End of Previous Turnset Stats:
Science: Writing, 24 turns
Treasury: 66 gold, +1 gpt, 5.2.3
Trades:
Cities:
- Smurkheim (4) settler in 4, grows in 2, culture expansion in 33
Military:
- 01 settlers, 01 in production
- 01 worker, 00 in production
- 02 scouts, 00 in production
- 02 eqWorkers, 00 in production
Allowed units 04; current units 06
001 2550 BC
Early Trading
Offer Letters to Ottomans in exchange for BW and Masonry and 17 gold (all). They agree.
Carthage is broke and dumb.
Oops, tried to trade with India. Woke up in time.
Mongols (not Kirk's Khan) will trade Mysticism for Alphabet, Masonry and 24 of our 83 gold. Carthage and the Ottomans are broke, so no gain in gold to be made on this deal. Pass.
Unit Activity
Found Smurkzadelphia, warrior in 5, grows in 10.
Smurkheim, MM Settler to warrior, due in 1, 0 shield overrun.
002 2510 BC
Smurkheim (4) Warrior -> Settler, due in 5, grows in 1.
Warrior01 (Smurkheim) south, heading to SW Rockies.
Scout2 west, southwest.
Scout1 southeast and south ending in Ottoman land.
Smurkheim: 2 happy 2 sad; grows next turn.
Trading
Nothing new.
003 2470 BC
Scout2 southwest and southwest alongside river.
Scout1 south and southeast.
Warrior01 southwest.
bonusWorker01 south to BG and mines.
Luxuries to 40: 4.2.4, +3 gpt
Trading
Nothing new.
[IBT] India wants peace! I kick the pacifist Gandhi out.
004 2430 BC
Worker1 irrigates.
Warrior01 into the mountains.
Worker2 makes road on top of irrigation. The next BG to be mined will not be used until New City 4, several turns away.
Scout2 southeast and east, skirting the jungle.
Scout1 south and east to uncover most of the land around Karakorum.
Trading
Nothing new.
005 2390 BC
Scout2 west and northwest, planning to get on the other side of the Carthaginians.
Scout1 west and west, heading for the mountain southwest of Edrine.
Warrior01 southwest, mountain to mountain. Wonders if India is on an inland sea?
Trading
Nothing new.
[IBT] Smurkheim riots. #@#@!! Last time I checked Luxuries was 3 turns ago. Sorry.
006 2350 BC
Luxury to 50%. 3.2.5, +2 gpt.
Smurkzadelphia warrior -> warrior, due in 5.
Warrior02 (Smurkzadelphia) heads to Smurkheim to help quell the rioters and looters and those celebrating an NBA championship.
Warrior01 southwest, mountain to mountain, dreams of a young, single singing German nun that likes mountains also.
Scout2 northwest and northwest, finds a three tile incense field, which the Mongols may be trying to claim.
Scout1 west and west, reaches mountain, nothing special.
Trading
Ottomans are now mystic. Will let us by Mystic too if we give them Pottery and 36 gold.
The Mongols are now willing to trade Mysticism for just Alphabet and 1 gold or Masonry and 10 gold.
We get Mysticism and have to pay for that knowledge. And Carthage, the only remaining unenlightened one, is broke.
Looks good, but not good enough.
[IBT] Smurkheim settles down and builds settler. Now size 4, grows in 2, settler in 4.
007 2310 BC
Luxuries to 30%. 5.2.3, +4 gpt.
Settler (Smurkheim) northeast, northeast and north to New City 2.
Warrior02 follows Settler.
Warrior01 due west. Could this be a crater lake/sea?
Scout1 southwest and west.
Worker2 southwest, south and south.
Scout2 southwest and west. Meeting Carthaginian Settler (unescorted) being followed by Carthaginian warrior.
Trading
The Khan has learned Iron Working.
The great Khan will trade us IW for Alphabet, Masonry, 102 gold (all) and 3 gpt (of +4 gpt). Nope.
Ottomans now want Pottery and 41 gold for Mysticism.
Khan will still trade Mysticism for Alphabet and 1 gold.
008 2270 BC
Settler founds Smurkzgrad, warrior, due in 5, grows in 10.
Worker1 southwest to irrigate.
Worker2 southeast to mine.
Warrior01 west to mountain.
Scout1 west and southwest, into forest.
Scout2 west and west to mountain.
Warrior02 shuffles south, east and northeast to let the Mongol scout know we are awake.
Trading
Ottomans will trade Mysticism for Pottery and 46 gold.
Khan's desire for cash as great as ever.
009 2230 BC
Warrior02 to Smurkheim to make people be happy.
Worker1 irrigates.
Worker2 mines.
Warrior01 northwest to mountain.
Scout2 southwest from mountain and west to hill, inside Carthaginian territory.
Scout1 south into forest. Mountain to the west end of the land north of Utica.
bonusWorker1 east, south and southeast to make road to New City 3.
MM Smurkheim to produce settler in 3 and grow in 3. Was at settler in 2 and grow in 4.
Trading
Nothing new.
[IBT] Hannibal is frisky about Scout2. We promise to move him.
Smurkzadelphia Warrior -> Warrior, due in 4.
010 2190 BC
bonusWorker1 makes road.
Warrior01 northwest on the mountain top road.
Scout2 west to hilltop. Can see the ocean adjacent to hilltop.
Scout1 east then south.
Warrior03 (Smurkzadelphia) heads to Smurkzgrad, planning to explore the north side of the Indian Ocean.
Trading
Ottomans now want Pottery and 50+ gold for Mysticism.
Current Turnset Stats:
Science: Writing, 15 turns
Treasury: 116 gold, +5 gpt, 5.2.3
Trades:
Cities:
- Smurkheim (5) settler in 2, grows in 2, culture expansion in 24.
- Smurkzadelphia (1) warrior in 4, grows in 1, culture 0.
- Smurkzgrad (1) warrior in 3, grows in 8, culture 0.
Military:
- 00 settlers, 01 in production
- 01 worker, 00 in production
- 02 scouts, 00 in production
- 02 eqWorkers, 00 in production
- 03 warriors, 02 in production
Allowed units 12; current units 08
And the mighty Smurkz Empire at 2190 BC:
And the save is
here.