Turn 0
Well not the best start I was looking for, but it really does beat that last one we had with the Romans. I feel really bad here that my settler is on one of our precious hills. I was quite tempted to move off it, but then we risk settling out of reach of a major resource because the missing trees are a big hint.
I had to think on this one for a bit, and was very tempted to move 1 tile East, then grabbing 4 hills. We really don’t give a damn about the sugar tiles. The problem is I may make things worse by moving than playing it safe and staying. I finally decided to stay in place, as I can get 3F from the lake with a lighthouse, and I don’t risk losing resources in the West. Though I may lose out on resources on the east too, but that’s part of the gambling! Tuff.. Tuff decision here again…
Well, part of that decision happened cause I moved warrior eastwards and found it to be just dead water-body, so that finalized it, settle in place!
Turns 0-10
There was a hut we popped, and being so close to the capital I had high doubts it would spring barbs. And what do you know, we pop Mysticism, which sad to sa,y isn’t that valuable to us right now. Hmm, now I wonder if that counts against WFYABTA. I haven’t checked into that before…
Here is a shot of all the resources we found so far…
Turns 10-20
Absolutely noting worth mentioning.
-ni
Turns 20-30
We ended up getting bronze in the BFC. I opted to not change to slavery as I didn’t want to get plagued by all the revolts. Unfortunately I would realize later this was a mistake… sometimes you just have to close your eyes and gamble to play optimally. Random events surely do cause a lot of problems for the smart player.
Turns 30-40
A so-so event occurred, with +1 commerce in one of my plots. Whoopie!
The next turn we got something better, but the problem is you can’t axe-war on deity anyway, so really this one was rather pointless.
Turns 40-50
Three things…
1. We popped a scout.
2. We met Willem (oh no…

3. We put the last hammer into the Great LightHouse.
And who said industrious wouldn’t get any use on deity?
By the way, my late finish at 2000 BC is partly due to trying to play it safe earlier and not switch into slavery when I should have. Lesson learned.
Turns 50-60
We finally get another city founded. Pig City, and looks like I may turn her into a drafting city sometime after liberalism. Or possibly oxford.
Turns 60-70
I ended up getting BLOCKER CITY up because in an emergency I would be able to block Willem from sneaking up my western flank. I don’t care about 100% for overseas’ trade right now. I want to set up strategic points first.
Also, we ended up meeting Ghandi. Just….. Great. Ghandi... The tech master who just keeps getting stronger and stronger and stronger…
Turns 70-80
And now we found our first over-sea’s city. I’m going to name the city Giant Island I think, just because of the 1-tile landmass. I also found a better island suited for the name Clam-Island.
I did notice on turn #78 Ghandi got a great scientist. Now I KNOW he didn’t build the great library, so obviously it’s coming from a specialist economy(even though it may be a very poor one). And now.. his tech is just going to take off even faster haha.
Sometimes, all you can do is laugh.
Turns 80-90
I lost my free scout. I tried to move it into a dark area to prevent the chance of a barb spawning. Sure enough, just as I move there, right in front of me is a barb archer. Well… that was the end of that!
!@#$% Scouts really should come with a free sentry promotion.
Anyhow, here is the newer and better Clam-Island. It really doesn’t look optimal to put the city on the only hill. The problem is Willem’s culture is going to be a big problem for me. Especially with deity bonuses, so I’m going to have no choice but to try to keep it in my inner-ring. I will also run a great artist economy in that city (yeah, I know is sounds bizarre). This will help combat my problems with Willem.
A turn later, this already pops up.
Hmm!
Anyway, on turn #89 we meet Charle. I really hate running into this aggressive backstabber.
Turns 90-100
Alright, a lot of stuff happened this turn. I did a few power-trades with aesthetics. And got math, to get my bonus on my last 3 trees.
I also settled this SURPRISE CITY, it is a surprise because since I don’t see any resource on it, I am HOPING that one pops up at a later date.
I also founded DEADMAN’S CITY. Yup, pretty dead, with desert, but at least it has 2 resources. So I will claim it now despite the city itself will be worth not much.
And at 425 BC, we whip the last hammer into our shiny new GREAT LIBRARY. We were lacking marble, but nevertheless, THANK YOU INDUSTRIOUS!
I may even stick in the NE too… marble or not.
The turn right after that, we popped a g-scientist (THAT WAS FAST). Just goes to show you that GP genes don’t seem to matter with pollution in BtS. So don’t even think about trusting it when it says 1%.
Anyhow, we don’t mind the Scientist anyhow. I can now get another wonder built... my scientist academy from the start. MUCH better than how things went in our last game!
Also, it seems that Charle and Willem are worst enemies with Ghandi. And their attack mode has gone into high status. I sense a dog-pile soon to start unless they resolve their differences soon.
And.. I finally got an axeman up to the West-North where the black tiles had resulted in the death of my scout.