The good: Nobody's declared war on us, and we actually have an axe!
The bad: I think I wasted 3 turns on a useless obelisk on our Iron Island site
The ugly (details):
T0 590 Swap around tiles in Moscow for production, and switch to 0% science. St Pete lends its warrior to moscow, so that the brave military police of Moscow can be freed to settle new lands.
T1 565 We meet Caeser and declare peace with him, also discovering that Iron Island is aptly named. Within Caesar's border's we spy an axeman, as well as pastured horse.
T2 550 As planned, Moscow finishes it's granary and works on a settler while Nov grows and whips a granary out.
T3 535 Nov completes it's production and works on a lighthouse. Moscow gets the
T4 520 Carl and Dave finish the mine and road on the copper, so when Moscow completes the settler it starts work on our first "modern" military unit. A mighty AXEMAN!!! Also, Rostov gets its first taste of the whip.
T5 505 Rostov continues with an obelisk, the settler and warrior for II move onto their faithful transport, Zim.
T6 490 Zim offloads his passengers to II, and moves back to the mainland. By a miraculous stroke of timing, Alan finishes cottaging the flood plain by Moscow this turn. Since we have 7 workable tiles around Moscow, he loads himself onto Zim. Science is switched to 100% with research going to Polytheism. St Pete, which had whipped a granary the previous turn, regrows back to size 2. There is a considerable amount of overflow (each citizen is worth 90 hammers towards a granary) so I put a turn of production into a worker.
T7 475 Yaroslavl' is founded on II! I start work on an obelisk, but I think this was silly. St Pete swaps off it's worker and goes to produce an axe.
T8 460 Bob (at rostov) chops the gems to the east, currently outside our cultural borders. I am certain that since there is a road there already, we are in no danger of the jungle growing back.
T9 445 <hits enter>
T10 440 Imhotep is born in Moscow !! Also, Moscow produces the axeman! Production is set on a barracks (which is still in the queue from before) but could be changed.
Thoughts:
Imhotep and Zim have not yet moved this turn. If we are going for Partheon in Yar', Imhotep can board Zim this turn, and Zim can move towards Yar'! If this is still the plan, those turns in the obelisk were wasted, since it's culture won't be needed, so I'd switch that to something more useful as well (workboat?). Alan, the worker on II, is currently mining the iron.
My idea for St Pete's is that if it is whipped again just before it grows, the overflow from the axe can go towards the worker which had been started with the previous overflow. It should only take a couple more turns of work after that. Also, there is some unexplored, apparently uninhabited land SE of II. Zim could move in that direction (see screenshot) after dropping of Imhotep.
And the save! http://gotm.civfanatics.net/saves/civ4sgotm3/The_Real_Ms_Beyond_SG003_BC0430_01.Civ4SavedGame
The bad: I think I wasted 3 turns on a useless obelisk on our Iron Island site
The ugly (details):
T0 590 Swap around tiles in Moscow for production, and switch to 0% science. St Pete lends its warrior to moscow, so that the brave military police of Moscow can be freed to settle new lands.
T1 565 We meet Caeser and declare peace with him, also discovering that Iron Island is aptly named. Within Caesar's border's we spy an axeman, as well as pastured horse.
T2 550 As planned, Moscow finishes it's granary and works on a settler while Nov grows and whips a granary out.
T3 535 Nov completes it's production and works on a lighthouse. Moscow gets the
T4 520 Carl and Dave finish the mine and road on the copper, so when Moscow completes the settler it starts work on our first "modern" military unit. A mighty AXEMAN!!! Also, Rostov gets its first taste of the whip.
T5 505 Rostov continues with an obelisk, the settler and warrior for II move onto their faithful transport, Zim.
T6 490 Zim offloads his passengers to II, and moves back to the mainland. By a miraculous stroke of timing, Alan finishes cottaging the flood plain by Moscow this turn. Since we have 7 workable tiles around Moscow, he loads himself onto Zim. Science is switched to 100% with research going to Polytheism. St Pete, which had whipped a granary the previous turn, regrows back to size 2. There is a considerable amount of overflow (each citizen is worth 90 hammers towards a granary) so I put a turn of production into a worker.
T7 475 Yaroslavl' is founded on II! I start work on an obelisk, but I think this was silly. St Pete swaps off it's worker and goes to produce an axe.
T8 460 Bob (at rostov) chops the gems to the east, currently outside our cultural borders. I am certain that since there is a road there already, we are in no danger of the jungle growing back.
T9 445 <hits enter>
T10 440 Imhotep is born in Moscow !! Also, Moscow produces the axeman! Production is set on a barracks (which is still in the queue from before) but could be changed.
Thoughts:
Imhotep and Zim have not yet moved this turn. If we are going for Partheon in Yar', Imhotep can board Zim this turn, and Zim can move towards Yar'! If this is still the plan, those turns in the obelisk were wasted, since it's culture won't be needed, so I'd switch that to something more useful as well (workboat?). Alan, the worker on II, is currently mining the iron.
My idea for St Pete's is that if it is whipped again just before it grows, the overflow from the axe can go towards the worker which had been started with the previous overflow. It should only take a couple more turns of work after that. Also, there is some unexplored, apparently uninhabited land SE of II. Zim could move in that direction (see screenshot) after dropping of Imhotep.
And the save! http://gotm.civfanatics.net/saves/civ4sgotm3/The_Real_Ms_Beyond_SG003_BC0430_01.Civ4SavedGame