gmaharriet01

OK Iron very nice.

First I would wait to settle that far. We need to keep our cities closer for corruption sake and logistics. We can work our way south as we fill in more cities. Scout suggested the spot where the current settler is. I think the capital should be able to swing settler/archer and still keep the pop at 6 or less. The captial can grow in 3 with any combination of food tiles that add to 10 (3,3,4 or 2,4,4). So an archer can go 6s per turn and create the archer in 3 meanwhile the new city can share the really productive tiles.
 
fe3333au said:
2. Move Settler down to the south west where there are 2 wheats
Oh, great Khan, my humble thoughts are that the 2 wheats look delicious, but our current 3 towns are already spread out too far from each other and we need to tighten up our territory borders. Having our 4th town so close to the Mayas would make it very hard to defend from either the Maya or barbs. Scout's dot map would move us generally west toward the Maya, but be more easily defended. Am I being too conservative? :)

BTW, great pic of the ever-so-handsome Khan! :D

Edit: xpost with Whomp. Geez I type slowly!!!
 
I agree on settling in close at first... it will make it easier for our workers to get around and improve the terrain needed to get those first few cities up and running. The river/BG sites will be awesome for us. Besides - we'll be pumping settlers out of CC at a pretty steady rate once that Barracks is finished.

...but I also think we'll need at least one more food-rich site soon for a worker pump. I may play with a little dotmapping around those bananas...

We also need a bit more fogbusting SW of our capitol...so we can figure out how we want to settle that.
 
Fe - I hope you read before you play...or my advice won't be timely.

First - MM CC and get the citizen off the forest. We need the food. It will grow before the barracks is finished (as opposed to vice-versa) and be better positioned to equip a settler.

Second - make a trade for Bronze. We can afford it, and some archer/spear pairs would be very effective for barb control.

With all this land available, we should have a steady supply of barbs. We can afford to make regular archers in our BG/river cities. We can get them promoted doing barb control. Veteran Archers and Spears can be built in CC and IronGold for settler escort duty.

Here's a thought that I had for a city... this will look nuts, but bear with me.

GMA1_FISHTOWN.jpg


A city on this site will be able to work 2 good food tiles in 32 turns. I suggest that we settle this site, and pump nothing but workers from it until there are enough workers to conquer the jungle. Then we'll have a ready-made jungle-whacking force to accompany settlers as they move into more jungle and marsh to the north. I suggest we go ahead and settle this site after settling 2 more river sites. Hopefully we'll get it developed well enough to make a few boats there when we get Alphabet.

What do you think?
 
Go Team Harriet ... 2590 BC - 2190 BC​


A new Leader
The year 2590 BC ... Fe <hic> Khan of the Mongols takes over :eek: ... and with one gesture <Pressed Enter> his reign begins ...


Year 2550 BC ... Turn 1

Happenings
Iron Gold produces Archer

Actions
1. The Great Naming
> Workforce - Alice and the other whom I am loathe to interupt as they are deep in their toilings.
> Scouts - Scout's Scout who had already been named, Lou Reed, Iggy Pop, Jello Biafra
> Warriors - Harpo (3/3), and the virgins Pretty Boy (2/2) and Green Horn (2/2)
> Archer - Aspirin (4/4)

2. Checked that Research set for Bronze Working so as not to pop an accessible knowlege that Maya has (this has not effect I later found)
Anyway young Pretty Boy and how he hated his new name stood poised outside the camp, took a deep breath and ... is greeted by the Kushite who tell him of the surrounding lands :( ... he looks across the water to the camp of the savage Kushans.

3. Iron Gold trains an archer ... Damn another barbarian, this one a Sakae steps on the mountain overlooking the town of IronGold , while below a worker, oblivious struggles at building a road ... Oh no ! What to do ! ... Oh the Danger !! ... Never fear Mongolians and be comforted as Aspirin with bow joins the toiler to protect and serve.

4. Harpo is sent south to seek out the nest of these Sakae filth.

5. As instructed by Whomp, the settlement of Rumble Teddy is founded where the settle stood.

6. Diplomacy
The mighty Khan is interupted with a soft rap on his tent flap ... "Enter"
Enters the Mayan ambassador, his visage is fearsome and manner proud ... "Greeetings Greeat Feee, Khan of the Mongols"
"Greetings Oh Red Tallon of the Maya, send my regards to the mighty Smoke Jaguar and sit and eat and drink and then we shall talk of trade"
The big man sits stiffly on the cushions and declines any refreshment.
"OK then, to business what do you want for the knowledge of working the bronze ore?"
He stares into my eye with a look that measures and discects at the same time ... eventually
"Wee whant Ceremoneeal Bureeal, all of your gold and a furtheer teethe of 2 addeeteeenal gold for 20 seeesons"
Silence ... the only sound the rustling of the wind outside and the breathing of two men inside ... then ...
"Ha Ha Ha Ha Ha ... Oh truly the Mayan are a race of jesters ... What say you to this offer?"
The stoney stare lingers while I take time to select a choice nibble, the eyeball of a sheep dipped in honey ... yummy
"I'm prepared to give you the knowledge of Coffins and Tombstones and 202 gold and an additional one gold per season"
Silence ... this time the pop, slurp and chew of the delicacy savoured and consumed ... then ...
The stare is broken and the eyes once cold now twinkle ... "Agreeeed ... now I shall eeat and dreenk weeeth you Khan"
The two men, from wildly differing cultures eat, drink and form a friendship ... of sorts.

7. Scouting the Boundary ... Iggy Pop opens up the cold northern tundra, Lou Reed heading up the northern coast, Scout's Scout straddles a mountain high and Jello Biafa opens a view of Mayan activity

8. Domestic Matters
Capital Crone will have pop raising and Barracks next turn.
Iron Gold another Archer
Kazan no change
Rumble Teddy building Barracks in 10


Year 2510 BC ... Turn 2

Happenings
Capital Crone produces Barracks

Actions
1. The barbarian attempts to sneak past our ever vigilant archer ... Aspirin attacks ... success without a scratch, he now owns a Sakae scalp.

2. Moving Pretty Boy away from the Kushite camp and into the fog

3. When stumbling into the dark, Harpo is surprised when he unexpectedly uncovers the Sakae camp.

Fe_001.JPG


4. Eye Spy ... Lou Reed walking the coastal beaches, Iggy Pop is shivering on our far northern point has found more silk, Scout's Scout dismounts the mount and heads to the north of the midlands, finally Jello Biafra will slowly move up the eastern coast.

5. Domestic Matters
Slider to 30% Entertainment
Capital Crone (5) changed to Settler and pop rise in 4.
Kazan changed to worker and pop rise next turn
Rumble Teddy and Iron Gold nothing to declare


Year 2470 BC ... Turn 3

Happenings
Kazan hires Worker

Actions
1. Naming ... worker Lulu newly hired and Zelda completed road.

2. Zelda moves east we want to connect Iron Gold to the sprawl and share that spice. Lulu moves onto grass to road

3. Harpo trips as he begins to attack the Sakae camp ... slash ... bang ... cut ... claw ... stab ... hot red spurt ... silence ... Harpo (1/3) but loots 25gp, he burns the camp to ash.

4. Lou Reed finds a Goody Hut ... set research to Mysticism and ... now he's waitin for the man ... the tartar man to teach Masonry

Fe_002.JPG


5. Eye Spy ... Iggy Pop is moving back to warmer climes, Scout's Scout heads to the north of the midlands, finally Jello Biafra will slowly move up the eastern coast ... Oh No !!! He has spied a Cherokee Barbarian ... and gives it wide birth.

6. Aspirin with fresh bloody scalp on his bow, moves north to the Kushite camp.

7. Domestic Matters
Slider to 30% Entertainment
Kazan training Warrior in 10 turns
Capital Crone, Rumble Teddy and Iron Gold nothing to declare


Year 2430 BC ... Turn 4

Happenings
Palace Extention ... I choose a lawn and pathways.

Fe_003.JPG


Actions
1. Worker Lulu and Zelda both on road duty.

2. Scouts and Warriors opening up the black.

3. Jello Biafa from forest to hill discovers the Cherokee camp ... we fear this may be his last pigeon ... a Holiday in Cambodia

Fe_004.JPG


7. Domestic Matters
Bank = 63gp +8 ... Slider to 30% Entertainment
Capital Crone, Rumble Teddy, Iron Gold and Kazan nothing to declare


Year 2390 BC ... Turn 5

Happenings
nix

Actions
1. Harpo (1/3) moving along coast to Capital Crone to recover

2. Scouts and Warriors moving to uncover the black.

3. Iggy Pop wanting to clear the black around a Zhou camp has found a Goody Hut ... he has noted that the camp contains 2 savages ... He has decided to sacrifice his life for the potential to gain knowledge ... another Tatar tribe ... we have gained Mysticism and now he awaits the Zhou's mission to Search and Destroy cos they Got a TV Eye on him.

Fe_005.JPG


4. Jello Biafra skilled in the silent way has managed to duck and weave his way to safety Viva Las Vegas let's celebrate that one baby !!!

5. Domestic Matters
Bank is 71gp +9 ... Slider to 30% Entertainment
Capital Crone ... tweeked and added taxer to mainitain income Setteler and pop rise next.
Rumble Teddy ... tweeked for Barracks in 4
Iron Gold and Kazan nothing to declare


Year 2350 BC ... Turn 6

Happenings
> Iggi Pop has died in Mongol service ... he is now Dog Food ... Rest in Pieces
> Capital Crone commisions a settler
> Mayans building Colossus

Actions
1. Aspirin has found the remains of a freshly burnt Kushite camp and evidence of Mayan involvement.

2. Alice moving into position to start the great Spice link road.

3. Settler moving to the next scouted spot on the coast near bananas.

4. Scouts and Warriors moving to uncover the black.

5. Domestic Matters
Bank is 80gp +7 ... Slider to 30% Entertainment
Capital Crone ... training Spears in 3 and pop rise in 4
Rumble Teddy, Iron Gold and Kazan nothing to declare


Year 2310 BC ... Turn 7

Happenings
> nix

Actions
1. Aspirin confronted by a Kushite barbarian, has the camp moved ?! and what about the Mayan wandering warrior ?!!

2. Alice and Zelda join up in order to complete the great Spice link road ... Lulu starts to mine

3. Green Horn to accompany the Settler moving to banana coast.

4. Lou Reed spies Avar barbarian activity

Fe_006.JPG


5. Scouts and Warriors moving to uncover the black.

6. Eager for additional scalps, Aspirin (4/4) attacks the Kushan (2/2) with a fierceness that results in another trophy, but this time a wound for the over zealous scalp hungry Aspirin (2/3)

7. Domestic Matters
Bank is 87gp +7 ... Slider to 30% Entertainment
Capital Crone, Rumble Teddy, Iron Gold and Kazan nothing to declare


Year 2270 BC ... Turn 8

Happenings
> nix

Actions
1. Aspirin sees a redlined Mayan in the distance.

Fe_007.JPG


2. Alice and Zelda begin the great Spice link road which will be completed in 2.

3. Green Horn and the Settler moving to banana coast.

4. Lou Reed exploring a jutting of land also spies an Avar savage skulking about and possibly cutting off his escape.

5. Scouts and Warriors moving to uncover the black.

6. Domestic Matters
Bank is 94gp +7 ... Slider to 30% Entertainment
Capital Crone ... tweeked to train Spear and pop rise next turn
Rumble Teddy, Iron Gold and Kazan nothing to declare


Year 2230 BC ... Turn 9

Happenings
> Capital Crone trains a Spear
> Rumble Teddy builds a Barracks

Actions
1. Naming ... freshly trained Spearman Felix Kat (3/3) has moved to Rumble Teddy.

2. Aspirin (3/4) sees the Mayan is slowly healing in the distance.

3. Pretty Boy (2/2) has found spices in the northern midlands

4. Harpo (1/3) has reached Capital Crone

5. Green Horn (2/2) and the Settler moving to banana coast.

6. Lou Reed sits on the hill contemplating the oceans sweetness, there is nothing left to explore.

7. Scouts and Warriors moving to uncover the black.

8. Domestic Matters
Bank is 94gp +7 ... Slider to 30% Entertainment
Capital Crone ... commission a Settler and raise in pop in 4
Iron Gold ... Archer in 4, pop in 6
Kazan ... Warrior and pop in 4
Rumble Teddy ... Warrior in 4 and pop in 2


Year 2190 BC ... Turn 10

Happenings
> Spice road complete

Actions
1. Alice and Zelda begin to dig a mine

2. Aspirin (3/4) moves north.

3. Banana Rama founded.

4. Jello Biafra moving home has sighted Inuit camp.

Fe_008.JPG


5. Green Horn (2/2) and the Settler moving to banana coast.

6. Lou Reed moves back to the mainland, carefull of barbarian ambush.

7. Scouts and Warriors moving to uncover the black.

8. Felix Kat is moving to IronGold next turn Jester can be sacked

9. Domestic Matters
Bank is 108gp +10 ... Slider to 20% Entertainment
Capital Crone ... Settler and pop in 3
Iron Gold ... Jester hired ... Archer in 3, pop in 0
Kazan ... Warrior and pop in 3
Rumble Teddy ... Warrior in 3 and pop in 1
Banana Rama ... Barracks in 20 and pop in 10


and with that the great Khan Fe passes the staff of leadership to Whomp
 
The World


Mayan Sector
Mayan_Sector.JPG



Harriet's Core
Hariet_Core.JPG



The Savage Untamed Northlands
NorthlandsRIP.JPG



Domestic
Domestic.JPG



And the Save
http://www.civfanatics.net/uploads11/GMA01_Mongols,_2190_BC.SAV



:clap: That was fun ... any comment on the reporting ... and if additional information required ... do not hesitate to post :D

EDIT ... fixed Northlands Map to Include Iggy Pop grave :cry: ... sorry about spelling but I'm traumatised ;)
 
lurker's comment: fe3333au, that was a great log, with pictures and funny names, this is one of the best SG's I have lurked in.:goodjob:
 
:thumbsup: Very nice work Ironguy!! Love the story that was fantastic.

OK a few things...
I have to order C3C since Best Buy doesn't have it. I will report back when it's in my possession :( which should be tomorrow. :D

With regards to our continent. We are alone with the Mayans. This is problematic on the one hand and a benefit on the other.

The problematic part is at 0% science we are likely to be primitive once when we meet the other civs and will have a very difficult time catching up. Late game wonders could be a huge risk considering our ancient status.

However, the benefit is we can spam culture like crazy without much concern to foes (maybe even ICS style). Pyramids? We will eventually need to take the Mayans out but in the process can build a continent full of cultured peoples. This should be started soon in the non-settler and worker cities. The thing is we can be primitive and still win by building culture. We will need the Mayans alive since they're the only source of research and should allow them to grow in a reasonable fashion. Once boats cross the seas we can eliminate them.
 
The black that Pretty Boy and Scout's Scout are exploring still has potention to lead to other contacts.

I suggest that Banana Rama start on a curragh or two ... and then sail a'Ho
 
fe3333au said:
I suggest that Banana Rama start on a curragh or two ... and then sail a'Ho
No alphabet yet. :(

We should be willing to pay a lot for it since we need it and it will help accelerate the Mayans research speed.
 
fe3333au said:
The stoney stare lingers while I take time to select a choice nibble, the eyeball of a sheep dipped in honey ... yummy
Nicely played and vividly written. Can't say I think much of your choice of hors d'oeuvres, but to each his own. :lol:
 
:devil:

lurker's comment: So you bought Bronze Working and are training spears. Tell me you will be building temples next?
 
Bede said:
:devil:

lurker's comment: So you bought Bronze Working and are training spears. Tell me you will be building temples next?
Hey now - I like the occasional sphear... they can come in handy. We don't need a heckuva lot of 'em... but like a good merlot... they're just fine in moderation.

As for Temples... why not? What should we build for a little culture, Libraries?

Ah libraries... pooh, feh. Mongolian Librarians are Persnickety Parasites who pillage the body politic. Go ahead and give me a lousy additional content citizen in this no-research variant. You want knowledge? Buy it. An unused library is a waste of shields, a drain on the treasury, and a mini-monument to formulaic play. :p ;)

Seriously.... in a no research game, libraries will not change Mongolian Ignorance; because our citizens will not use the libraries... sort of like undergrad college students save the fact that our people prefer to be drunk on the blood or our enemies rather than the fruit of the vine...
 
Actually if we do build some temples in choice locations we will be able to utilise some lovely resource tiles ... works for me :blush: ... but then again I'm here for the tutorage
 
Scout I feel I've heard that speech before. :p Nice parody.

Let's get back on our mission which is culture. Since we can't build libraries yet temples should be our immediate focus. Remember the 2cpt increases to 4cpt with temples after 1000 years. Our military should be secondary and purely for MP and barb control.

AK can finally post some opinions tonight since his vacation is over but I will play tonight (hopefully discs are in).

Temples - 60s/2cpt/1g upkeep (CB)
Libraries - 80s/3cpt/1g upkeep (Lit)
Colossems- 120s/2cpt/2 upkeep (construction)
Cathedrals- 160s/3cpt/2 upkeep (monotheism)
Universities- 200s/4cpt/2 upkeep (Education)
 
scoutsout said:
Mongolian Librarians are Persnickety Parasites who pillage the body politic.
That seems vaguely familiar. :hmm:

@bede We're working on unlearning everything ya ever taught us. :p

Regular roster update:

Whomp - up
AK - on deck
Lurker
Scout - got us started
Gram H. - scouted some more
Fe - got BW, a spear and a good meal (swapped with Whomp)

Lurkers:
zerksees
Own
madviking
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
Bede
 
Turn Taker Whomp :confused: ... Just remember that when Lou Reed explored that jutting finger of rock with the possibility of finding additional land and goody huts, he had a White Light White Heat experience when he spied barbarian movement ... take care when he is moved back onto the northlands. :D
 
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