn? We haven't really discussed that. There's basically two possibilities here: explore the unreachable hill to the southeast, or go check out the fish site in the northwest. Let's decide where this new warrior is going.
Mansa's Muse works the deer and corn tiles for one turn. Gold tile is halfway improved, and the city will grab it next turn. We swapped to a worker here at size 2 - this city doesn't really have a good third tile to work, so we might as well get a third worker up and running. We'll certainly need another worker, 3 workers for 3 cities will already be pushing things.
Demographics screenshot. Not too much change here. There were a couple of population grows from other teams, but no new techs or new cities. Our numbers are going to look ridiculous next turn when we grow another pop point and work eight improved tiles, including the gold mine. We're going to need to crash our economy by planting lots of cities pretty soon to disguise our awesome GNP.
Hey there, German team! Thanks for taking the full 44 hours to play your turn! It sure is fun having you in the game! You see that red "End Turn" button? Perhaps you would consider pushing it once or twice in the future!
This is the turn where we really started kicking ass and taking names.
The two workers finished the gold mine at Mansa's Muse, increasing our research rate by 50%. We were at 24 beakers/turn on the last turn, now we are making 36 beakers/turn. That's the base rate, mind you - with prerequisite multipliers, we're actually getting 44 beakers/turn towards Bronze Working. Our research was a mere 9 beakers short of the tech last turn, which will give us a ton of overflow into Animal Husbandry tech. As predicted before, we'll get BW on T40 and AH on T43.
Warrior Goldilocks is appropriately covering the workers on the gold tile. I will feel a lot better when CivFanatics moves their own warrior away. (For a "friend", they've been taking a very aggressive posture with that unit. Walking next to our borders every single turn possible.) The general consensus was to scout southeast with our new warrior, so I have done exactly that. New guy sits in the capital for military police, Xenu has moved into position to scout the UNREACHABLE HILL next turn. Xenu has 1 XP already, might as well try to get a second point. Poking around the forests by the pigs seems like an important place to defog. We'll know a lot more (hopefully!) next turn when we discover Bronze Working.
Adventure One reclaims the deer tile and goes over to its all-cottages configuration. Settler due in 7t with perfect 2 production overflow. Very nice work, team. Now we just need to be able to see the darn resources to know where the settler is going...
Mansa's Muse working its two improved tiles. We should avoid ever whipping below size 2 here - the corn and gold tiles have just about the best yields in the game. Note that we do get the Expansive production bonus on the worker here, which is pretty funny. With 9 total foodhammers, we are just short of producing 6t workers. At size 3, we would be able to manage that.
This is the best way to summarize the Demographics:
I love that smiley. We're lapping the field right now in research, and managing that while also sitting at #1 in Food. We are also tops in Population, both the misleading Demos number and the actual population count with 8 pop points. We are 1k off the lead in Power, and will take the top spot there next turn with our Bronze Working discovery. The only blemish is our Production number, where we are slightly below average. Most teams are working a lot of mines, while we're working four Financial river cottages. Advantage our team.
I'll add more thoughts in a minute on where to go from here. As far as the turn report goes, our micro plan has basically worked perfectly. We are off to the fast start that we were hoping for, despite all of the trouble caused by the barb animals. :D
As posted before, the big news for the turn was the discover of copper next to the pigs tile:
Discussion so far has keyed in on the tile one north of the copper as a good target for our third city. We'll use that as our current assumption for the moment, pending new information from our exploring warrior scout and/or where horses are located when we finish Animal Husbandry research in 3t.
Both cities are still in the midst of their current worker/settler builds, with no tiles changing hands. The worker movements are following SevenSpirits' micro plan, again pending possible change depending on what we find. If we do go with that plan, I'll try to sim it out and type it up more formally later.
Minor proposal for discussion: any interest in having warrior Goldilocks scout the desert tile to the east? It's probably safe, and Mansa's Muse doesn't need any warrior police for happiness purposes. I have not moved the unit yet this turn. Alternately, I can simply move the warrior back into the city. We have another 20 hours before the German team will be done to decide.
Here are the Demographics at the midpoint of this turn. The two laggards of the game, We Play Civ and Spanish Apolyton, both founded their second city earlier this turn. They are both in a lot of trouble compared to the other teams. Our GNP is somewhat inflated by the double-prerequisite bonus on Animal Husbandry research. Bronze Working put us into the Power lead for the moment.
We should get CivFanatics bar graphs next turn or the following one. Be prepared to do some number-crunching on that soonish.
This was a very good turn for us overall. Aside from the copper appear next to Mansa's Muse, that resource was in just about the best location possible. We already have five very strong city locations (capital, MM, copper/pigs, fish/horses?, clams/floodplains) just in our neighborhood, with most of the map unexplored. Things look good.
Sorry that this was a bit late, I work all day on Wednesdays. On to the turn report.
Our northern warrior spotted... nothing of any real interest from the hill tile. We can move one more tile northeast next turn if desired. It's all a matter of how much risk we want to absorb. I would probably suggest just moving back to Mansa's Muse though - no need to risk such a promising start with silliness. Let me know if there is a burning desire from the team to keep going.
Here's the new vision in the south after moving east, next to the lion. There are a *LOT* of forests down there. The 1N copper location has 9 forests for chopping (!) Not bad, that's our pick of virtually any wonder we want. Assuming the lion suicides against our warrior next turn, I suggest moving east, then southeast onto the forested hill. Then it will be T43, we'll be able to see horses, and we can plot our next move from there.
Northern worker began chopping at Mansa's Muse, 2t more to go. Southern worker moved and pre-roaded the grassland tile south of the deer. He'll move next to Adventure One next turn and begin cottaging that river grassland tile. Settler is due in 5t in the capital, worker due in 2t (with chop) in Mansa's Muse.
There were no major changes in Demos from the start of the turn, so this is the same picture repeated again. CivPlayers got a growth to size 2 in their second city, and that was all for the other teams. Quiet turn overall.
Our warrior successfully defend against the barb lion between turns, earning an experience point in the process. We cannot promote until next turn, probably want to take Woodsman I as usual.
I goofed here with the warrior, moving east instead of northeast. This shouldn't matter at all though - we'll move north next turn, and any barb units on the pigs tile, or next to it, will suicide themselves against our warrior at the start of T44. I kind of doubt that there are any barb animals there to begin with, but even if so, they should be cleared in time for our worker to do his chopping. In any case, we got a little more vision of this area, and aside from a lot of forests, there doesn't appear to be much of value. Lots of plains tiles. We can do a full micro plan / simulation next turn once we can see (or not see) the horses.
One worker kept chopping this turn, the other moved next to Adventure One and began a grassland river cottage. Both cities continue to train their settler/worker pair, same tiles being worked.
The other big news for the turn was the arrival of F9 graphs with CivFanatics. I'm putting together a separate post on that later tonight.
Here are the Demographics. The German team discovered Bronze Working, and Spanish Apolyton finally grew their capital to size 3. It took 43 turns for their capital to hit the same size we reached on T18. Uh... no comment.
While waiting another 30 hours for the German team to play their turn, let's dig into the CivFanatics Demographics. Now that we have their bar graphs, we can reverse-engineer what they've been doing with a high degree of accuracy. Here we go.
Food
Production
These two graphs are fairly meaningless on their own, but they can be combined together to give us the tile yields that CFC was working on each of the early turns in the game. The basic pattern was:
* Settle on plains hill T0
* Working floodplains tile while building a Fast Worker (12t)
* Farm wet corn tile, then work that (T16)
* Farm bananas tile next, then work that (T21)
* Fast worker heads off to mine a plains hill tile (T26), then a grassland hill tile (T30). Meanwhile, the capital grows to size 5 while still working the corn, bananas, and floodplains tiles.
* While growing to size 5, CFC built two warriors on T20 and T27.
* At size 5 (T27), they began a settler which took 7t and finish on T34, the second city planted on T35.
* Their second city added 4 food and 2 production. Since the center tile provides 2 food and 1 production naturally, this means that their second city has been working a 2/1 tile, an unimproved grassland forest. Bad, CFC, bad!
* Also of note: since T35, CFC has not had any increase in their Food or Production yields. They are still working exactly the same tiles. They are working these six tiles: wet corn farm (6/0), bananas farm, (4/0), plains hill mine (0/4), grassland hill mine (1/3), floodplains cottage (3/0/3), and an unimproved grassland forest (2/1). I am 95% certain these are the tiles they are working now.
* CFC built a second Fast Worker on T38. They are likely on another settler now, which should finish on T45. Expect them to plant their third city around T46.
Power
Here are the Power numbers. The relevant increases are 4k to start, 5k power on T18 (size 2), 11k power on T20 from Wheel and a warrior build, 12k power on T25 from size 4, 14k power on T27 from their third warrior, and then 15k power on T35 from six total pop. That's all thus far.
CFC has 15k power right now: 3k from pop (size 6), 6k from three warriors, and 6k from tech (Wheel + Mining). That's all. This fits with what we have in the Google docs spreadsheet.
Instead of reading through text, why not watch this post in the form of a short, private YouTube video? :D
This simulation was slightly thrown off by the presence of unhealthiness in the capital. From the results we've observed, I think that the local terrain is slightly different at the CFC capital. Either they have more forests for more health, or their corn tile is connected to their capital by a road or river or something. I don't think that CFC is suffering the unhealthiness penalty, or they have roaded their corn to fix the problem. Something along those lines.
And my messy notes for the curious as I put this together:
T0 5f 2p = 5 foodhammers
Settled in place on plains hill, worked 3f floodplains
Start +3f +2p 4k power
T10 discover Agriculture
T12 Worker finishes
Still 5f 2p
T13 3/22f 2/15p
T14 6/22f 4/15p
T15 9/22f 6/15p
T16 12/22f 8/15p
Farm finishes on wet corn, now 8f 2p = +6f
(This extra food will not show up in Demos until the next turn, due to the way the F9 screen works.)
T17 18/22f 10/15p [8f 2p shows up]
T18 2/24f 12/15p size 2
Start working 3/0 floodplains tile, now 11f 2p = +7f
+1k power = 5k
T19 9/24f 14/15p [11f 2p shows up]
T20 16/24f 1/15p
warrior finished (2k) and Wheel discovered (4k) = +6k power = 11k power
T21 23/24f 3/15p
Farm finishes on bananas, now 12f 2p = +8f
T35 0/30f 16/60p | 0/22f 0/15p
Second city founded, picks up 4f 2p
This means it is working an unimproved grassland forest - huh? Terrible management if true.
+1k power (6 pop) = 15k power
T36 0/30f 31/60p | 2/22f 1/15p
T37 0/30f 46/60p | 4/22f 2/15p
T38 0/30f 1/100p | 6/22f 3/15p
Second worker done
T39 0/30f 16/100p | 8/22f 4/15p
T40 0/30f 31/100p | 10/22f 5/15p
T41 0/30f 46/100p | 12/22f 6/15p
T42 0/30f 61/100p | 14/22f 7/15p
T43 0/30f 76/100p | 16/22f 8/15p
T44 0/30f 91/100p | 18/22f 9/15p (What are they doing at second city? Beats me!)
The German team performed a real jerk move. Everyone else ended turn with 25 hours left, they make everyone wait until there's 2 hours left, then they log in to play... and then log out without ending turn. Seriously, how big of a dick move is that? We had to wait out the full 44 hours again. I swear, I am going to kill this team.
We have no horses. Sorry. Have to keep on looking further afield. This removes all doubt that copper/pigs location will be city #3.
I moved our exploring warrior north, which reveals no barbs anywhere near the copper area. We can safely move out workers to chop/road/etc. The northern worker finished the chop at Mansa's Muse, as highlighted above. The second worker has not moved yet. Awaiting further orders according to whatever micro plan we devise.
Here is the chop about to finish our third worker at Mansa's Muse. We are going to have some very significant overflow here. I'm pretty sure we use that on a fast granary, which should be timed to hit the perfect 50% full food box. But open to suggestions here as well.
Early turn Demos, mostly for kjn's sake when he wakes up. Our GNP is low because we do not have a tech selected, although we are almost certainly going Mysticism -> Polytheism here. (No one has founded a religion yet. We are locks for Judaism, and quite possibly will get Hinduism.)
We had a couple of things happen elsewhere in the world. German team whipped their capital from size 4 -> size 2 at the end of last turn; they discovered Bronze Working, used Spiritual to change civics, then whipped. That is a 100% settler build there, so they will plant their third city this turn or next turn. CivFanatics discovered Bronze Working this turn (12t research), CivPlayers got a tech (11t - I think Pottery? kjn can give his thoughts on this), and Apolyton grew their second city to size 3 and discovered a cheapish tech (7t, my guess is Mysticism due to lack of much Power increase this turn). Overall Power is up 9k this turn; -1k from German whip, +8k from CFC Bronze Working, and then likely another warrior build or 2k Power tech.
Micro Experts! Now is the time for you to shine. We've got the next two days to work out our plan for the next 10-15 turns. There are all kinds of questions we want to answer as a team. What are we building next in the capital? What are the workers going to do? Are we going to chop more settlers/workers in Copper City, or are we going to try and chop a wonder there? Time to roll up the sleeves and get to work! :D
The German team actually ended their turn, which means we get to the next turn in a blazing 36 hours.
We now have a third worker. They are moving according to the plan we have typed up in the micro thread. Worker A moved to the grassland forest tile southeast of the deer, to start a road next turn. Worker B continued cottaging the river grassland next to the capital, and will be finished next turn. Worker C, who was just born this turn, cottaged the plains river tile next to Mansa's Muse. Our setter out of the capital is due in 2t, and our copper city will be planted on T47.
With no barbs anywhere in view, I moved our exploring warrior a tile east. It didn't show too much, just another grassland forest. Let me know if you want me to go one more tile southeast, or double back next turn.
Here's our chop overflow going into the granary at Mansa's Muse. This city with its low food cap definitely needs the granary ASAP to get off and running. This is when it's sweet to be Expansive.
Note for kjn: CivFanatics definitely did get Bronze Working tech last turn:
We weren't entirely sure if they picked up BW or AH last turn. That bar graph pretty much answers the question. We probably need to go back and adjust the Power numbers accordingly.
Early turn Demographics. We Play Civ discovered a new tech, their first since T29! I assumed that this had to be Bronze Working, but global Power only went up 6k. Unless someone had a warrior die between turns, WPC could not have discovered Bronze Working. Huh. They don't have Mysticism, and did not found a religion. What in the world did they get??? kjn, take your best guess here.
CivFanatics got the only other score increase of the turn, their second city growing to size 2. They had an increase of 1 Food and a decrease of 1 Production last turn, before the size increase from this turn. We are still on 31 Food / 7 Production, to their 21 Food / 10 Production. I'll take it.
I didn't hear any consensus on what to do with the scouting warrior. When I started the turn and saw no barbs anywhere on the map, I made the decision to scout a tile further to the east. I am glad that I did:
Well it's not horses, but it is the next best thing. There's a riverside corn resource down here, which instantly makes this area a very desirable location to settle. I plan to move another tile south onto the forested plains hill next turn, to get a much clearer view of the whole area. We can double back with the warrior after that.
So what about our worker/settler operations near copper? Well, first of all there are no barbs on any of those tiles surrounding the pigs (the pigs and S, SE, and S-S). We had vision on all those tiles at the start of the turn, and there was nothing there. Secondly, there are no barb units anywhere in vision near Mansa's Muse, so I moved the warrior in that city down to cover our worker:
Goldilocks can hang out here just to be safe. Worker A put the first of two turns into a road on the forest tile, while the other workers cottaged their respective tiles this turn. Settler due next turn in the capital, granary due next turn from Mansa's Muse.
We'll also land Mysticism next turn and then revolt to Slavery. We picked up 1 bonus beaker in research from known tech bonus with CivFanatics, woot!
There were quite a few score changes this turn. Spanish Apolyton and CivPlayers both grew a pop point, while CivFr received land points for their capital's third ring border pop on T25. German team had the most active turn, with their second city growing to size 4 and then immediately double-whipped. I would imagine that's a worker whip there... could be an axe or something though. I don't think they would have wanted to whip another settler so soon after whipping the last one. Their whips are oddly timed, as they keep whipping immediately after growth, rather than just before growth, so their cities keep sitting at the lower size for quite a while, instead of regrowing a pop point instantly. In any case, their current cities are pop 2, 2, and 1.
We will look much better on the Demos in about six turns when copper city is working both pigs and copper tiles; that's +9 food and +6 production. I'm rather impressed that we're this competitive while working four cottage tiles. True GNP with standard 20% pre-requisite bonus is 48, not 42, so we actually have an absolutely massive lead over everyone else in the research side of things.
Let me know what you think. Discovery of corn makes this a fairly interesting turn.