5 grams - SQUALL

@el_filet - You're right, we can spread out those cities S IF there's no more land down there.

If it happen to be a landbridge or something down in the fog, how do you propose we defend our land? :)

So my dots are only made of what I see and my dotmaps are always changed. It's an idea early to help you out and a strategy to move stuff around fairly easy. Of course I miss stuff like river-crossings and such, but try to get this done with 2 people yelling at you it's their turn on the computer. :lol:

But all in all, the dots are not that bad and we only have to consider the important dots for now.
 
Got it.

Wow Goz, a village, a settler and BW from the goodie huts! :goodjob: I am kind of surprised we haven't met anyone yet. I expect we will be hit with quite a few units when we do, so some spears may be in order.
 
I took a day off of work today, so what better way to spend time than with a little civ? So I have a quick turn-around for the rest of you fanatics.

Well, I am happy to report that my turns were uneventful:

Pre-turn 3000BC:

- Have 3 cities (already!), 3G, 0 gpt, get Masonry in 4.
- Our forces = 1 worker, a scout, and 2 archers; one settler will come during the IBT.

<Hit enter. IBT: barb sacks Kazan and makes off with a whopping 1G; Karakorum settler => archer (I changed my mind about spears, as long as the AI is not breathing down our necks I would rather have archers).>

Turn 1 2950BC:
- Our settler is headed 3N to the forest/game spot.
- Slick does some cautious exploring to the west.
- Put a scientist to work (temporarily) in Ta-Tu to prevent riots; it shaves 1 turn off of Masonry (due in 2).

<IBT: Ta-Tu warrior => worker; another barb approaches Kazan.>

Turn 2 2900BC:
- Put citizen back to work in Ta-Tu.

<IBT: Kazan gets sacked again (lose 1 GP); Masonry => IW.>

Turn 3 2850BC zzz

<IBT: Barbs by Kazan heads NE – is another civ. out that way?>

Turn 4 2800BC:
- Worker moves to irrigate oasis by Ta-Tu.
- Found Almarikh by forest/game, starts an archer. Move an archer in to garrison.
- Slick finds ocean to the west (lots of barb camps out west).

<IBT: nada.>

Turn 5 2750BC: zzz

<IBT: Kazan is still the local ‘stop and rob’ for barbs to the N, they carry off another 1 gold.>

Turn 6 2710BC: zzz

<IBT: Ta-Tu worker => worker.>

Turn7 2670BC:

- Move 2nd worker to team up on the oasis irrigation.

<IBT: Karakorum archer => settler.>

Turn 8 2630BC:
- Shift an archer N. to help Kazan with barbs and keep an eye on Almarikh. Barb camp seems to be fighting to the NE during IBT, so perhaps AI is in that direction.

<IBT: nothing.>

Turn 9 2590BC zzz

<IBT: Kazan warrior => archer.>

Turn 10 2550BC:
- Bonkers kills a barb by Almarikh.
- Workers finish road on the oasis and head N. to improve BG by Karakorum and road in that direction.


5grams_2550BC.jpg
 
Interesting... I find it strange not having met any AIs on small map in 30 turns.
 
gozpel's suprise - set all opponents to none instead of random :D

Or maybe it's the stink of yogurt and the sight of our mug that' s keeping 'em away.
 
Preflight check: nada, looks fine

IBT: Barb moves towards Kazan

T1: 2510BC 1 worker to BG, other worker to river plain

IBT: Tatu worker -> archer

T2: 2470BC Bonkers the Archer kills a barb warrior and promotes (3/4)

T3: 2430BC Slick clears the Barb hut near Kazan, netting us 25g (2/4)

IBT: Almarikh archer -> barracks

T4: 2390BC

T5: 2350BC workers finish roading, both start mining the BG. Vet Archer kills barb near Almarikh (3/4)

T6: 2310BC Slick finds a land bridge to the NW while trying to dodge barbs, but this looks like his last act for the game.
Also, I notice a purple border to our south.

IBT Karakorum settler -> spear; Tatu Archer -> walls

T7: 2270BC Archer/settler move out

T8: 2230BC Archer protecting the settler kills barb (1/3)

T9: 2190BC Archer kills barb, promotes (2/4)

IBT: Kazan archer -> worker; silks connected, archer defends against barb warrior but no promotion (2/4)

T10: 2150BC Found Tabriz -> spear; MM Almarik to shave a turn off IW.

Barbs are thick, though we have our 2 key towns. Worker near Ta-Tu is on the forest to chop a barracks in that town. Probably should MM Almarik for shields after the barracks are done. We need spears to the S.

IW in 3T.

5grams-2150BC.jpg


Roster:
gozpel
bigfoot
grahamiam
dmanakho -> UP
bede -> on deck
el filet
 
I have it...
Up in two games so will play tomorrow or early saturday.

we finally see purple border, huh... That means our first war is here.
Or what has happened to the Slick? was he killed between the turns without reaching purple-bordered AI?
 
grahamiam said:
you make contact the second you encounter another unit. no delaying contact by not opening diplomacy window and running away.

How about if we see a border.. Should i dispatch a unit to head there right awa or is it okay to delay meeting that purple AI until they come to us themselves.
 
dmanakho said:
How about if we see a border.. Should i dispatch a unit to head there right awa or is it okay to delay meeting that purple AI until they come to us themselves.
unit encounters only, if i read things correctly. however, with all the barbs running around, i suspect we'll find out who is to our S very soon.

edit: take a spear and an archer + settler to the hill SW or S of Ta-Tu. That should be a good meat grinder for the opposition.
 
Pre-turn - clear

T1. 2110BC. Almarich barracks-spear...
worker chops forest near ta-tu
Wow... Barbs are everywhere....

T2. 2070BC. Ta-tu walls->barracks. Killed barb horse and barb warrior.
MM science slider.

T3. 2030BC. Karakorum spear->archer

IBT Barb warrior attacks and dies.

T4. 1990BC. IW invented. We have 2 sources of iron nearby. Switch to alphabet in 15.
Kill barb warrior.

IBT. Barb warrior attacks and kills our archer

T5. 1950BC. Kill barb warrior. Kazan worker->worker. Worker choped forest near Ta-tu->road

T6. 1910BC. Indian warrior on hill near Ta-tu. Indians are up Alphabet, wheel and CB.
Won't trade. I declare. Cover worker with spear

IBT. Indian warrior fortifies. Sending archer to kill.

T7. Almarick spear->archer.

T9. 1830BC. Worker finishes road near ta-tu moving him to mine BG. Retreat spear and archer behind the city walls. 2 indian warriors on top of the hill and barbarian ready to attack them.. I will wait one turn.
Karakorum archer->settler.

IBT. Indian warrior kills barbarian and is redlined

T10. 1790BC. Kill both indian warriors. One archer is promoted to elite.

5Grams-1790BC.JPG
 
Got it.

Writing after alphabet?

Hunker down, kill Indians, watch out for barbs, make more friends?
 
I was thinking something like alphabet-math->catapults
meet friends->trade wheel->find horses.
 
Catapults are good, too. Trading for wheel is also good. Won't see this one until tonight but unless anyone objects I go with d-man's plan.
 
Indian borders are just to the south of Ta-Tu, like five squares. Move a spear and the two archers onto the hill SW of the town.

In 1725 disperse the western barbarians and collect 25g in fines and costs.

In 1675 kill a barbarian horsemen and two Indian warriors.

Barbarian horseman kills the archer heading north.

In 1550 found Ulaanbaatar on the river next to the iron. Spacing is tight but I want the town down now and the barbarians keep coming at us out of the fog north.

By 1500 not much else had happened, sent two spear out of Ta-Tu to see what they could see of the Indian sub-continent. There is a force of archers on the hill south of Ta-tu, providing barbarian and Indian interdiction. Two more bow stringers and they can move off into India.

It was tough to do any wandering in search of companionship because those barbarian horsemen kept coming like mosquitos on a hot July evening in Minnesota and the troops are shepherding workers.

Research is hell for leather towards Mathematics.


5grams1500BC.jpg
 
Barbs are real pain in this game... We will deal with them eventially.
Meanwhile i suggest to send 2 spears toward india for pillaging the same way we did it against Carthage in previous game.
 
yeah, i always thinks barbs are fun till i play with them. somebody slap me next time i ask for "raging or raging -1" :)

Roster:
gozpel -> on deck
bigfoot
grahamiam
dmanakho
bede
el filet -> UP
 
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