Five turns in, I'll continue Monday. Please feel free to comment.
Save is
here
Where do the settlers go now? It's a long walk to the atoll mountains.
EDIT Turnlog:
Preflight: 250AD
Start with CivAssist2 and report wasted food, wasted production. Micromanage the nine towns.
- Ismurkz left alone since any food savings would hinder production.
- New Smurkzheim steals a forest from Deer and BG from Adelphia, giving up the lambs since it's surplus food. It will MM next turn also to return the BG to Adelphia with the perfect shields to finish the library.
- Olive switched from duct to Medi and set to 0fpt, 7spt to finish the Medi. Freeing a BG for River. River uses it instead of the FP to save a turn on the market.
- Adelphia then steals sheild tiles from House of Beard who works the lakes (It's just prebuilding a uni anyway.)
- Vladivosmukz uses forest instead of plains and steals forest from Ismurkz who will gain some mined plains in the near future. (Vlad has no workers.)
- Albusmurkz shifts FPs around so that it gets 3, Smurkzcapulco gets 1 and Food gets 1. This allows growth in 1, worker should finish with the sheilds from growth.
- Kalmurkz set to work two jungle,river dyes, saving wasted shields by gaining commerce.
- Missismurki grows and builds in 1 so MM for commerce using all river tiles.
- Smurkzacabana steals all the FPs to grow in 1 as well as build it's library. Smurkz-am-zee is temporarily at 0fpt but will get teh FP back next turn and is already 1 pop away from max anyway. Switch to Market per Niklas.
Additional per Niklas and my
posts:
- Zentral set to 13spt, grow in 2.
- Karakorum settler in 2 (sorry Niklas) by stealing iron hill from Missismurki.
- Leptis Minor settler in 3 using incense mine.
- Sages switches to Great Wall to protect it from inadvertent forests.

- Trom switched to galley.
- Sabratha switched to galley. We we trying to abandon this town? It was on settler at 0fpt, size 1.
Last minute additions, Edrine set to grow in 5 turns. And switches to worker wasting a turn of production. I will rush another worker as well then set to settler to abandon, gaining a free pop point at size 1. Abandoning this town doesn't help until LMinor is gone in 3 turns.
OyDeer is left on worker because it cant make enough shields for settler until Heim stops needing the forests. It's set to 0fpt using all the coastal tiles.
The list of cities working unimproved tiles is too long to address now and will be checked when I have control over workers.
Sorting by production, I have 2 cities making Medis. 4 making galleys. Everything else is building workers, settlers, library or market except for HotB's Uni prebuild. I make the decision to slow down our infrastructure in order to get some more units ready for the war on the Americans.
- Vlad switches to barracks. It's going to be wasting food for a while but once the duct was built, it was going to need a market. I'll let Ismurkz grow first since it really needs more pop to make a decent shield output. Plus Ismurkz is past the shields for a barrack and even a Medi so no use switching now.
- Adelphia can't use the market without an aquaduct and it already has a barracks so I switch to Medi finishing in exactly 2 turns.
- San Ansmurkzio has an empty bin on market. It has a lot of forests and not much food bonus so I set it to barracks. It can use the forests at size 6 or 7 to keep it at a happy level. Once the units we need are built, it can get it's market quickly by chopping the forests.
- Smurkzland switches from library to galley. A lib will do no good here until the jungle is chopped and/or a harbor built.
- Smurkzala switches to barracks due in 1. The library would only be for boundary fighting with Theveste. If someone is afraid of this, they'll have to switch it back to library.
- Victoria switches to barracks due in 1. At the rate it was building a library, Missismurki would have expanded a second time to make the lambs available.
That's six more unit building cities now but three of them are very low outputs. Horses might be cheap enough or else we can disconnect iron and build a few veteran warriors.
Trades:
Buy American WM for 5g.
Sell our WM to Spain for 9gpt and 29g! (We must already have their WM because they add it for free.) They have 11 more gpt.
We own most of the worlds gold so no more trades.
IBT Ottomans move spear Archer to their borders. Carthage moves galley toward Mountain atoll. Guess they might have a settler aboard. Barb horsemen approach wounded sword. With the change of age, there's probably a bunch of horsemen on the unwatched mountains.
Edrine worker>settler. Victoria barracks>horse. Kalmurkz worker>worker. Albusmurkz worker>2-turn worker factory. Missismurki market>colosseum(uni). Vladivosmurkz barracks>medi. Smurkzala barracks>horse.
Turn 1: 260AD
Rename the palace core with the prefix #1. Rename the FP core with the prefix !1. That way I can sort by name and get the primary cities on top regardless of their shield production.
New worker is sent to start mine on HotB plain. The forest workers will finish next turn and be able to help. Worker on Forest in Adelphia can't help the road this turn so he chops. Worker in Adelphia moves to forest and will help with the road next turn. Scouts head to the western mountain atoll to see if they can help prevent the carthage landing.
Rename KatrinaDefiler to WesternAssault1 and do some Ocean exploring.
Horses and Sword near Bursa move to block the Ottomans from moving next to an unguarded city.
SettlerOfKazan moves towards the southern road. Still not sure where he's going.
Swords move into Victoria that can now upgrade the veteran.
Workers near Canal move towards jungle dyes as a group of six. New worker from Kalmurkz finishes the mine by River so that the worker can move to road the jungle dyes North of it and connect Cape.
Sword/horse move onto Mountains, closer to Deer.
WesternPathFinder renamed to WesternAssault2 and head to explore the tundra before work his way toward Kastle.
Galleys approach Entremont. The first spots a healthy spanish spear who has pillaged two of the wool tiles. I opt to take the quick route and land the troops next to Entremont figuring that if the Celts could counter attack, the spear would have been wounded by now. Second galley sees archer and horseman on the iron hill. I'm definitely choosing the fast route now as one turn may lose the city to the spanish. We unload on the plains wool.
Cabana gives up it's FP to Am-Zee who can now work mined plains and forest again, still grow in 1.
Sages has grown and now uses a plains and forest for 0 growth. I will start adding workers when the finish roading the forests.
San Ansmurkio uses two more forests for 0fpt but will finish barrack in 1. Vladivosmurkz MM to 10spt for Medis in 4.
IBTCarthage drops off a spear/settler. Guess they're going to found the ring for India. Two barb horses die on our sword, no HP lost or gained. Karakorum settler>settler. New Smurkheim Library>Settler. San Ansmurkio barrack>Medi, set to 1fpt,10spt. Adelphia Medi>horse, set to 6spt wasting food until workers can help it. Olive Medi>horse at 8spt.
Spain starts the great wall.
Turn 2: 270AD
Heim gets the lambs back so Adelphia isn't wasting food. Adelphia set to use the fish and makes 8spt for horses.
Attack Entremont (Us vs Them)
VSword L Spear (3/5)
VSword (4/4) W RSpear
VSword (1/4) W RSpear
(3/5 Spear reappears)
EHorse (3/5) W 3/5 Spear (no leader)
ESword W Archer (no leader) Entremont ours>barracks.
Augustodurum has fallen to Spain as well so I don't know what choice I have about settling for peace. I send a horsemen toward Veralumium to check the status.
Lots of worker moves. Galleys head for crossing point.
MM some build in 1 cities for food or commerce. Switch Missismurki to Sun Tsu as a prebuild for Leo's instead of Uni. Invention in 1 at 50% with 100gpt.
IBTEntremont quells 2 resistors and riots. Deer worker>worker. Food Library>Market. Leptis Minor abandoned for a settler. Albus worker>worker reset the factory. Zentral library>col (Uni prebuild).
Save and quit after over 3 hours.
Turn 3: 280AD
Settler (mongol) finally decides to become an Atoll city and heads south.
Move a warrior and Horse to Grad to prevent flipping.
LMinor Settler heads to forest N of Carthage.
Galleys from EasternAssault wait the remainder of their turns to be able to cross next turn.
Cabana set to grow in 1 finishing market with growth sheilds.
Kalmurkz steals sheilds from River who steals shields from Food so that worker finishes in 1, Market unaffected.
Grad has an extra sheild so I give it's BG to Adelphia for horse in 2.
Trade Monarchy and Republic to Ottomans for Mono.

Science can stay at 50% for Theo in 4.
[IBT]America kicks us out on the first turn in their territory. Spains units move toward 2 remaining celt towns. Barbs head to Carthage's new town Oea. Entremont resistance ends.
Arismurkz lib>barracks. Indianaposmurkz lib>barracks. Kalmurkz worker>worker.
Turn 4: 290AD
Workers work. Galleys head for home ports. Horses see large groups of american and spanish archers/spears on their way toward Celt lands. We're too late I think. These really are building turns.
Spicy Smurkz founded NE of Edrine.
I rush the settlers in Edrine and Karakorum so I can be done with the razing.
Entremont was still unhappy and rioted. I set to starve with taxmen and switch to worker. WM is still too valuable to America to sell. WM to Spain for WM and 12 of their 16g.
[IBT]Karakorum and Edrine abandoned for settlers. Adelphia horse>horse. I'm not building Berserks yet because I think the GA is better triggered against Spain. Nan medi>horse. Albu worker>worker reset. Vlad medi>horse.
Turn 5: 300AD
Workers work. Horses make it to Verulumium and there's three american horses. At least 1 spanish archer outside Richbourough.
[Ibt] Celts put up a good defense and kill spainish archer and american horse.
Turn 6: 310AD
Another 1-2 hours in, I have to save here. No moves made.