It looks like we have A LOT of land between us and the AI. There is the little bit of fog to the Southwest, but its pretty small to be hiding a civ. Because of the amount of land, I decided to set Teo for a Granary right away. If we can go into high production with settlers we should be able to gobble up a lot of that land. Ten is doing a lot of good production; the shield generation can be split 7/8 to make 15 shields - either for a Jag or a settler and pick up extra gold on the 7 sheild split. I'm keeping Ten at about size 4. Does take MPs to keep happiness until we can hook up the elephants.
I decided to expand west to try to grab the land up and build towards the AI. I think the Greek are in the Northwest. The down side is that we have barbs springing up along the northern fogline. We could use Ten to expand west and Teo to back fill.
Irrigation is almost to Teo. Unit costs are hurting us at the moment. Ten is making a Jag to escort the next settler - it's just not safe out there with all the angry barbs sulking around. I'm pretty sure there is a camp to the north somewhere between Ten & Teo, we don't have the units to go afer it yet, though.
Turn Log:
Everything looks good. MM Ten back to the tobacco for extra gold; BG shield not needed this turn.
IBT – barb attacks our Jag on mountain (nice placement), wins, -1hp.
Sorry, clarification - the Jag wins, not the barb.
2110 BC (turn 1)
Ten Jag>Settler.
Teo Jag>Granary.
Lux to 20% to deal with Ten’s population.
2070 BC (turn 2)
Northern Jag meets the Greek.
Bad news, they are up BW, Masonry, TW, CB. They have 4 cities and 134gp. I’m guessing they know a few people.
2030 BC (turn 3)
I race the Greek back to the hut. I will pop it the round they are next to it. Hopefully if there are barbs they will attack the two greek warriors in the area and I can pull the Jag out of the battle or at least onto a hill. I’d like to see the greek warriors die – at least one of them.
IBT – wow, a barb horse and warrior come out of the northern area by our workers that are trying to connect our two cities. Not good.
1990 BC (turn 4) pull a Jag warrior out of the capital and attack the barb horse – lose. Of course. Pull out the warrior – win, workers are safe – for now. With no garrison, lux to 40%. Ouch.
IBT – barb warrior moves onto road behind workers.
1950 BC (turn 5) – Jag from Teo kills the warrior. Everything is safe – for now. Road between cities are complete, workers double time irrigation to Teo.
Ten settler>Jag.
Greek are next to barb camp. Take my big risk and grab the GH.
Not great, could be worse. We get a free conscript warrior.
1910 BC (turn 6) – zzz
1870 BC (turn 7)
Ten Jag>worker
1830 BC (turn 8)
Found Tlat to the west.
1790 BC (turn 9)
Ten worker>jag (next player an veto to a settler if they wish)
1750 BC (turn 10)
Leave units unmoved.
Worker is making a road towards Tlat. Other workers are irrigating the cow.
The World as we know it in 1750BC
Roster:
Raliuven (just played)
creamcheese (Playing)
Elephantium (on deck)
CKS