20:04 Added noAIpatrol=0 to the civilization3.ini file.
20:05 Got a bit of a flu. Throat hurts. Looking for medicine. High percentage alcohol will do.
20:07 Back at place with a noser and some Dalwhinnie. Load down the save.
20:09 Running some Van der Graaf Generator stuff for quality background music. Run civ3.
20:12 Turn 0, 2150 BC:
Amsterdam has to cycle from 5 to 7 it is to be a 4 turn settler/unit factory.
MM Amsterdam to get +5 food. MMing every two turns will be enough as long as Amsterdam doesn't get a harbor.
On trades: I take Whomp's advice and give Smokey 223 gp for IW. I would have kept the money, trying to trade in all available techs when writing is in. Am I too wrong?
No iron visible close by. Rome already got iron in their borders.
Another iron source is east of Rome.
20:24 IBT:
Romans march east.
Rotterdam curragh -> worker
Maya start building the Oracle.
America starts building the Pyramids.
20:27 Turn 1, 2110 BC:
Move a worker to start a road towards the spices in the west.
Curragh scout.
Smokey knows Myst. Whomp may be an idiot, but is prophecy skills are formidable.
20:34 IBT:
Romans marching west. Must be a new barb camp out there.
Amsterdam settler -> settler
20:35 Turn 2, 2070 BC:
Settler to the tile se of the mountain se of Amsterdam.
Workers work, warriors and curraghs scout.
MM Amsterdam for +5 food.
20:39 IBT:
The Hague warrior -> warrior
20:40 Turn 3, 2030 BC:
Warrior to Amsterdam to serve as MP.
20:41 IBT:
Chinese start building the Colossus.
20:42 Turn 4, 1990 BC:
MM Amsterdam for +5 food.
Found Utrecht on the west coast.
20:44 IBT: nothing
20:45 Turn 5, 1950 BC:
Only scouting
20:47 IBT:
Amsterdam settler -> settler
Rotterdam worker -> barracks
20:48 Turn 6, 1910 BC:
Settler on its way to the tile on the west coast between the fish and the spice.
Lux down to 10%
20:52 IBT:
Chinese are building the Pyramids.
20:53 Turn 7, 1870 BC:
The Dalwhinnie is empty. Tasted great, but didn't help my throat. Maybe a Highland Park 18y will help.
There is an iron rule to drinking scotch:
One scotch is good
Two scotches are too many
Three too few
It's gonna be a long evening...
20:56 IBT:
The Hague warrior -> barracks
20:57 Turn 8, 1830 BC:
Lux to 20%.
Amsterdam doesn't need MMing at growth to 5 any more.
21:01 IBT:
Barb warrior moving towards Rotterdam from the south.
Utrecht warrior -> barracks.
21:02 Turn 9, 1790 BC:
scouting, scouting, scouting
21:04 IBT:
Writing in, research set to philo, due in 12 at 80% science
Amsterdam settler -> settler
21:05 Turn 10, 1750 BC:
I don't move the new settler for now.
Curragh spots dark green borders to the north.
Suggestions:
1. Research Philo at max.
2. Let Amsterdam wait for one round to get to pop 5. It will produce 10 shields per round then, enough to build a warrior and a settler every 4 turns.
3. Other cities should concentrate on barracks then archers.
4. New cities: A settler is already at place to get the spices in. Two workers are there to quickly road. One should road the two needed grasslands to get the city connected, the other should move directly to the spice and road it.
5. Made a dotmap. The spacing is a bit wider than cxxc. I usually plan my city placment from the coasts going inward to get the maximum number of tiles worked including sea tiles. Of course this is not the same ranking for city build order. I suggest filling the first ring to get productive core cities producing military, then settling towards rome.
21:29 Throat feels much better. More of that medicine just in case...
THE SAVE