z0wb13
Jul 26, 2009, 02:08 PM
i draw caesar. awesome.
http://i645.photobucket.com/albums/uu172/z0wb13/open.jpg
turn 0: i think that settling on wine might give me an extra commerce, but doesn't seem worth it. fish and wine, that must be the tiber: a weirdly roman start? decide to settle in place; build work boats and set the city manager to :hammers:
1: start researching bronzeworking. the chops and industrious trait means that i might be able to snag some good early wonders. i'm thinking about going for the great lighthouse, unless i find marble or stone nearby. i leave the huts alone, knowing that a border pop gives me the best chance at something good, while a warrior has the worst odds.
5: it was a good gamble, because the villagers share the secret of sailing with me. another reason to go after the GLH.
6: and here is an example of bad luck. http://i645.photobucket.com/albums/uu172/z0wb13/bad_luck.jpg
8: shuffle around the tiles a bit so that as i net those fish, my food needed for growth is a multiple of 5.
13: grow to size 2, switch manager back to :hammers:
16: finish BW and start hunting, because i need some scouts and evertually want the furs to my north.
19: finish my second workboat. i can grow to size three if i shuffle to the corn tile. build a warrior.
20: grow to size 3; switch build to worker.
22: finish hunting, start agriculture.
26: finish worker, resume warrior. i see this damaged barbarian warrior, so either that's the guy that i lost to or somebody is close by. unless animals attack barbarians:huh:http://i645.photobucket.com/albums/uu172/z0wb13/not_alone.jpg
30: finish warrior, start scout.
32: finish scout, start settler.
34: switch to warrior; i wanted the hammers from chopping to get the +50% imperialistic multiplier. i see the edge of a blue border to my south, so i send a warrior to investigate.
35: washington actually contacts me first with a workboat he has scouting around to my west.http://i645.photobucket.com/albums/uu172/z0wb13/washington.jpg
36: his capitol is directly to my south, but i'm starting to get the impression that i'm on my own separate island. otherwise, the ai with their free scouts would have found me by now. also, i have to manually take control of rome's city tiles, because the manager doesn't realize that if you finish a warrior, for :happy: on the same turn that a city grows that everything works out.
37: my scout ends its turn next to that weird barbarian that i saw earlier. apparently, the barb ai doesn't believe in resting its units. http://i645.photobucket.com/albums/uu172/z0wb13/barb_kill.jpg
39: finish animal husbandry, start masonry.
40: finish settler, start a lighthouse. i have 10 turns until my border pops, and i can assume that washington's (not creative, starts without mysticism) will too. so i decide to settle forward and pick up the pigs and unirrigated corn. at least it's on the coast, so with the GLH it will get some commerce. i really need myticism for some culture in that new city. it looks like i have to juggle some tiles so that i finish the lighthouse and start on a worker before i grow past the :happy: cap. http://i645.photobucket.com/albums/uu172/z0wb13/settle.jpg
42: settle antium and start on a galley. i will switch to a monuement when mysticism comes in.
47: finish masonry, start mysticism, kill some barbs. if you let them attack you, you get a +10% fortify bonus. http://i645.photobucket.com/albums/uu172/z0wb13/barb_kill2.jpg
48: pop a hut for 31 :gold:
53: the GLH will be done in 4 turns, or i could revolt to slavery and do it in 3. either way, i'm going to post this and see what people think.http://i645.photobucket.com/albums/uu172/z0wb13/known_world.jpg
http://i645.photobucket.com/albums/uu172/z0wb13/open.jpg
turn 0: i think that settling on wine might give me an extra commerce, but doesn't seem worth it. fish and wine, that must be the tiber: a weirdly roman start? decide to settle in place; build work boats and set the city manager to :hammers:
1: start researching bronzeworking. the chops and industrious trait means that i might be able to snag some good early wonders. i'm thinking about going for the great lighthouse, unless i find marble or stone nearby. i leave the huts alone, knowing that a border pop gives me the best chance at something good, while a warrior has the worst odds.
5: it was a good gamble, because the villagers share the secret of sailing with me. another reason to go after the GLH.
6: and here is an example of bad luck. http://i645.photobucket.com/albums/uu172/z0wb13/bad_luck.jpg
8: shuffle around the tiles a bit so that as i net those fish, my food needed for growth is a multiple of 5.
13: grow to size 2, switch manager back to :hammers:
16: finish BW and start hunting, because i need some scouts and evertually want the furs to my north.
19: finish my second workboat. i can grow to size three if i shuffle to the corn tile. build a warrior.
20: grow to size 3; switch build to worker.
22: finish hunting, start agriculture.
26: finish worker, resume warrior. i see this damaged barbarian warrior, so either that's the guy that i lost to or somebody is close by. unless animals attack barbarians:huh:http://i645.photobucket.com/albums/uu172/z0wb13/not_alone.jpg
30: finish warrior, start scout.
32: finish scout, start settler.
34: switch to warrior; i wanted the hammers from chopping to get the +50% imperialistic multiplier. i see the edge of a blue border to my south, so i send a warrior to investigate.
35: washington actually contacts me first with a workboat he has scouting around to my west.http://i645.photobucket.com/albums/uu172/z0wb13/washington.jpg
36: his capitol is directly to my south, but i'm starting to get the impression that i'm on my own separate island. otherwise, the ai with their free scouts would have found me by now. also, i have to manually take control of rome's city tiles, because the manager doesn't realize that if you finish a warrior, for :happy: on the same turn that a city grows that everything works out.
37: my scout ends its turn next to that weird barbarian that i saw earlier. apparently, the barb ai doesn't believe in resting its units. http://i645.photobucket.com/albums/uu172/z0wb13/barb_kill.jpg
39: finish animal husbandry, start masonry.
40: finish settler, start a lighthouse. i have 10 turns until my border pops, and i can assume that washington's (not creative, starts without mysticism) will too. so i decide to settle forward and pick up the pigs and unirrigated corn. at least it's on the coast, so with the GLH it will get some commerce. i really need myticism for some culture in that new city. it looks like i have to juggle some tiles so that i finish the lighthouse and start on a worker before i grow past the :happy: cap. http://i645.photobucket.com/albums/uu172/z0wb13/settle.jpg
42: settle antium and start on a galley. i will switch to a monuement when mysticism comes in.
47: finish masonry, start mysticism, kill some barbs. if you let them attack you, you get a +10% fortify bonus. http://i645.photobucket.com/albums/uu172/z0wb13/barb_kill2.jpg
48: pop a hut for 31 :gold:
53: the GLH will be done in 4 turns, or i could revolt to slavery and do it in 3. either way, i'm going to post this and see what people think.http://i645.photobucket.com/albums/uu172/z0wb13/known_world.jpg