AM5- We Rule The Seas! (And all islands in between)

Those barbs hurt. I will do my best to secure our Island and/or find us some new lands :) I will not be able to play until late tomorrow so Amirsan will have it early on Monday.

6gntxn
 
Amirsan- On deck
Gingerbread Man- Didn't reply for last turn
Meldor- Gone for last turn, but has returned!
Yaype- Just played
6thGenTexan- Up now
 
Switch scientist to CoL. We do not need to research mysticism. Someone else will have it. :D

Change Newcastle to Galley from warrior...York to Harbor from Granary...Hastings to worker from warrior

900BC Scientist in Nottingham saves 2gpt

875BC Nothing

850BC Coventry completes first ship in the Mighty English Navy and heads out with the scout. [dance] Start working on a warrior to keep the peace when the town grows. Hastings worker-->worker
Taxman in Canterbury until temple completes.

825BC go 2W 1L against barbs

800BC despers barb camp in wasteland south of York...see nothing from galley around Coventry

775BC Hastings worker-->worker Nottingham settler-->settler move scientist to Canterbury

750BC Canterbury temple-->warrior...see border the the SE, sending scout/galley to it

730BC Coventry warrior-->galley Warwick worker-->temple

710BC despers barb camp in southern end of jungle and a galley on the way to our neighbors
sent galley from Newcastle out with a settler.

690BC Hastings is a slow worker factory, every 5 turns

The Settler in Newcastle can wait for a boat or start a city between there and York. The Warrior north of York is headed for a camp on the tip but has not moved to be a ble to defend better against the horse. I have workers building a road to warrwick who then can start clearing jungle. the other workers are building a road to Newcastle or building mines for London. The scout on the boat near our neighbor can hop off if you want.

Our Neighbors: The Celts. They have met the Germans. They are up BW,Mason,wheel,WC, and Myst but do not have MM. :eek: They have no extra wine, not that we have a save passage to them. The have 30g in the bank compaired to our 721g. But on the bright side, they have only theree cities out side their capital.

I'm leaving the next person with the fun of getting the most from what we've got. I'd start by buying the contact with gold to see which civ may be farther ahead in techs. Thein I woukd start with BW(possibly IW) and the Wheel to see what kind of resources we may have. :scan: Have fun Amirsan!
 
Amirsan, are you going to be able to play your turn?
 
That's fine with me. We probably won't get back to me before I go on my little 9 day trip anyways. Speaking of which, I am leaving on Saturday morning (July 26th) to go visit some law schools, and I will be gone until August 3rd (Sunday a week and a half from now). I will continue commenting until I leave, and if it gets back to me before Saturday, I will play my turn, but otherwise, good luck with the game until I return. :goodjob:
 
Sorry about my sudden departure, the internet died without notice. I will catch up on things now.

Same goes for the PBEM SG, I'm back into it (if it is still going)
 
GingerbreadMan, it looks like you are now up. Let's get this game going again (just in time for me to leave for 9 days :) ).
 
Now the fileserver is working again.

Turn 0 - 690BC: Looks good. Exploring trade opportunities.
We give to Celts: Map Making, 439 gold
We get from Celts: Contact with Germans, Bronze Working, The wheel.

We give to Germans: Map Making, 235 gold
We get from Germans: Iron Working, Masonry, Warrior Code

Turn 1 - 670BC: Slider adjustments, to speed research of CoL, hopefully a trade opportunity.

Turn 2 - 650BC: Disorder in Nottingham. I thought these slider adjustments helped :rolleyes:. Rather than increase the slider again, I micromanage laborers to high-commerce tiles.
Egypt build the Oracle in Alexandria.
Germans are building the Pyramids.

Turn 3 - 630BC:
Conscript barb warrior kills our regular, Fortified in a forest warrior up north, near the camp. Note to Self: destroy that camp!
Celts are building Pyramids.
CoL in 18 turns.

Turn 4 - 610BC:
Oxford founded, East coast between York and Hastings

Turn 5 - 590BC:
much barbarian activity, nearly lost a galley with settler :eek:!
Horses are connected :goodjob:
London MMed due to new mines. Great Lighthouse from 16 down to 14 turns.

Turn 6 - 570BC:
Land spotted up north!
London MMed from 13 to 11 turns for Great lighthouse, but disrupted settler factory.

Turn 7 - 550BC:
London riots! Not a very good day for me...
Barbs heading for my new city. Reshift power forces, this time looking out for disorder.

Turn 8 - 530BC:
Barbs destroyed, turned around and attacked York.
Land up north is but icy tundra, with a goody hut. Shall I risk popping it with a settler? seeing we are expansionist, I do. And we get 50 gold!

Turn 9 - 510BC:
Celts have Philosophy, refuse to trade. Germans lack it, however.
We build Liverpool, in the midst of jungle.
Germans and Celts are on the same island. An early war has occured, as there are ruins between them.

Turn 10 - 490BC:
I decide to land the scout on the German and Celt homeland.
The Save
Enemy island:
AM5_enemy_island.jpg
 
Back
Top Bottom