Turn 0, 2230BC: All is well. Hit enter.
Turn 1, 2190BC: Our curraghs move into the void and see new land. It looks rather fishy:
Let's hope they survive! Differential naval movement is on, btw.
Turn 2, 2150BC: Sensei curragh -> curragh. Our southern curragh is lost, but the other one survived! He sails on. I'm sending our new curragh straight west - there seems to be a passage to somewhere...
Nibanme has grown. I'll join the worker in a few turns to bring it to size 3, and hire a scientist for now.
Turn 3, 2110BC: our curraghs survived! Sailing on, further into the void:
As you can see, two of our curraghs are at risk. And that northern passage seems to be going nowhere...
Turn 4, 2070BC: Nibanme curragh -> curragh. Everyone survived again! We press on:
The northern passage really seems to lead nowhere, and I also see nothing to the east. But we do see a lux on the new continent. Too bad it will be of no use to our homeland until Astro... or the GLight? Our new curragh will try to cross to this continent, to sail down the east coast.
Turn 5, 2030BC: Sensei curragh -> curragh. And again everyone survived! I don't think I've ever been so lucky. Now if we would just find some more land...
Turn 6, 1990BC: end of the good luck - three curraghs sank this turn. Well, can't have everything, I guess. Our island explorer bravely continues - I hope he doesn't drink too much...
Turn 7, 1950BC: Sensei has grown to size 4 and gets a scientist. A new curragh tries to cross to Wine Island.
Turn 8, 1910BC: Sensei curragh -> curragh. Sushi curragh -> curragh. Sushi has grown and is stabilized at size 3. Our curragh survived the sea passage. We have discovered horses on Wine Island, and it seems that we have reached the southern tip:
Turn 9, 1870BC: Nibanme curragh -> curragh. Worker joins Nibanme. Now all our towns are stabilized, and we make 24 bpt.
Turn 10, 1830BC: I send our island explorer south in the hope of finding the next island. I'll play two more turns to get back to a nice turn number.
Turn 11, 1790BC: Sensei curragh -> curragh. We lose one.
Turn 12, 1750BC: All curraghs survived.
notes:
- The Glight seems highly useful on this map, although it's quite possible that the sealanes we see are all red herrings. However, we lack a decent prebuild. Perhaps research Masonry next?
- We are getting close to the free support limit. But we are also getting to the point where our curraghs have nothing to do but to risk the seas and oceans in an attempt to find new lands. So perhaps it will work out.
- Sensei and Sushi can share the fish and the bg: Sensei needs the bg 2 out of 3 turns, Sushi can have it the third turn, in exchange for the fish.
- Differential naval movement is on. Meaning that our curraghs can do 2 moves in sea or coast, but 4 in ocean.
The save.
Roster:
Othniel - Up! (Jan 1)
eldar - On Deck! (Jan 4)
CommandoBob - Warming Up (Jan 7)
Niklas (Jan 10)
donsig (Jan 13)
zyxy - just played (Jan 16)