1250BC:
Eindhoven switches to granary...that was supposed to be there a lot earlier.
Colopolis, Colville and Bastard also switch to granary.
Arse to temple fopr cultural expansion towards china.
2 warriors in Orenburg are idle. 2 move to future setlespots for barbcampprevention. 1 to arse to reinforce the frontline. 1 is mp.
Micromanage the new granary producing cities to get more shields to finish the grany before growth. The setler goes to the dies as I read somewhere that we wanted that.
IT: 4 chinese units (spear, 3 war) approach arse...
1225BC: Orenburg builds war, start another one. easternmost curragh spots purple border!
IT: Our regular fortified warrior on a hill defeats archer and warrior of china without even a scratch. he is promoted to veteran! 1 more spear gets towards arse. 3 warriors line up next to it, the chinese spear goes to a mountain.
1200BC: I now have 4 warriors in arse, 3 are fortified. I make no peace as we need one more turn of warhapiness. The purple border belongs to the Iroquois.
Setler goes to dyes, connected in one turn. MM all cities so it is all nice.[
![Big Grin :D :D](/data/assets/smilies/biggrin.gif)
]
IT:
-Our vet warrior Loses from reg warrior in arse. -1 hp
-Our reg war defeats reg archer near Canton, promo to vet, -2h.
-Our vet war defeats reg war in arse, -2hp
1175BC: I make peace with Mao, and we gain the city of Tientsin in the process. Nice, since he will not do it for tientsin AND ONE gold. LOL. I take it since we are building setlers and temples so our mili will not be stronger to his next turn. [
![Big Grin :D :D](/data/assets/smilies/biggrin.gif)
]
Mongols have Poly, Carthage has MM. I refuse to trade as prices are too high. Curraghs need to meet some one soon
As we lose warhapiness with China, the perfectly timed city of Cameltopolis is founded on the dyes, keeping tax at 100%.
IT: Chinese units leave our lands.
1150BC: paramaribo builds setler, more ordered.
I whipp in a temple in Klei Mi Am mors[whipped]
IT: ---
1125BC: Klei builds temple, to rax.
finaly some trades.
Give HBR and math to China for MM and 1 gold.
Mongols want 500 gold, Math and MM for Poly...combined other civs have 130 gold so I see no deal yet.
IT: Mongols and China move units towards Mountainious area, there will be barbs there. We shoudl investigate and see if we can snatch teh 25g.
1100BC: I Found the city Up Yours, 3 tiles NE of Paramaribo, the cow is now finaly used. I set to temple to flip Kago. or so.
Mongolds learned Math and MM. somehow. Japs wanna talk peace, for 2 gold. no thanx, togu, I'll keep the WH.
As can be seen most granaries are nearly finished. Also, I will whipp a temple in Spice as it has no grass to use now, and because we can in 3 turns.
IT: Rien...
1075 bc: Orenburg warrior, it is now size 5 and I decide a temple is okay now.
IT: a Jap galley comes out of Kagoshima, no units landed on our side, my guess is it will head to Spice, unless it has a setler.
1050 BC:
-Paramaribo setler, again.
-Colville Granary, setler
-Bastard Granary, setler
-Paris, France, builds the Pyramids.[
![Frown :( :(](/data/assets/smilies/frown.gif)
]
-Orleans, France, builds the Oracle.[
![Embarrassment :o :o](/images/smilies/redface.gif)
]
-Beijing, China, builds the MoM...................[aargh]
I move units arround. Decide no peace with Japs yet.
IT: Japanese galley lands no units.
1025BC:
-Colopolis Granary, harbour. we need one for trading some day, and colville is using the game anyways now.
I move units, mainly warriors to tactical positions if the Japs land. Workers are done near Colville and Colopolis and head to road towards the Spices. If we connect them before we make peace with Japan we should be able to maintain 100% tax.
IT: Damn, Japanese Swordsman lands near our Dyescity...gotta make peace this turn.
1000BC: Make peace with japan for 20 gold. better then lose a city on our only dyes...I feel I defended well since usually the AI lands a warrior, not a swordsman. I could have taken a warrior.[blush2]
I whipp in a temple at spice and found a city called Giant Hooters.
Lux to 10%.
All cities are timed very nicely for their builds! I suggest to take a very close look at the MM as this dense build has many, many possibilities. On important cities some info:
Paramaribo: setler fac. needs 16 shields for setler in 2. get 7 spt. will use forrest on growth for total of 16.
Eindhoven: Granary in one! after that setler/worker
Colopolis: Harbor in 6, has no growth now. since it is on a river and has a granary it will grow large fast. let it finish harbor and then grow.
Colville: Made it a 4-turn-setler fac! setler in 2 including shields from growth.[cool]
Orenburg: Temple in 2. I suggest we finish that. after that warriors.
Bastard. Let it finish the setler and after that it is a 2-turn worker fac at size 6![cool]
Arse: baracks and units.
Rest: whipp in temple, baracks when possible/desirable.
Workers, road towards the Spices! Then improve as needed.
Scouting: The curraghs are trying.
Sneaking thought: Build a galley and open the hut on the island in the south as soon as we can only get currence/construction as techs! we may get very lucky.[evil]
I will upload the save at CFC.
PS: for posts including great pics, go to CDZ!
![Wink ;) ;)](/data/assets/smilies/wink.gif)