Interturn, the barbarian warrior commits suicide by player unit, bringing the archer down to 40 hp. Nothing a good promoting can't fix...
Also, Pedro finished the Pyramids. So, yeah, we had exactly one turn in which we could have placed it, had we had access to the tiles (which we couldn't afford) before it went away.
T76: I placed Osaka between the copper and the crab. I'm not feeling inspiration for a name, just yet. (Crab Cakes will be later... we have at least two places with tons of crab.) Also, our front-line archer picks up Volley, healing from 40hp to 90hp. He'll rest a couple turns in Osaka while more archers catch up to clear out the barbarian camp.
Osaka does have one problem, that I only just noticed however: there are no available tiles which can be worked for even 2 food until we improve the crab, and even that is not 3 food. We're probably going to need to farm some of these plains for it, since there is not even food in reach. The production potential if we can manage to grow the city is incredible, however. Likely, we will need to use one or more of our precious trade routes to grow this city, rather than to boost other cities' production. In the meantime, since Iron Chef isn't using its mercury mine, I grab it for an extra production. Also, since city centers count as districts, we're getting +2 culture in Osaka from Nan Madol for being on the coast. Since we need all the food we can get, I started on a granary. 65 hammers (13 turns) for +1 food doesn't feel great, but, if we ever manage to get this off the ground somehow, the housing will be handy as well.
T77: For some reason, the barbarian pikes are marching towards Osaka. If I'm honest, this suits me fine. Next turn, they'll be over a river from the city, and it will be a lovely shooting gallery.
Chocolate River finishes a builder. The next one will be 90 production, and it turns out that chopping jungle right now gets us 25 food and 25 production, making the wait-to-chop plan turn out to have not been hugely worth it. (Also, this cranks up the cost of every builder still in build. I wonder if there's a race condition where completing builders on the same turn saves you hammers.) Bumping us up to 5 pop will let us work another (unimproved) chocolate, however, so it's probably still worth it: around 30 builder-hammers turns into 25 hammers and 25 food. If we put the first one into a builder and the second into a t-square, we should come out ahead on hammers as well as food.
Wheaties finishes a builder, too. The builder builds a mine on the mercury next door, so now we have more luxuries we can sell. It's going east after this to start improving Osaka. I sell the mercury to Saladin for 14 gold, 1gpt, and a salt. I could have gotten 10 gold and 5gpt from a couple of people, but a bunch of our cities are about to tick over from 4 pop to 5 in the next couple turns, and I think maintaining a happy buffer is worth 4gpt.
I undo the tile micro on Wheaties to get us to grow to 5 population one turn sooner. Once we do, I need to switch back onto all the 3-production tiles, which, conveniently, is now 5 instead of 4. (On further analysis, the production change is kind of a wash: we're trading 6 production over then next 3 turns for ... 6 extra production in the 2 turns after that, but it also gets us the science output from both an extra population and the mercury.) I also finally figured out the comment from before about whether it makes more sense to build cultural districts before industrial ones. I must confess to being slow here: In Wheaties, it will take 10 turns to build an industrial zone (at the current 15.6 production per turn; growing partway through nets us roughly an extra 15 hammers, so it would likely take 9 turns instead), which gets us +3 production immediately. Then, it takes 5 turns to build a theater square at 18hpt. Unfortunately, the I-zone does not give enough production to reduce the build time by even one turn. (It's close, though... I haven't done overflow math.) Alternately, we can build the theater district first and get 10 turns of 1 culture per turn while we wait for the industrial zone to build! It costs us a grand total of about 15 hammers, and trading 15 production for 8-10 culture is probably about as good as we can get in this game. Furthermore, that analysis forgets our cultural city state with 3 envoys, so we're actually getting 30(!) culture out of those 15 lost hammers. Wheaties is building the theater square before the industrial zone.
Interturn, the barbarian spearman turned around
T78: Frosted flakes completes a builder, so we're going to start trekking that and the 1-charge-remaining one that mined hills near Frosted Flakes across the map. The new one will take a couple turns to plantation some sugar, which we should probably start selling off given that I seem to have gotten us too many luxuries after all.
Two archers ought to be enough to to take a barb spearman, so I decide to scout with the third one. We have got to settle Chocolate Crab, here, as it will be another incredible source of gold:
T79: Last turn before Construction comes in and district and possibly tile prices go up.
I make an executive decision that Osaka needs at least one tile with >2 food output, so we're saving the grassland near Iron Chef to be farmed. It's a pretty disapointing farm, but with Feudalism we should be able to farm the two tiles next to it and buff it into a respectable 4 food output. (Sadly, the other two farms would be required to be attached to Chocolate Crab.) This means that the theater district for Iron Chef will beput over by the truffles. It will be underwhelming for awhile, but that's the area we're planning to backfill with the spot I showed earlier that we're passing up for now. I paid 64 gold for another tile so that the districts will, eventually, pack a little tighter.
Over by Chocolate River, I clear a second jungle for an industrial district next to the theater district. The chop puts us 3 turns from finishing the theater, but it will be a long wait for the I-zone.
Also, the spearman moved off the barbarian camp again. I do love a sucker! He's not quite dead this turn, but it's real close:
T80: Construction comes in. I switch civic research back to Games and Recreation, which will complete in 1 turn. Incidentally, if we felt like building campuses, Recorded History is just barely over 50% done. The next tech is Sailing, so we can improve the Crab near Osaka (which still needs a name).
I do some more scouting near Chocolate Crab. This feels like it should be our next city along with the fish peninsula (Spitted Fish?) over by Rio de Janeiro. Production might be a little weak, but the growth potential is unreal:
A scouting force appeared in the south. Everybody panic! I wish I had a better handle on sightline rules, because I'm genuinely afraid for my settler here:
I decided to play it safe and turn back. Settlers are pretty valuable, and I'd rather waste some time running away than get got because I was feeling lucky. We can take an escort out the next time we move to settle there, and take a safer route on top of that. Besides, Chocolate Crab is looking really good right about now, and the spot I passed up is along the way, too.
T81: Games and Recreation completes. Next is Defensive Tactics. Sailing also completes: for now, we're going to sink points into Engineering. If we want to boost it, we can build some walls. I'd suggest Chocolate River as the target, since it's near Brazil, but we have many priorities, and that's 80 hammers that only matter if we are attacked.
The slinger definitely sees us now, since we're both on tundra hills, but it crossed a river, so it would take 2 turns for it to reach us worst case. With the scout swinging around and probably trying to come back through the mountain pass we went through, I'm turning my settler back around on its original path again. We'll be hugging the mountains because the hills give us vision, however:
![[Image: DCB676240E739662DFB6D064611EB10001610296]](http://images.akamai.steamusercontent.com/ugc/134374981572544509/DCB676240E739662DFB6D064611EB10001610296/)
(note: this is before moving the settler.)
Interturn, the slinger wandered back into the fog. Big sigh of relief.
T82: Iron chef completes its industrial zone. I suddenly realize that, in worrying over the settler in the south, I forgot to change civics: I meant to put the settler-building one back in. Our culture output has gone up a bunch with completed theater squares in Chocolate River and Wheaties, so we're taking a 1-turn jaunt (was 2 turns, last I checked) over to Military Tradition so I can change civics. We'll need it eventually to get to the merchant republic.
Wheaties moves on to an industrial zone. (I also notice I forgot to re-micro the tiles for production, but we're not housing capped at the moment, so that doesn't seem like a huge loss.) Chocolate River will be putting another turn into a worker before switching over to building a settler. It's currently at +3 amenities because I forgot Classical Republic gives happy cap for a single district, and it's growing aggressively despite only having 2-food tiles.
We also have a surplus of Sugar, so I sell one to Pedro for 15 gold + 7 gpt. We're also way up in ecstatic land and I expect to bring more chocolate online soon enough, so I also sell a chocolate to Gandhi for 18 gold, 6 gpt, and open borders. I'm not sure we'll use the open borders, but if he's going to offer, who am I to refuse? Hilariously, we are now up to 42gpt despite not using any of our trade routes for it.
Finally, in the saga of the wandering settler, I hope these slingers don't get any clever ideas, or we'll have to run away really fast:
![[Image: 2B62B6ABBAA21F5359124B9769FD731639234AC1]](http://images.akamai.steamusercontent.com/ugc/134374981572544680/2B62B6ABBAA21F5359124B9769FD731639234AC1/)
(Up north, we finally cleaned up the barbarian camp after turning the scout into a pincussion.)
T83: With the completion of Military Tradition, Chocolate River switches off the builder it put a turn into last turn onto a settler. Now that the settler civic is back in, the expected completion time is 11 turns.
T84: We are informed that we have, in fact, kept our promise to the Brazilians not to settle near their borders. It's a perfect time to settle near their borders again!
Our trade route in Chocolate River finally completed. There are various foreign routes we could take, (Delhi and Agra offer 6 gold and a faith; Rio offers 1 production, 3 gold, a culture, and a faith) but I want to get Osaka off the ground as a city, so the next route we're doing is from there. We might even get another bridge out of the deal, but I fear the road will just lead to the other side of the river from Iron Chef. Unfortunately, the production loss in Chocolate River will delay the settler a turn, but growing in 3 turns onto a 2F2P tile should make up for it.
Engineering is almost at 50%, so research switches onto Shipbuilding. We'll need that eventually for mass production, which leads to Industrialization.
T85: Iron Chef completes a theater square. It's 5 turns to do a settler. I'd like to lay down an encampment, because it boosts a lot of stuff, and the city grows in 2 turns, but I think we can afford to wait for it to grow back to size 7 afterward to do that. (I'm not sure what happens if you drop under the required population for your districts.) We need settlers first.
After moving the trader to Osaka last turn, I set the trade route this turn. We get some wonderful news: the trade route goes across the copper hill and then crosses the river somewhere that is not, in fact, next to the city center of Iron Chef. This means we will finally get a flat-land river crossing across another of our rivers! (I may be a little too excited about this, but I've had to move a lot of units across that river.)
T86: Frosted Flakes completes a theater square and starts on a settler. This city is growing faster than it can get tiles to work, despite being at 5 pop of 6 housing! I guess that's what two marsh sugars (for 5 food each) and three grassland hills (so that's not net-negative on food, either) will do. If we want it to really grow, we can build a granary, but, for now, we need the settlers. Also, a fun fact: our culture rate is now actually higher than our tech rate. We should look into building a campus or two, I guess.
T87: We meet Kandy, in our exploration. Brazil is already suzerain with 4 delegates, so I'm guessing that's the only one they've met. (Yerevan has 3 from England, incidentally.) They want an inspiration for Mercenaries, which means we need to build another 4 land units. 4 more archers really wouldn't go amiss, tbh.
Iron Chef and Candy Mountain both grew a size this turn, and they're both now housing-restricted (50%). In Candy Mountain's case, this means we need to build some plantations and/or build a granary. In Iron Chef's case, a granary would help, but, honestly, it's adequately-sized for now. In Candy Mountain's case, I'm laying down a theater district next to the industrial one for us to complete sometime, but we will eventually want to grow to size 7 so we can put down a campus as well. There's a wonderful +3-adjacency spot for a campus, but it's on a jungle hill which we are currently working. Growth is slow, too, between the housing problem and the fact that, while all its tiles have 2 food, none of them have more than 2 food. That's a problem to resolve for the future, I think. Also, while we could get the theater square in 10 turns if we start on it now, the industrial zone at Candy Mountain actually completes in 7 turns at this point, and with only 8 (+10% from amenities at the moment) production, completing it is a 25% boost. Our civic rate is incredible, so I'm not feeling the value of trading hammers for culture at the moment.
We also finally mine the copper near Osaka, giving it an even more impressive amount of production. This city will be a monster if we can ever get it off the ground.
I found Nagoya, in the east, and immediately rename it "Rice Bowl":
![[Image: 4344F1B8372878029CBE68162B22B7484AE73E3B]](http://images.akamai.steamusercontent.com/ugc/134374981573000831/4344F1B8372878029CBE68162B22B7484AE73E3B/)
Getting a builder to it is going to be a pain, so I rushbuy one for 375 gold. We've got the cash to afford it.
There's an obvious place for an industrial zone next to three hills, so I reserve it. Perhaps I should have put in a theater square first, but I really want to put that on top of a forest here, so it will provide adjacency to any campus we might build.
However, with three grains nearby, the first build seems like it should be a water mill. The first orders of business for improving the mercury and rice in the first ring. That will leave us one extra charge, which could go into either a mine or cutting down the aforementioned forest.
T88: Shipbuilding is a little over half done, so I switched research to Iron Working. We'll probably just research it out in the end. Defensive Tactics completes next turn.
T89: I was going to go to T90 to get us on a round number, but this turn is the one where you can set civics, so I'm going to hand it off now. That was 17 turns, so it's plenty, since we're planning to drop down from 15 turns to 10. (It also, uh, took all morning and much of the afternoon for me...)
Some notes:
1. We will finish one settler next turn, a second one in 6 turns, and a third one in 9 turns. Chocolate Crab is a no-brainer; Spitted Fish and Banana Crab (does that even work?) seem okay. We should put at least one city north of Rice Bowl as well.
2. Once we land those settlers, and possibly before, we will need a bunch more workers (again!)
3. The following are boosts which we should want to get because they are things that are useful to do anyway: an encampment for Mathematics and Military Training; 4 more archers for Mercenaries; one more farm for Feudalism; a lumber mill for Mass Production (requires machinery, so will probably be missed this turnset); maybe a pair of campuses for Recorded History (a campus can replace the encampment for Mathematics)
4. Rice Bowl is near a bunch of mountains. We may want to start planning ahead for a national park or two. This involves not improving certain tiles because we expect to want to have them unimproved later. Similarly, north of Rice Bowl and east of Osaka, we can almost certainly get another national park, but we need to place the city in a way that it reaches, because national parks require 4 contiguous tiles "in a diamond shape" (which I suspect has only one orientation, but we can experiment with that) that are all within ownership range of the same city. Also, while peaks are great for it, at least one tile needs to actually be walkable.
5. I wasn't feeling inspired, but someone needs to give the idiots from Osaka a better name.