t27:
Did not hear back from superjm, but i did see the following upon logging in:
well, i guess that is inviting me in? but why put 1 turn into the mine and not finish it? Did he get panic'd by an approaching enemy from the north?
A phony war for the purposes of transit has been declared.
Hey a worker ... How to tell him i don't intend harm to it?
I sent this:
Quote:Greetings Willem of China!
In-game proposals:
none
Diplomatic Extensions:
NAP 13 turns to turn 40
Close borders with Superjm on turn 30
Also of note this turn:
I met Azza!
Going to figure out what to send him. i just don't what a bunch of WCs on top of me.
Ferb has been founded!
Also with the founding of this city - it is very apparent that I f'd up big time.
That plains flood plain in my sandbox? doesnt exist anymore (it was supposed to be desert) so i didnt give up as much by moving to the stone.
No, that's not the big time F up. How about this:
My sandbox is a 1-way wrap. The game map is a 2-axis map. @$#%&*^@#*$&! maintenance nearly doubled - instead of 2.7 for that new city, its 4.something. This definitely will delay both thewheel by a turn and pottery by who knows how much.
I guess the sandbox isn't completely useless - i could set the slider and just accumulate extra gold in the sandbox.
This really sucks because I just whipped the fast worker (at 19/40

) to go into a quick second settler. I also moved the worker to put 1 of the chops into the settler to get him even 1 turn faster. That city will be closer, but i can't really afford another 3gpt hit when i was expecting 1gpt.
Hmmm... I have figured out the map and was thinking my exploring workboat is going to be useless for meeting another civ - so I can use him to get the clams in that second city. Also I am slowly building a workboat for clams in the stone city - that will help as well since the clams both will give 2gpt.
Here's the map concept. I assume that the "unknown" section wraps around the bottom of the map on a downward-right slant (SE)- so that way we could meet up with 4 of our 5 neighbors via land bridges. Because of this, I'm going to send my warrior over by azza into that unknown region and try to meet with the upper left civ. This is the only civ to which I do not have a direct link. SS = silver site, GS = gold/stone, H = horse, Cu = copper.
oh that's cool - my warrior up by superjm i will go East and then North and try to reach back into my own lands.
Also - i figured out where i want my next 9 cities

There is wheat +fish across the bay from the stone city. that would make 2 cities near the siliver site ideal.
1 corn sharing city
2 cities on the land-bridge west (silver site)
2 cities by my horse/wheat in the east - i dont want to extend too far
2 cities on the mirror line up in the flood plain area to superjm
2 cities fill in between SS and my cap (copper-crabs and pig-crabs)
That doesnt leave any in the unknown area - but I'm sure ill fall in love with some spots down there
Demos:
These are from the beginning of turn (before founding and whipping, but AFTER meeting azza) For a small time after the founding of Ferb, we took the population lead. Then we whipped the shit out of our #1 city's citizens.
im concerned about my gnp. ive been wasting a few worker turns, so i can understand being behind, but nearly 50% behind?
we gained 1 GNP by meeting azza due to the fact that he has wheel. But i think that also means superjm has wheel - because we shouldnt gain a whole beaker if he doesnt. Oh of course he has wheel - he was building a road.
land went up 4 squares last turn (catwalk settling) and 5 squares this turn (xenon settling).
not sure where they settled - 4 seems low though!
In fact - only 3 reasonable sites seem to gain just 4 tiles! I think catwalk settled one of these (the original corn-sharing hill i was eyeing up - the corn city to the southeast - or the pig city)
I think this is good for us. super defensive - lots of overlap and no flood plains
xenon could have settled anywhere - lots of options for 5-tile cities.
population went up 16000 - makes sense - superjm grew his cap to size 3, xenon settled a new city. TAD is now last in pop with 21000 (size 3 cap)
soldiers went up 3000, but no tech and pop counts should have caused it. Someone built an archer?? i adjusted techs so no one has archery - oh well.