RBC12H - Lighting the Candle
First, I get on the Forum to remember what I said last night. At least I think it was me that said it.
324 AD (1)
I start by following my own instructions, so I have nobody to blame but myself. The northern migrant moves NE to the forest, and the Raider moves SE. I envision this city building lots of workers, so may not need MP right away. Plus, I want to get our forces towards our borders with other civs. Move the Northern Dinky. It's kind of silly to have all these boats together, but we'll have a better WM to trade to the inland civs that never meet the Celts. One of the western migrants moves W to found Lubeck. A Raider moves in for MP. Lubeck starts a worker. We need early labor, but I primarily want this worker to chop forest so we can build Barracks in Lubeck, as this city is culturally pushing the Frankish capital. Move the other migrant to the mouth of the river, and a Raider follows. The worker start to road back to the west. Southern Migrant moves to double-deer spot, Raider moves to SE spot adjacent to Frank capital. Only way to have a chat before the Franks move. Central Migrant moves to forest, Raider moves with it, but will end up closer to the front, leaving this city empty. Worker out of capital to road, one Migrant heads south (temporarily unescorted), one heads west with an escort. Get a woker + 50 gold from Franks for Sailing. Slave joins worker roading out of capital. With 100 gold in the bank, Marauding in 23 @ -3 gpt. (100% Science).
We had 7 migrants and founded 1 city. Who thought up this plan?
326 AD (2)
Clovis asks us to leave, we do. Found Bremen at the mouth of the river. It too will pop out a worker as its first task. Found Chippenham near the deer. Starts on Barracks, as I expect this to be a front-line city. Raider that was bugging Clovis moves in that direction for MP duty. Found Repton. Starts Migrant. Found Howacht in the north, starts worker. Marauding is now due in 11.
328 AD (3)
We meet Western Rome. (Clovis must have sold contact). Trade our WM + 30 gold for Contact with Visigoths. Trade Sailing to Visigoths for Masonry + 14 gold. We also know Eastern Rome (Byzantines). Trade WM + 6 gold for Contact with Ostrogoths. It appears the leader of the Ostrogoths is wearing a gourd on his head. Sell him Sailing for 50 gold. Found Lindsey, and start a worker. Switch Chippenham to Raider, I want to poke around a little here.
330 AD (4)
Found Cirencester (furs). Starts worker. Find
Iron in the South! Get 9 gold selling our WM.
332 AD (5)
Nothin'
334 AD (6)
Make 8 gold selling WM. Just now realize we can't go counter clockwise around Scotland with a boat.
336 AD (7)
Bremen: Worker --> Migrant.
Chippenham: Raider --> Barracks.
Howacht: Worker --> Migrant.
Contact Celts, sell them Masonry for 71 gold. Use those proceeds to make two trades, the result of which is 123 gold for a Roman slave + TM. Turn sliders down and buy Alphabet from Byzantines for Celtic contact (which Caesar would just sell them next turn), WM, 7 gpt. Recoup partial costs by selling Alphabet to Clovis for 35 gold. Marauding in 5 @ -9 gpt. All the other Barbarian tribes are broke.
338 AD (8)
Nothing much.
340 AD (9)
Meet the Vandals. As all the cool kids have, he gives his entire treasury for Sailing (50 gold). I don't think we've met everyone yet. There are 10 civs in this game? Let's see, H is the (ABCDEFG ... H) 8th letter, plus the two Romes. Yup, two more folks to meet. Smart-ass Vandal says goodbye with something about Weiner Dogs. Get 5 more gold for WM.
342 AD (10)
Ostrogoths beat us to Marauding by 1 turn. Get it from him for Masonry, which everybody else knows. Research set to Pillaging at break-even (18 turns). Next player gets to choose research pace.
Repton: Migrant --> Migrant.
Migrant is heading to settle on the Iron. There is an escort already in Chippenham. Use the Raider down there to block any other pairs from the road.
Get 13 gold + Byz TM for WM. Keep those Dinky boats circumnavigatin' !
Notes for next player:
Priority 1 is settling the Iron site. Priority 2 is settling the Iron site. You are 3 turns from settling on the Iron hill (remember Migrants move 2). We could start a war with Marauders, but I think we need some turns to grow. A war with Pillagers could be very fun, and we are within 20 turns of those. I hope at least one of the Barbarian tribes will research something other than the Barb tech tree, as buying tech from the Byz or Romans really cramps our war-making. If we make 20-turn deals, I expect us to honor them. Since Rome and the Byz are in a locked alliance, this means no war until our gpt payment to the Byz expires.
I've pushed workers initially, but we could certainly use a Migrant push. I would consider switching Lindsey and Cirencester to Migrants instead of workers. We also need to identify a couple of more Military cities, both for escorts and for attack forces. Next player should also identify a pre-build site for the Scourge of God. We have Masonry, so we can use the Palace. Probably need to start it on these next 10 turns, as we should be < 40 turns from Barbarian Leadership. It would be very nice to have 100+ shields towards the wonder by the time we get the tech. Would be even nicer to have 150+.
Do You Think I'm Anglo-Saxy?