~Beyond the Border~ > Akyu's Arcade
[SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI! (Completed!)
Golbez:
With pottery, we will finally be able to get our leader a nice hat!
O4rfish:
Do city-states still have dotted borders?
Gesh86:
--- Quote from: Golbez on December 18, 2017, 09:33:31 AM ---With pottery, we will finally be able to get our leader a nice hat!
--- End quote ---
And also the skyboat she'll be rowing through the air with and that anyone who defeats us will tell us to clean!
--- Quote from: O4rfish on December 18, 2017, 06:42:26 PM ---Do city-states still have dotted borders?
--- End quote ---
That's a good question ???. I can't say from the top of my head if player and city-state borders can be easily told apart, but I can tell you that a dotted border is one you can pass through without conflict. Once we've made a certain discovery, border lines will be continuous and off-limits unless agreements with the owner are made.
Update nr. 4 - Requesting the impossible
Still turn 10 - 3.640 B.C.
Last time, we were just about to spot a foreign city. Who does it belong to?
It's Kaguya Houraisan! Good thing we're not playing as Fujiwara no Mokou. If someone did make a Mokou civ, I'd want one of her traits to be an automatic declaration of an eternal war when encountering Kaguya.
We're going to tell her "It is an honor to meet you". Whether we're going to get along or not in the future, there's no need to be unneccessarily rude at this moment.
"Welcom[e] to Eientei!" Since this is a modded civ, this little blurb does not tell us everything that's to know here. As it was, it was one of our units who discovered the immortal princess's lands, so she is inviting our scout to her capital. Accepting will reveal all tiles of around that city. Had Kaguya discovered Shining Needle Castle first, we could offer to show her the heart of our civilization. If it had been an encounter between two units in the open wilds, the game would calculate whose homeland is closer. That party would have then been the one to give or deny the invitation. Again, it's worth sending out your scouts faster than your potential rivals.
Of course, we want to keep making a good impression, so we accept once more.
First contact comes with the added benefit of triggering another inspiration, or "eureka-moment" as they are also called, for „Writing“. This is one that you're almost sure to get before researching towards the technology. Unless you're playing on an oversized map with like 1 rival, you're bound to meet a neighbor before too long.
Inspirations always fill 50% of the total research/culture required, unless your civilization or leader traits say that it's even more (Qin Shi Huang's China for example).
Let's go over the diplomacy screens, now that someone exists we could have diplomacy with. You contact someone by clicking on their small picture in the upper right:
From there, you can navigate between 4 intel reports. Here are the "overview" and the "gossip" screens:
"Overview" to the left gives you the most crucial pieces of information in summary. Among them are also their current government. We'll learn in time what governments do, but until you've finished the civic "Political Philosophy", you'll always be an insignificant little "Chiefdom".
"Agendas" are something Civ 6 is very proud to have introduced. "Neet Princess" makes Kaguya admire high culture and despise low faith. Every leader has certain things they respect and if you build your empire in accordance to these agendas, you'll gain a positive relationship with them. Then they'll give you better trades, be less likely to go to war against you and possibly become a long term ally instead.
Since we have just met, Kaguya is still neutral to us.
The screenshot on the right mentions "gossip". Those are little intelligence reports that pop up if you have the means to learn of them. Have trade caravans going towards another civilizations or a spy within one of their cities, and you may learn more of what they're doing, what they're building, perhaps even if the AI is setting their sights on a war.
Here's the other two pages:
To the left, we have "access level". This explains what kind of gossip you could currently be receiving. Yeah, if they were to shoot a nuclear missile, we would know that it happened and who did it. Apart from that and a few other minor things, we are not too aware of Eientei's activities at the moment.
The Daughter also gives a little tutorial on all the ways you can raise your access level.
The last of these diplomacy screenshots on the right finally gives us information on our relationship level. Again we have a tutorial on relationship, explaining what you can do to get on someone's good or bad side. Kaguya at the moment couldn't be more neutral. Let's change that...
Near the bottom of the diplomacy screen, we currently have 5 actions we could take. "Declare Friendship" guarantees not attacking each other formally for many turns and enables alliances. Kaguya would by no means accept that at the moment. We could "Denounce" her to prepare a formal war against her and perhaps butter up to a civilization that doesn't get along with her. We could naturally just "Declare [a] Surprise War" if we were to feel mean or "Make [a] Deal". We unfortunately only have gold to give each other, so that would be a waste of time.
A very effective way to start a cordial relationship with another power is to "Send [a] Delegation". This just means you're giving them a small monetary welcome gift, for which you receive a tour of their capital in return. If you do not know of its position yet, you will do so then. We do, but heck, let's bribe Kaguya a little.
Once you've sent a delegation, you can't repeat that action. If you do it on the first turn upon meeting an empire, they will always accept. It has often happened to me that I forgot to do that and when I remembered, they had already become so grumpy that they wouldn't accept my gift any more. My advice is to make a strong habit of always sending those polite 25 gold pieces straight away.
The AI may also offer you gifts in this manner. We'll see if our princess is grateful enough to do so.
That concludes a very long 10th turn. The only other action we took was moving our warrior back towards our city. I plan to just put him on guard duty there.
Turn 11 - 3.600 B.C.
We have our scout moving in 2 leaps:
Eientei with its fertile lands has reached size 2 before Shining Needle Castle did. I'm feeling my inner Parsee right now...
To have our warrior guard the town as effective as they can, I'm giving them the "alert" order, marked with the red circle. The game will no longer ask us to move him, unless there's a hostile unit entering his sight range. Then, the garrisoned warrior will "wake up" so that we can attack if we so choose. It's a very handy function of convenience.
Turn 12 - 3.560 B.C.
Speak of the devil! It's barbaric barbarians trying to bring their barbarism to our country. This colour symbolizes not an AI player, but units that are permanently hostile to everyone and anyone. Their purpose is to annoy players and city-states, spicing up the early game in the process. Barbarian scouts in particular are special in that they bind themselves to a barbarian camp. When they spot a settlement, they will retreat back to that camp and report their findings. The barbarian camp will then build up units and send them to harass that very settlement.
Ideally, we would bash in this scout's head before he's able to talk, but in my experience, this will be difficulty, up to impossible.
We'll have our warriors face him up close at least, but I know he will turn heel.
[img width=640 height= 480]https://i.imgur.com/5Erunwa.jpg[/img]
Not much to report on the scout front. Wherever this is in the world, it's a temperate region. Jungle, desert, tundra, snow and ice are all featured terrain with their own intricacies, but none of those are nearby.
Turn 13 - 3.520 B.C.
The chase is on and yet it's all to clear already that the scout is getting away untouched. I told you the difference between 2 and 3 movement points can be huge. Had a ranged unit been guarding our city or someone on a horse, chances would be looking better.
Our scout rushes 2 tiles eastward and finds little of importance. Although, I've not mentioned what the milk bottle resource means: Those are wild bovine. Like sheep, they are improvable through pastures and act as a bonus resource. The only difference is that they improve their tile with additional food instead of production.
A mountain has also become visible in the southeast. Those are impassable tiles. Because you would see a mountain stand out in real life, they're quicker to spot, just like here where all its surrounding lands are still invisible.
We had already ended our turn when we received this sudden interruption (only in multiplayer do players move simultaneously, Kaguya only acts when we're done). Kaguya wants to pay back our good manners with her own delegation, which is already a sign of respect. Unless you fear that the computer wants to learn of your location for military reasons through this, it is safe to accept those 25 gold. We'll trust her and hold out our hand.
Turn 14 - 3.480 B.C.
Our builder is ready! Builders are what "Workers" were in Civilization 5, but with a lot of meaningful changes to them. Back then, the tile improvements they would make would be constructed over several turns. Now, builders instantly finish their jobs, but have a default of 3 improvement charges. Use these up, and the builder disappears, unlike the workers of olde who would stay with you indefinitely if not otherwise lost.
This is once more a change that Firaxis is proud of and I think it's justified. Workers would mostly make farms around your cities. Where you improved first was not a very involved decision. Heck, there was even an option to automate workers! With finite builder charges, you'll think hard which improvements are the most important to get and you'll be making builders all throughout the ages instead of mostly the early game until you had enough of them.
When making our builder, we had the sheep tiles in mind. We'll be able to make our first pasture next turn.
Next person we train in Shining Needle Castle is another scout and he'll take 5 turns. I don't always build a second scout, but "Greatest Earth" is a pretty big map and I'm still expecting a lot of unexplored land to the west and south of us.
Meanwhile, our already existing scout is about to meet someone other than Kaguya. This time, there's an orange-brownish border. We might take another turn or two to get close enough though and find out who it is.
I think that'll be it for this update. Next time, we'll learn about "social policies", or civic cards as I sometimes call them.
Gesh86:
Update nr. 5 - They said Tokugawa Ieyasu was as wily as a Tanuki...
Turn 15 - 3.440 B.C.
Last time, we not only received our first builder, we also put him into the perfect position to expend his first charge.
The pasture will make our city extract more production power from the sheep tile. We also get "0.5 Housing". Housing is a mechanic to limit city growth. In Civilization 6, it's not enough to have tiles with lots of food around you. You must take actions to increase the living space of your people. We'll learn more about housing when it becomes even remotely an issue. As early as the game is, it's not.
As soon as we hammer in the pasture's poles, we're jumped by another eureka! Creating your first pasture is how you shorten the research time of "Horseback Riding", an early classical technology.
I...guess we're practicing riding on those sheep? Please call animal rights!
I wanted to show you how valuable the improved tile has become. This is best done in the "Manage Citizens" screen. When selecting a city, you get there by clicking the button that I've marked. We can see a little stone pen around the sheep now and that they have 2 green corn cobs (food) and 3 orange cogs (production) on them. It is easily the most efficient tile around Shining Needle Castle right now.
Since we want to keep that city and all of its tiles in good shape, we retreat our warrior. The barbarian scout escaped towards the south, we can expect an invasion force from that direction very soon.
Turn 16 - 3.400 B.C.
Before anything else, this message pops up:
Thomas Hobbes was an influencial English political philosopher of the 1600s. His ethical way of thinking had an impact that can still be felt today and he is a mainstay of history classes. While I couldn't give you a spontaneous essay on him, I do remember his name dropped in my school years.
Anyway, it took all the predicted 15 turns, but we have completed our first civic, a social and cultural advancement! We have laws now, meaning that one Kobito is no longer allowed to stab another with their needle for no reason. Now what are these weird shield and diamond things supposed to be?
They are military and economic policies. Now these don't sound like units or buildings, more like passive bonuses. They are however, not automatically taking effect. We must equip them, and we do so in the "Government" screen.
You get here by the button in the upper left that I've marked, the one with the little legal/judicial building on it. As a puny chiefdom, we can have 1 military and 1 economic policy active at the same time and we must choose from the ones we've just learned of. "Discipline" would be a good option, since we know those barbarians will soon be coming. I am always tempted however to grant my scouts additional experience with "Survey". "Urban Planning" stays helpful for an impressively long time and gets more useful the bigger your empire gets. "God King" despite the bombast name is considered somewhat of a weak policy. There is however reason to adopt it in the very early game, just to reach a certain miniscule threshold of faith, which we would have trouble otherwise collecting at the moment. In the end...
...our choices can be seen on the left. A very typical initial setup for me, but was it foolhardy to pass up "Discipline"?
The civic tree takes longer to split up as far as the technology tree. We take "Craftsmanship" next, simply because its inspiration is already received and it'll be done quicker. This is often an argument for picking a certain tech or civic.
Our scout is now in position to jump out of the shrubbery and into the sights of someone new. They are...
...Mamizou and the rest of her fuzzy kin! I honestly didn't think we would meet 2 other players so quickly. "Greatest Earth" with 7 contestants and 15 city states should have a lot of open space actually.
She's not royal, is she? No matter, we're going to treat her with the same respect as we did Kaguya. We offer a delegation and obviously, she accepts. What do her lands look like?
Very rich. Did we actually get the poorest starting position out of the three that we know of? I fear we might have. The symbol with the fox is the luxury of furs. They needn't specifically be of a fox I imagine, but Mamizou would totally wear the remains of Ran if she could. What looks so much like a dandelion and what we even passed on the way here is the cotton luxury. I'd much rather wear something made out of that than dead Ran :(, but your population will still be happier if you can offer them both. West of the furs, not yet claimed by Mamizou, there's a purple sheet. That's another luxury, silk. You can see webbing in the trees on that tile. Not everyone may know that silk comes from little caterpillars, the silkworms.
Before we part ways with Mamizou, here's a look at her main agenda:
That...is the name of Sanae's boss theme. Yes, Mamizou just copies one agenda of the other players. This one is not good news for us, as it favours strong religious play. I do not plan to heavily invest into religion. Some people say doing so is quite underpowered, unless you want to dedicatedly win through a religious victory.
With his 2 remaining charges, we send our builder to the other flock of sheep. As you can see, you can pull up a route for your units to a tile further away than your movement allows. The game will (hopefully) calculate the fastest way to the destination and automatically move them along before the turn ends.
Turn 17 - 3.360 B.C.
A relatively uneventful turn. I'm moving our scout towards the southwest, in the direction of our capital, so that there are as few unexplored spaces in its shorter distance as possible. I do this in preparation of setting down our second city. I think it should be somewhat north or perhaps northeast of Shining Needle Castle, as that is all territory Kaguya and Mamizou would snatch away before too long. First come, first serve!
Upon ending our turn, a message box comes up:
This is one of the results of our delegation, part of the intelligence collection system Civilization 6 sports. A lot of people are a little annoyed by it, feeling it is too spammy with all kinds of information that you don't really need to know. I do get some of those concerns. That Mamizou defeated a bunch of barbarians is nice, but not much more than a sign that they're doing somewhat ok. Hardly something that will affect our approach towards her.
Turn 18 - 3.320 B.C.
We have a brand new secondary scout! Planning for what our cities should build will be getting more complex the further our game goes. I did have to ponder a little over our next project, but decided to make a monument over 7 turns. A monument wouldn't be considered a very powerful building in the late game. Right now however, we have a culture output of 1.7. Finishing the monument will more than double our cultural advancement! The early monument can matter a lot.
The safest place to go for our scout should be westward and for good reason. There is already a barbarian warrior approaching from the south, barely visible above the unit tool tip. Were we to explore that way, the scout would meet those barbarians and probably wouldn't make it too far. Also, the second pasture has been made. The builder graphics now show only a lone man (there were 3 at the start, and 2 of these hardy craftsmen faded after completing their jobs)
Turn 19 - 3.280 B.C.
Technology discovered!
One of our scientist Kobito, Harry, found out about this one. He is now known as Harry the Potter. He's had little luck with the ladies due to the huge, lightning bolt shaped scar on his forehead. With this on his resume, maybe things will get better for him.
The mentioned Janet Fitch here is a writer, still active nowadays it seems. The quote is from her work "White Oleander", a coming-of-age novel.
A granary is, like the monument, a city centre building. It overall boosts your cities' growth rate, with the +2 housing being usually more impactful than the +1 food. The passive ability on the right will not see much use any time soon. We don't have wheat or rice or even seen some anywhere.
Our next science focus will be "Irrigation", of which pottery was a prerequisite. The inspiration requirement for it is "farm a resource", something that we will likely be unable to fulfill. We still need "Irrigation" promptly, as it'll allow us to improve the tobacco fields with a plantation and gain our first luxury.
Well now, the development between turns was not a pretty one for us. The long expected barbarians have brought 2 warriors. The one to the right we are sort of bottlenecking with our own warrior, but it would be bad news if the other squad circled around him. If you look at what our capital is producing, it is a slinger now. After analyzing our military situation, I decided to switch away from the monument. Progress on that building is not lost (I think some of the production diminishes if you don't continue a started build-option for long enough). Getting a slinger has just become so much more urgent.
I wish I could have kept building that monument, but this is all part of Civilization 6. You can't stubbornly keep doing what you do, you've got to react and adapt sometimes.
About what we're doing against those barbarians: We do not attack during this turn, and we refrain from doing so for good reason. It'll all become clear.
After ending our turn and dreading the actions of those barbarians, we get something more pleasant: A nice 25 gold from our good neighbor Mamizou:
A following gossiping message tells us that Mamizou also did the same with Kaguya. The Tanuki is quite amicable it seems. We also find out that our delegate's name is "Wakasagihime". One from a previous message was "Raiko". A cute little touch!
First combat of the campaign was initiated! It was done from the barbarians' side and resulted into them taking 43 points of damage and us taking only 21. This is not because their unit was inherently weaker, but because defensive multipliers were at work. Our unit is sitting in a forest tile, which always grants juicy bonuses to the defender. This is why we just held our line this turn: The one who forces combat in such a situation with units of similar strength always picks the short straw. The barbarians are apparently so confident that they stomached this pretty bad combat outcome (you will always get a preview of the combat odds).
Thus ends turn 19 and this update. Things aren't looking as unpleasant as they did a minute ago, yet the siege of our homeland is only just beginning. See you then!
Gesh86:
Update nr. 6 - That's where Yosemite Sam lives, right?
Turn 20 - 3.240 B.C.
Last time, we met a kind Mamizou and not so kind barbarian bandits. While those are relatively unlikely to conquer your cities, they are very ready to kill your units, demolish improvements and enslave builders if they catch them. We'll see how far they'll succeed with that. Our older scout, roaming the northeast makes a discovery!
Our second tribal village and unfortunately, a barbarian camp right next to it. These are the ones spawning the meddling scouts. Destroy them and the barbarians will not bother you any more. You'll also gain a small amount of gold for clearing them out. Our scout shouldn't be concerned with any of that though. Ideally, those spearmen in the camp won't attack and murder him. Let's hope it'll be like that.
Back on the battlefront...
...we are still sticking with a defensive strategy. We're going to use the action "fortify until healed", marked at the cursor, for our warrior. When damaged units refuse to do anything during a turn, not even use up their movement points, they will automatically heal a little. It should be 10 hitpoints in this case, as we're currently in the wilds so to say. Healing would be stronger were we within our cultural borders and even more so on the city tile itself. Rather than moving back now, I do want to hold this very narrow pass we're on, our own little Thermopylae.
When you're subject to such an invasion, it's smart to retreat civilian units to the city tile. Our builder does not have a combat strength. If a barbarian sets foot on the same tile as him, he will simply steal the builder, converting him into the barbarian faction. While they're in the city, they can't easily do that, as stepping onto a city centre counts as an attack against the city.
As soon as those brutes are taken care of, our culture has likely already claimed the tobacco fields in the north. When the irrigation technology is ours, we'll use up his last builder charge for that.
Look at those sfx! As foolish as it was last turn, the barbarians repeat the same attack. The outcome: 56 whopping damage on their unit, only 17 on ours. Their performance worsened as there was now also a difference in health for both units, with them being more wounded. The game does deduct up to 9 points of combat strength for damaged units, enticing you to keep your army fresh and rested for combat.
Turn 21 - 3.200 B.C.
Our younger scouts learns that west of our capital, the land is even more barren! What we settled in can be considered somewhat of a not too fertile highland prairie, but these new tiles are outright desert. Flat desert has no natural yields of any kind. It's not even possible to put farms on it. Sounds like an awful area that you want to keep your cities far away from, right?
Yes and no. There are ways to make desert tiles worthwhile, so having some of them in your city radius may not be as damaging as it seems right now.
Meanwhile, the veteran scout in the northeast moves into the tribal village. The hostile spearmen spared him. I think the calculation for combat would have been pretty bad for our opponents actually, as they would have had high penalties for attacking over a river. Barbarians are also reluctant to move their camp garrison at all and give up their long-term fortification bonus.
The inspiration for "Foreign Trade" was given inside the goody hut. That is an absolutely excellent outcome! Normally, you would have to discover another continent for this. All land tiles belong to a certain one, and on all the ones we've seen, it said "America".
Yup, we are somewhere in America. This does not neccessarily mean the U.S. of A (as it has become a manner of speaking for so many), but the actual continent America. The "Greatest Earth" map unfortunately seems to make no distinction between North and South America, the pack-in Earth map does. Had we not received this inspiration as a gift, I don't think we could have earned it any time soon, probably not before completing the foreign trade civic itself.
Now here's something new! Collecting 2 goody huts, our scout from before has gathered over 15 experience points. This means he can take a promotion. This is more than a simple "level up". Let's look at his promotion tree...
Every level, you choose a helpful perk for a unit. What they can be depends on the type of unit, for a scout, it is the "Recon" promotion tree. The general idea is to go on one of two sides. The left in this case is more exploration based, the right makes our scout more formidable in combat. The first promotion however is only a choice between a ranger scout or an alpine scout. We are planning to send this scout further east and perhaps north. That area seems to be heavier on forests than mountains, so we pick "Ranger". That's the kind of thought process you're motivated to have here.
Between turns, the heavily injured barbarian squad finally suicides itself on our warrior. All units have a maximum of 100 hitpoints (this can never be increased), and I think they might have been on 1 HP. What a silly thing to do...
Turn 22 - 3.160 B.C.
Just as everything was looking a little rosier, the other pack of warriors has made it to our flank and new troops, this time slingers, are approaching. Now is the time where I think the pass between lake and sea should be abandoned and our warrior should utilize the improved healing of our cultural borders. We move him northeast onto the riverside grassland. Attacks suffered on there will hurt more than in the foresty pass, but we gain the option to retreat into the city should our warrior lose too much health.
Meanwhile, our first scout has mostly filled in the blank spots and is now east and not too far away from our capital. He revealed two new resource icons. Crabs have been a luxury item in Civ 5, but here they are but a bonus resource, useful for getting a lot of food but not too vital to have. Reminds me that at one time, shellfish were considered trashy meat fed to prisoners. Nowadays a lot of them are delicacies...
The whales in the southeast however are still a luxury. I imagine the main idea for them to be valuable is their blubber. To improve sea-resources in Civ 5, you specifically needed to build work boats. It's actually gotten easier here: If you've researched "Sailing", your builders can embark from the shore, get to the respective lake or shallow sea tile and expend a charge.
The barbarians are making their best move so far: 36 damage against us, only 22 damage thrown back at them. You can really see the difference of being rushed on flat land here. Still, I don't think it was a mistake to adjust our position. We can persevere, especially because...
Turn 23 - 3.120 B.C.
...Reinforcements have arrived!
Our slinger is here and ready to mess up our enemies. This is our first unit classed as "ranged". Slingers can shoot onto an adjacent tile, the difference to a melee attack that the warriors and scouts do is that this ranged attack never provokes a retaliation.
Slingers have a ranged combat strength of 15, not especially much. It is nevertheless much better than their melee combat strength of only 5! This number is taken only into the equation when defending against a melee unit that has advanced onto their tile. Basically, most ranged units can dish out decently upon distance, but if someone closes the gap, their squishyness can be their downfall. Warriors, before any adjustments, have a combat strength of 20 in all situations.
Their rock-pelting deals 23 points of damage to the nearby barbarian to about 50% of their total health. Not bad overall.
With the slinger completed, we resume building the monument, this time without bad conscience. Two units are a capable defense force this early in the game.
The turn had almost passed without anything extraordinary happening. I love the phase of early exploration, the surprises it can bring...
This is a natural wonder, Yosemite Valley, nowadays the main point of appeal of the famous Yosemite National Park. Natural wonders are very unique tiles that either have an extraordinary amount of yields on them or adjacent to them, or some other effect that makes them noteworthy. Settling a city in range of these natural wonders is most recommended.
For this specific one, all adjacent tiles receive +1 gold and +1 science as yields. To have any kind of science gained from a tile is very rare, it mostly comes from city population and buildings.
Most interestingly now, this gives us a clear idea of where we are in the world: Our younger scout discovered Yosemite, meaning that's California. Looking at the geography of the map, our capital is in Texas, possibly reaching a little into Mexico. Kaguya could be in Dakota, maybe southern Canada? It's hard to say as we haven't gone all the way to the north yet. Mamizou might be Pennsylvanian.
As an added bonus, we get another inspiration. "Astrology" is the most basic technology to start up any meaningful religious play. Although I've already said that this won't be our main focus, it would be nice to have at least some of it and this eureka should help.
Just before the next turn, the barbarians attack our warrior again and our decision to not take any actions and healing up to about our enemies health gives us a more favourable outcome: 35 damage on them, 29 on us.
Turn 24 - 3.080 B.C.
Taking so many hits has made our warrior more experienced. Here's their level up tree:
The right side has some perks that help in advancing on enemy cities, the left is more useful when using the unit as a hunter of other units. Unrelated to any of that, we have an enemy slinger nearby and "Tortoise" would help us in taking cover from his rocks. I do end up picking it. Plus, who said we wouldn't be advancing on a city at some point...?
There's one extremely important game mechanic to know about leveling up: When you do, all movement points of your current turn vanish. You can't attack and level up afterwards. Leveling up in itself however instantly heals a unit by 50 points! This could not have come at a more opportune time for our bruised and battered warrior.
We use our slinger again to land the final blow on the extremely weakened barbarian warrior...
Killing a unit with a slinger is prerequisite to the inspiration for "Archery". This might sound not hard to fulfill, but you'd be surprised. I am very happy we got this! Honestly, slingers are actually a very crappy unit. Just the chance of getting the boost for archery was my main motivation for building one instead of a second warrior. Archers are so much better and this technology allows you to transform slingers into them. More on that game mechanic when we're there.
Younger scout finds some rich silver deposits near Yosemite. You guessed it, this is a luxury that needs to be mined, just like jade in the other direction does. That region looks better and better for a potential settlement.
Finding the natural wonder also gave this scout a huge experience boost, enough for a level. There seem to be much fewer forests in the west and more hills and mountains (the Rockies, obviously), so we're making him "Alpine".
As the last event of turn 24, our warrior receives 17 damage from the barbarian slinger southwest of him. The "Tortoise" promotion already shows effectiveness. This will be it for today. Next time, we'll mop up the remaining barbarians. Unless 3 or 4 more start showing up. I don't know by what rules a barbarian camp aborts their targetting of a city. Let's keep our fingers crossed!