Mike Lemmer
Jan 17, 2006, 11:50 PM
Turn 69 (640 BC)
Karakorum finishes: Settler
Turfan grows: 5
Turfan finishes: Archer
Ning-hsia grows: 2
Turn 70 (600 BC)
Karakorum begins: Archer
Turfan begins: Archer
Ning-hsia begins: Axeman
Turfan begins: Axeman
Turfan begins: Keshik
Turfan begins: Axeman
Ning-hsia finishes: Granary
Confucianism founded in a distant land
http://www.public.iastate.edu/~mikelem/civ4/earlybird/eb01.jpg
Hatty finishes the Oracle and rushes Code of Laws. Since we currently have no wonders (or buildings) that gain a bonus from marble, I concentrate on hooking Hing to the capital and the gold instead.
Also, Saladin's settled further south, cutting off that defendable pass *Satis pointed out until we declare war. I've marked the location of his new town.
http://www.public.iastate.edu/~mikelem/civ4/earlybird/eb02.jpg
Turn 71 (560 BC)
Axeman defeats (2.90/5): Barbarian Archer
Karakorum finishes: Archer
Turn 72 (520 BC)
Karakorum begins: Keshik
Karakorum grows: 7
Karakorum's borders expand
Turfan grows: 6
Turfan finishes: Axeman
Turn 73 (480 BC)
Turfan begins: Worker
Old Sarai founded
Old Sarai begins: Granary
Merit Ptah (Great Scientist) born in Karakorum
Beshbalik finishes: Lighthouse
Ning-hsia grows: 2
Notice we got a Great Scientist. The tech rushes available weren't awe-inspiring and we could have other uses for him (like a Golden Age), so I put him to sleep. Next player, remember that we have a Great Scientist in our capital.
http://www.public.iastate.edu/~mikelem/civ4/earlybird/eb03.jpg
Turn 74 (440 BC)
Beshbalik begins: Worker
Tech learned: Mathematics
Scout loses to: Barbarian Archer (2.10/3)
I lose Scout 2, who I sent north to make sure Hatty isn't expanding without us knowing, to a barb Archer.
Turn 75 (400 BC)
Research begun: Construction
Karakorum finishes: Keshik
Turfan finishes: Worker
I begin churning out an even mix of Keshiks, Swordsmen and Axemen, while cranking out Workers in the capital and Beshbalik.
Turn 76 (360 BC)
Karakorum begins: Worker
Turfan begins: Swordsman
Archer promoted: Drill I
Archer loses to: Barbarian Archer (0.84/3)
Beshbalik's borders expand
Ning-hsia grows: 3
Scout loses to: Barbarian Archer (1.20/3)
This archer is the luckiest barbarian I've ever seen. He massacred my traveling archer (while injured; 72% odds of winning), my Scout (?? odds), the Worker the Scout was guarding (I would've moved them back, but they had already worked for the turn), and Ning's archer when I tried to take him out before he pillaged the gold mine (93% odds of winning). If it wasn't for the Keshiks heading down there, that lone Archer would have razed our fourth town.
http://www.public.iastate.edu/~mikelem/civ4/earlybird/eb04.jpg
Turn 77 (320 BC)
Archer loses to: Barbarian Archer (0.72/3)
Archer promoted: City Garrison I
Beshbalik finishes: Worker
Turfan finishes: Swordsman
Old Sarai's borders expand
Turn 78 (280 BC)
Beshbalik begins: Worker
Turfan begins: Axeman
Keshik promoted: Combat I
Keshik defeats (2.94/6): Barbarian Archer
Karakorum finishes: Worker
Turfan's borders expand
Turn 79 (240 BC)
Karakorum begins: Keshik
Karakorum begins: Archer
Tech research: Construction -> Currency
Most of the workers should go to the southern lands. First priority is hooking up that gold. Second priority is hooking up Old Sarai's resources.
http://www.public.iastate.edu/~mikelem/civ4/earlybird/eb05.jpg
And thus, the reign of Mike Lemmer the VIII ends when a freak arrow impales itself in his eye. Who's next?
Karakorum finishes: Settler
Turfan grows: 5
Turfan finishes: Archer
Ning-hsia grows: 2
Turn 70 (600 BC)
Karakorum begins: Archer
Turfan begins: Archer
Ning-hsia begins: Axeman
Turfan begins: Axeman
Turfan begins: Keshik
Turfan begins: Axeman
Ning-hsia finishes: Granary
Confucianism founded in a distant land
http://www.public.iastate.edu/~mikelem/civ4/earlybird/eb01.jpg
Hatty finishes the Oracle and rushes Code of Laws. Since we currently have no wonders (or buildings) that gain a bonus from marble, I concentrate on hooking Hing to the capital and the gold instead.
Also, Saladin's settled further south, cutting off that defendable pass *Satis pointed out until we declare war. I've marked the location of his new town.
http://www.public.iastate.edu/~mikelem/civ4/earlybird/eb02.jpg
Turn 71 (560 BC)
Axeman defeats (2.90/5): Barbarian Archer
Karakorum finishes: Archer
Turn 72 (520 BC)
Karakorum begins: Keshik
Karakorum grows: 7
Karakorum's borders expand
Turfan grows: 6
Turfan finishes: Axeman
Turn 73 (480 BC)
Turfan begins: Worker
Old Sarai founded
Old Sarai begins: Granary
Merit Ptah (Great Scientist) born in Karakorum
Beshbalik finishes: Lighthouse
Ning-hsia grows: 2
Notice we got a Great Scientist. The tech rushes available weren't awe-inspiring and we could have other uses for him (like a Golden Age), so I put him to sleep. Next player, remember that we have a Great Scientist in our capital.
http://www.public.iastate.edu/~mikelem/civ4/earlybird/eb03.jpg
Turn 74 (440 BC)
Beshbalik begins: Worker
Tech learned: Mathematics
Scout loses to: Barbarian Archer (2.10/3)
I lose Scout 2, who I sent north to make sure Hatty isn't expanding without us knowing, to a barb Archer.
Turn 75 (400 BC)
Research begun: Construction
Karakorum finishes: Keshik
Turfan finishes: Worker
I begin churning out an even mix of Keshiks, Swordsmen and Axemen, while cranking out Workers in the capital and Beshbalik.
Turn 76 (360 BC)
Karakorum begins: Worker
Turfan begins: Swordsman
Archer promoted: Drill I
Archer loses to: Barbarian Archer (0.84/3)
Beshbalik's borders expand
Ning-hsia grows: 3
Scout loses to: Barbarian Archer (1.20/3)
This archer is the luckiest barbarian I've ever seen. He massacred my traveling archer (while injured; 72% odds of winning), my Scout (?? odds), the Worker the Scout was guarding (I would've moved them back, but they had already worked for the turn), and Ning's archer when I tried to take him out before he pillaged the gold mine (93% odds of winning). If it wasn't for the Keshiks heading down there, that lone Archer would have razed our fourth town.
http://www.public.iastate.edu/~mikelem/civ4/earlybird/eb04.jpg
Turn 77 (320 BC)
Archer loses to: Barbarian Archer (0.72/3)
Archer promoted: City Garrison I
Beshbalik finishes: Worker
Turfan finishes: Swordsman
Old Sarai's borders expand
Turn 78 (280 BC)
Beshbalik begins: Worker
Turfan begins: Axeman
Keshik promoted: Combat I
Keshik defeats (2.94/6): Barbarian Archer
Karakorum finishes: Worker
Turfan's borders expand
Turn 79 (240 BC)
Karakorum begins: Keshik
Karakorum begins: Archer
Tech research: Construction -> Currency
Most of the workers should go to the southern lands. First priority is hooking up that gold. Second priority is hooking up Old Sarai's resources.
http://www.public.iastate.edu/~mikelem/civ4/earlybird/eb05.jpg
And thus, the reign of Mike Lemmer the VIII ends when a freak arrow impales itself in his eye. Who's next?