Inherited turn. Thigs are proceeding nicely, but this is going to be a tough game with the start we've been dealt! The lack of copper likely means no colossus, which is too bad given all the lakes we have. We'll want to get fishing soon to start working them I think, regardless. In fact, fishing may be more beneficial in the short term than cottages...
Turn 1 - I decide to have the worker irrigate the corn before chopping the barracks.
Turn 2 - Our scout runs afoul of a barbarian archer. He's woodsman 2 and in the trees, maybe we'll luck out? The worker near Hamburg is moving to mine the grassland hill, escorted by the archer. I note that there is the possiblilty of seafood just east of Berlin, but I can't move the warrior out to investigate because we are at the happiness limit. This is one of the worst financial starts I've ever seen! A tech hole is essentially inevitable.
Turn 3 - Our scout is destroyed. Sigh.
We lose our scout
Turn 4 - The road comes in and I start fishing... I know that pottery was queued up but fishing comes in much earlier and working the lake tiles will help us get to pottery more efficiently. Fishing due in 8 turns, pottery was going to take nearly twice that. Controversial, maybe, but dangit, we need some tiles with coins on them! Now our warrior runs afoul of archers! Argh!
Turn 5 - Our warrior manages to defeat the archers and retreats into the trees to heal. Our settler in Berlin is complete, but has no escort. Berlin is at the happiness limit so I MM it for max production. I move the settler out unescorted - there are only a few tiles that could pose barb trouble.
Turn 6 -
Tirn 7 - Our setter makes it to the horse site unscathed.
Turn 8 - Munich founded. Archer complete in Berlin, so I move the warrior out to check for seafood to the east. The worker is moving towards to hook up the horses in Munich. Munich starts on a barracks because there really isn't much else to build! I'll do pottery right after sailing is finished (hopefully with lake tiles working it'll take a lot less that 15 turns) but then we'll need mysticism - no way to expand our borders right now!
Turn 9 -
Turn 10 - Anyone know why the number of turns remaining isn't showing up in the victory screen window? I've lost track of how many I've played! Worker finished irrigating the corn and starts the barracks chop. The warrior looking east doesn't find any seafood... Ugh. This is almost adventure 2ish!
No seafood!
Turn 11 - Fishing comes in and rearranging Berlin makes pottery due in 7 turns. Note that this is the SAME turn it would have come in on if we researched it straight away! Production suffers, though, but we don't have a terrible lot of things to build at the moment. I start another archer for future escort duties.
Turn 12 - It's confirmed, no seafood. We may want to consider revolting to slavery once we get come buildings to build. Our low happiness limits make it dicey, but we are high food in two of our cities.
Turn 13 - We've got one archer headed west in case Isabella gets frisky early, and our other warrior is just busting fog.
Turn 14 - Our scouting warrior is finally healee, starts moving again.
Turn 15 - Chop completes in Hamburg, so the barracks is nearly done.
Turn 16 - Archer complete in Berlin, and I go ahead and start another settler. I MM Berlin again to kick the settler out sooner, but move some of our forest workers onto the lake again to keep pottery coming in 3 turns.
Turn 17 - Our scouting warrior ends up next to another barb warrior.
Turn 18 - Well I screwed up and got our scouting warrior killed. Sigh. Pottery comes in and I start mysticism - we really need obelisks. The barracks in Hamburg finishes, so I start an archer. Judaism is founded and there are barb archers descending from the north. I move one of our archers that way to maybe pick up some experience.
Turn 19 -
Turn 20 - I start on our first cottage. The barbarians are going to pillage a mine next turn. I should have probably left a guard on it - that's my fault.
Barbarians on the way
This is going to be a difficult game. The way I see it is that unless a relgigion spreads to us, we have no happiness resources (even after calendar) and we will have our cities stuck at size four until hereditary rule (that comes with monarchy). That, and the fact that we have a very limited research capability, is going to make this game VERY challenging. One some ways, this is an even more difficult start than adventure 2!
I'm also almost sure I screwed up the turn count - I'm used to relying on the # of turns remaining readout on the victory screen. I think I know why it's not there - time victory is disabled, no? The next player can even it out if desired.
Our lands
Here is the save