S.ilver
Emperor
First off, sorry for the delay. Next time I try to play on a weekend, everyone please remind me that my weekends suck and I have no time
. Anyways, this game is going to go a bit slower than the other aCKs, largely because I'll have to write all the literature on it myself. Hopefully that's ok with everyone.
Without further ado, the report.
-----
4000BC (0):
Well, the first thing to be done this fine turnset is to move our warrior 1S1E, to give us some more information on what's going on...
Nothing at all to see there, and nothing to really make me want to move the settler (i.e. no resources). As I previously mentioned, the game engine likes to generate fairly decent starts for you, so unless you see some resource that would completely blow you away (or a far superior city location), it usually doesn't pay to move the settler.
In this case, the one minorly exciting thing I see is a lake tile. If we started with Fishing, it might be a decent idea to get that in the BFC. But since it's not a food resource itself, there really isn't a point in putting in the effort to pick it up.
We settle in place.
Corn, but no seafood. Well that simplifies our tech path a bit then. We dial up a worker and set research to Agri in 13 turns.
3975BC (1):
We angle NE with the warrior on our way to grab the hut (as the lake blocks progress to the south).
3950BC (2):
The hut gives us 60 gold! I'm just happy that I didn't pop a half-dozen barbarians
.
As well, we find Marble 1S1E of the hut, but there are some mountains in the area too.
3925BC (3):
We appear to be at the bottom of our landmass, as I see a lot of ocean to the south.
3900BC (4):
More dyes, and yes, the land does end, so our expansion efforts will inevitably be north.
3875BC (5):
Uh, nothing of note...
3850BC (6):
Ok, so we meet Bismarck's scout on turn 6. So he's no farther than 12 squares from our capital. Well... at least it's not Toku!
In other news, we spot clams 2S of our corn. So might be room for a squatter city to our south.
3825BC (7):
Big turn!

3800BC (8):
Our borders do indeed pop, and now we can see the rest of the land to the south, so no sense wasting warrior time taking a look down there. It's well blocked by our capital, so if there's any seafood there, it can wait.
3375BC (9):
Zzzz.... Rerouting the warrior to the north.
3750BC (10):
Starting to wish that Justinian started with a scout instead of a warrior...
3725BC (11):
Bismarck gains a few points, so clearly he just teched something.
3700BC (12):
Our warrior participates in the epic beatdown of a lion.
Won 3XP from that fight, nice. Ok, so let's name him Dirk.
Unfortunately, what he discovered about the land was not that nice. More on that at the end of the set.
Oh, Agri in next turn!
3675BC (13):
Bud FIADL as well, so if we were crazy enough to try that, we would have lost by 1 turn
.
Dirk wins Woody 1, and we stop to heal for a few turns.
Mining is set for 10 turns. The worker will take 10 turns. Oh rejoice!
3650BC (14):
Nothing... as Dirk is healing...
3625BC (15):
We get moving again on the scouting party...
3600BC (16):
Bismarck's scout is wasting a lot of time hanging around our lands...
3575BC (17):
BUG helpfully alerts me that we are 0.4 strength compared to Bismarck. Considering this is Monarch, that's not unexpected.
3550BC (18):
There are a lot of hills to the north, and it becomes conifer territory, so our placement on the map seems to be fairly equatorial...
3525BC (19):
Spot Bismarck's culture to the north...
3500BC (20):
Lions appear out of nowhere, blocking the way west, so going to deviate and check out the east, which appears to be desert that is blocked off by Bismarck.
3475BC (21):
The land also appears to end east of Bismarck, so it looks like it's going to be a race west.
3450BC (22):
We are up EPs on Bismarck at the moment, so clearly he met someone else.
Exciting turn, as Mining is due next turn!!!
3425BC (23):
Bronze Working is dialed in for 20 turns. A warrior has also been ordered, and will take 10 turns, so long as we're still working the spices, which is a solid idea.
Justin's "Chagrin" starts heading towards the farm to get that thing set up and increase our growth. We'll hang out on the spices until the farm is built, as it's worth an extra hammer and gold for the cost of one food.
3400BC (24):
Chagrin is building the farm in 8 turns, and Dirk turns around after scoping out Germany's wines and corn.
3375BC (25):
Zzz... Dirk covering old ground as he tries to get past the area with the lion.
3350BC (26):
Zzz... Hoping we meet more people soon.
3325BC (27):
Bismarck breaks the 100 point mark. We're at 76 points. Unimportant, but what else would I blather on about this turn?
3300BC (28):
Bismarck clearly got some nice RNG rolls.
2 corns? Great.
3275BC (29):
We have multiple lions prowling around and Bismarck's scout is busy healing.
3250BC (30):
Germany drops into Slavery. The implications of that are obvious I hope.
3225BC (31):
Farm is finished this turn, so switch to it. Growth in 4 vs 9, BW in 13 instead of 12, and 4 turns for the warrior instead of 2. Cry me a river.
3200BC (32):
Hinduism FIADL... quite late, so that means no other religious freaks hanging around.
Chagrin has nothing to do for now, so we build a road back to the capital.
3175BC (33):
Land narrowing considerably to the NW, such that we will probably get into an unfriendly confrontation with Bismarck sooner rather than later.
3150BC (34):
Constantinople popping to the next size next turn!
3125BC (35):
Warrior pops, and immediately heads north to add to the scouting while we dial another warrior. 11 turns on the warrior, 9 turns on Bronze Working and chops to get our settlers out. Growth in 7, so expect overall times to drop.
3100BC (36):
Zzz...
3075BC (37):
We run into Germany's scout again, who appears to have been "delayed" by the wildlife.
3050BC (38):
Tundra lions appear in the north!
I was feeling lucky so they get beat down and Dirk takes his XP to 5/5.
3025BC (39):
Dirk wins Woody 2 and stops to rest again.
3000BC (40):
Zzz...
2975BC (41):
Yes... turn hogging. I know
...
2950BC (42):
Capital pops to size 3.
2925BC (43):
I only cropped the parts of the tech screen that are of use to us because, much to no one's surprise... we have no Copper. The RNG screwed us. Typical.
Tech placeholder set on AH. After thinking about this, we probably don't even want AH next (pottery makes a lot of sense to get empowered whipping, not to mention the fact that we'll need all the growth help we can get.
A look at the world as we know it.
Very barren looking at the moment. Note the obvious chokepoint in the mountains to the west. That means that Bismarck needs to die soonish so we can secure our lands.
I'm going to give everyone else a chance to voice their ideas first, and maybe a dotmap as well.
-----
Roster (when we're done discussing)
---
S.ilver <-- Just Played --
pholtz >> Up Next <<
The Simple Mind <-- On Deck --
IamJohn

Without further ado, the report.
-----
4000BC (0):
Well, the first thing to be done this fine turnset is to move our warrior 1S1E, to give us some more information on what's going on...

Nothing at all to see there, and nothing to really make me want to move the settler (i.e. no resources). As I previously mentioned, the game engine likes to generate fairly decent starts for you, so unless you see some resource that would completely blow you away (or a far superior city location), it usually doesn't pay to move the settler.
In this case, the one minorly exciting thing I see is a lake tile. If we started with Fishing, it might be a decent idea to get that in the BFC. But since it's not a food resource itself, there really isn't a point in putting in the effort to pick it up.
We settle in place.

Corn, but no seafood. Well that simplifies our tech path a bit then. We dial up a worker and set research to Agri in 13 turns.
3975BC (1):
We angle NE with the warrior on our way to grab the hut (as the lake blocks progress to the south).
3950BC (2):
The hut gives us 60 gold! I'm just happy that I didn't pop a half-dozen barbarians

As well, we find Marble 1S1E of the hut, but there are some mountains in the area too.
3925BC (3):
We appear to be at the bottom of our landmass, as I see a lot of ocean to the south.
3900BC (4):
More dyes, and yes, the land does end, so our expansion efforts will inevitably be north.
3875BC (5):
Uh, nothing of note...
3850BC (6):

Ok, so we meet Bismarck's scout on turn 6. So he's no farther than 12 squares from our capital. Well... at least it's not Toku!
In other news, we spot clams 2S of our corn. So might be room for a squatter city to our south.
3825BC (7):
Big turn!


3800BC (8):
Our borders do indeed pop, and now we can see the rest of the land to the south, so no sense wasting warrior time taking a look down there. It's well blocked by our capital, so if there's any seafood there, it can wait.
3375BC (9):
Zzzz.... Rerouting the warrior to the north.
3750BC (10):
Starting to wish that Justinian started with a scout instead of a warrior...
3725BC (11):
Bismarck gains a few points, so clearly he just teched something.
3700BC (12):
Our warrior participates in the epic beatdown of a lion.

Won 3XP from that fight, nice. Ok, so let's name him Dirk.
Unfortunately, what he discovered about the land was not that nice. More on that at the end of the set.
Oh, Agri in next turn!
3675BC (13):

Bud FIADL as well, so if we were crazy enough to try that, we would have lost by 1 turn

Dirk wins Woody 1, and we stop to heal for a few turns.
Mining is set for 10 turns. The worker will take 10 turns. Oh rejoice!
3650BC (14):
Nothing... as Dirk is healing...
3625BC (15):
We get moving again on the scouting party...
3600BC (16):
Bismarck's scout is wasting a lot of time hanging around our lands...
3575BC (17):
BUG helpfully alerts me that we are 0.4 strength compared to Bismarck. Considering this is Monarch, that's not unexpected.
3550BC (18):
There are a lot of hills to the north, and it becomes conifer territory, so our placement on the map seems to be fairly equatorial...
3525BC (19):
Spot Bismarck's culture to the north...

3500BC (20):
Lions appear out of nowhere, blocking the way west, so going to deviate and check out the east, which appears to be desert that is blocked off by Bismarck.
3475BC (21):
The land also appears to end east of Bismarck, so it looks like it's going to be a race west.
3450BC (22):
We are up EPs on Bismarck at the moment, so clearly he met someone else.
Exciting turn, as Mining is due next turn!!!
3425BC (23):

Bronze Working is dialed in for 20 turns. A warrior has also been ordered, and will take 10 turns, so long as we're still working the spices, which is a solid idea.
Justin's "Chagrin" starts heading towards the farm to get that thing set up and increase our growth. We'll hang out on the spices until the farm is built, as it's worth an extra hammer and gold for the cost of one food.
3400BC (24):
Chagrin is building the farm in 8 turns, and Dirk turns around after scoping out Germany's wines and corn.
3375BC (25):
Zzz... Dirk covering old ground as he tries to get past the area with the lion.
3350BC (26):
Zzz... Hoping we meet more people soon.
3325BC (27):
Bismarck breaks the 100 point mark. We're at 76 points. Unimportant, but what else would I blather on about this turn?
3300BC (28):
Bismarck clearly got some nice RNG rolls.

2 corns? Great.
3275BC (29):
We have multiple lions prowling around and Bismarck's scout is busy healing.
3250BC (30):
Germany drops into Slavery. The implications of that are obvious I hope.
3225BC (31):
Farm is finished this turn, so switch to it. Growth in 4 vs 9, BW in 13 instead of 12, and 4 turns for the warrior instead of 2. Cry me a river.
3200BC (32):
Hinduism FIADL... quite late, so that means no other religious freaks hanging around.
Chagrin has nothing to do for now, so we build a road back to the capital.
3175BC (33):
Land narrowing considerably to the NW, such that we will probably get into an unfriendly confrontation with Bismarck sooner rather than later.
3150BC (34):
Constantinople popping to the next size next turn!
3125BC (35):
Warrior pops, and immediately heads north to add to the scouting while we dial another warrior. 11 turns on the warrior, 9 turns on Bronze Working and chops to get our settlers out. Growth in 7, so expect overall times to drop.
3100BC (36):
Zzz...
3075BC (37):
We run into Germany's scout again, who appears to have been "delayed" by the wildlife.
3050BC (38):
Tundra lions appear in the north!

I was feeling lucky so they get beat down and Dirk takes his XP to 5/5.
3025BC (39):
Dirk wins Woody 2 and stops to rest again.
3000BC (40):
Zzz...
2975BC (41):
Yes... turn hogging. I know

2950BC (42):
Capital pops to size 3.
2925BC (43):

I only cropped the parts of the tech screen that are of use to us because, much to no one's surprise... we have no Copper. The RNG screwed us. Typical.
Tech placeholder set on AH. After thinking about this, we probably don't even want AH next (pottery makes a lot of sense to get empowered whipping, not to mention the fact that we'll need all the growth help we can get.
A look at the world as we know it.

Very barren looking at the moment. Note the obvious chokepoint in the mountains to the west. That means that Bismarck needs to die soonish so we can secure our lands.
I'm going to give everyone else a chance to voice their ideas first, and maybe a dotmap as well.
-----
Roster (when we're done discussing)
---
S.ilver <-- Just Played --
pholtz >> Up Next <<
The Simple Mind <-- On Deck --
IamJohn