Flight Check: First things first, I re-read the last 2 pages & save a copy of Tals dotmap for further reference. A whole lot has changed since weve gotten it. We can see the whole continent.
putting those scouts to work guys, that helps out a ton with city planning. (for example: since I now know the only way to get to the north is through us or on the mountain chain, we can stick a warrior on the mountain pass to spot incoming settlers & concentrate on expanding SE first before going north.)
Weve got some catching up to do
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Just to clear something up or if you didnt know
..
Turn 10 (775)
all of the AI have Philosophy now, and they'll generally sell it, with initial offers of WM and ~80g. I think I'll wait until it's cheaper.
Tech price is based on: 1. if its monopoly price/how many civs have it already, 2. how many beakers you have into the tech(NOT turns, thats important when someone busts your 40 turn gambit a couple turns early). (other things like Map size/difficulty level adjust them too, but not in game) Since the 3 civs we know already know Phil, and were not researching it, it will stay that same price until we meet someone or start on it.
If one of the Civs didnt have Phil, Id buy it then sell to them even at a loss. Since everyone(we know) already has it, Im going to pass for awhile.
Military Report: 1 settler, 7 workers, 20 warriors, 1 archer & 1 spearman. (10 cities total) Not too shabby, we need settlers & workers desperate bad, and were good on warriors, I think Ill start churning out other units now.
Were got 1 galley in production, Im going to make a couple other coastal cities a priority, so we can get some more in the water.
From Calogne/Hanovers/Nuremburgs position it looks like were going with 9(.5) as our second ring. Good choice, with this much land we want to peacefully grab as much initial land as possible.
Change Hamburg from spearman to barracks. Were militaristic, even though we dont plan on going to war we should take advantage of the cheap barracks(but only in our unit pumps) in case war falls in our lap.
Most of our cities are building workers, fine by me. That will slow down growth in those jungle cities, but they desperately need a worker around there NOW.
Whip our galley in Nurembug, for a grand total of 1 wasted shield(1 pop loss, 19 turns left).
Increase research to 80%, Math due in 6 at +1gpt. (This is for a couple reasons, obviously I want to sell it cheap to everyone to increase the pace. And although we could have probably gotten it/currency first at the current pace, those will be good techs to trade away to new Civs we find. Plus we dont really need cash right now, weve got the GL coming up & plenty of barbs to hunt for cash.)
While their cheap I go ahead & establish embassies with France & England
..(down to 37g).
Looks like France will get the Pyramids, and London will get the Oracle. Not good.
http://www.civfanatics.net/uploads7/Moscow1.JPG
Thats what we know of from Moscow on the outside. Talk about a great city for wonder building, flood plains & plains on a river, good thing they only have 1 resource hooked up & it will be awhile before they get their incense connected to there so theyll need some entertainers to keep everyone happy. Were going to have to investigate down the line to make sure we can get it in time, I hope it doesnt come to sacking Moscow to keep them from building it, Russia doesnt have enough cities to bounce back from us razing their capitol.
IT Leipzig: worker>worker
Frankfurt catches the plague, loses a pop.
Nuremburg: galley>galley
T0-(750bc) (Im counting this as turn 0 to get us back even, hope noone minds.
Switch Frankfurt from worker to warrior, now that it doesnt have the pop to produce a worker.
Kill off 2 barb camps. Cha ching, 50g!
Warriors spot 2 barb galleys to the north of where ours is headed, start saying your prayers brave sea men.
IT Hamburg: barracks>spear
Frankfurt: warrior>archer
T1-(730) Our galley moves 2 tiles N, and fortifies. Be strong, for the sake of the Empire!
Change Cologne from spearman to worker(both due in 2).
IT Hip hip HOORAY! Russia & England sign a peace treaty.
Even a bigger reason to cheer, our galley beats of both barbs only losing 1hp & promotes![dance]
Berlin: settler>settler
T2-(710) Galley spots a mushroom village on the tip of Iceland. Well send the next galley with a warrior to pop it, Im not turning this one around.
Found Bremen(near incense) which starts on *drumroll* a worker.
Our turns go from 3 on math to 2, I turn it down to 30% and we can still get it in 2. Uh oh
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As I expected, England & France have Math.
Buy Math from Joanie for our WM & 20g.
Sell our WM to Russia for 12g.
Sell our WM & Math to England for her WM, Phil, & 49g.
Then go around & re-trade WMs with France, Russia, and England(in that order). (Its a little know fact that trading WMs (using the care to trade maps? option) gives you a bonus to attitude(IIRC its 1pt) if youve done it in the last 20 turns. No noticeable gain, but its better then 3g.)
Well our monopoly got busted, but we still made out pretty well regardless.
Start on Currency at 80%, due in 16 at +1gpt. (This ones like 50/50 towards it panning out. 16 turns is a long time, but the AI will probably go for Poly, Republic & Construction first. If the other continent doesnt have it we stand a better shot, and will probably get it first. Either way well want markets soon, and this will reduce our price for it.)
Take our only warrior out of Hamburg(unit pump) and send him towards Kongisburg, then take one of the MPs in Kongisburg out & send his as a settler escort thats heading to found our next city & get that incense in our borders. (Kongisburg wont grow for 5 so the extra MP isnt needed till then. Im trying to keep as many warriors in the field as possible to scout for barbs.)
IT Heindleburg: grows to 2, then produces a worker. Starts on a Cat. (after our Jungle cities produce the initial first worker, Im going to start them on Cats. Well have 1 worker in the field around them with more on the way from our pump & when were going with the minimum military possible catapults are your best friend. Cheap, easy & dont need a barracks).
Cologne: worker>Cat
T3-(690) Sell our WM around for 6g.
2 workers leave our pump & head east.
IT
T4-(670) Warriors spot barbs ahoy!
Galley spots another GH & the end of the island.
Whip granary in Munich(aka settler pump #2, a very weak one, but it will still help).
Sell our WM around for 6g.
IT Theres barbs running round everywhere, and where theres barbs
. Theres gold!
Leipzig: worker>worker
Munich: granary>settler
T5-(650) Galley circles around the tip of the island hoping for a spot to jump across.
Warrior kills barb horseman.
All our workers from the pump leave & head elsewhere.
Sell Wm around for 9g.
IT Warrior fends off barb, -1hp.
Berlin: settler>settler
Hamburg: spear>spear
London switches to Great Library.
Ill stop here to get some suggestions, we have 30 turns left on it. I can maybe shave 5 or so turns off but shes going to beat us by a mile unless we do something.
Sack London? Forget the GL? And on top that the Russians havent switched over yet so they my go Oracle, or they may go GL.
[edit- London had 16 turns left when I established an embassy, but it was about to grow so you figure at most we have 10 turns most likely 6-8.]