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

490 Bc (Pre-turn)
Trade the Celts 10gpt and 112g for Philosophy. Germany gets Philosophy and 2gpt for Horseback Riding and Mysticism.
(I) Lose the northern galley to the barbs.

470 Bc (1)
The wrong hill was mined to speed up the lighthouse, but it is still due in 8.
(I) The Germans are sending a lot of units north. It looks as if the Celts have as much jungel as we do. They might not last long.

450 BC (2)
Nottingham was about to riot. Instead I hire a lone scientist and set science to 0.
(I) York completes its harbor and starts a settler. Canterbury finishes a worker and starts a settler. Coventry produces a galley and starts a harbor. Barbs appear from the south.

430 BC (3)
Warrior dispatched from Canterbury to investigate the barb camp.
(I) The Eygptians complete the pyramids in Thebes. Nottenham produces its settler and starts a worker.

410 BC (4)
Warrior ends the life of one barb. Settler moves to join him. Science is bumped to 10 % as we lost our scientist.
(I) The Koreans beat us by four turns to the great Lighthouse. Most likely a cascade from the Pyramids.

390 BC (5)
Swap London to a very expensive harbor.
(I) London completes its harbor and starts a spear. Nottenham completes a worker and starts another.

370 BC (6)
Moving settler warrior towards the lake. I would like to get a settler on a galley to grab some spices if we get the chance.
(I) London completes a spear and starts a settler.

350 BC (7)
Settler at lake in position.
(I) New Castle completes a galley and starts a harbor.

330 BC (8)
Dover is founded and starts a worker.
(I) Nottenham finishes a worker and starts a harbor.

310 BC (9)
Get the Celts WM for 24g.
(I) NAda.

290 BC (10)
Move Galley to pick up settler due next turn.

We have a chance to pouch some dyes if we can get a settler over to the other island quickly enough.

The game
 
Oops Yaype is out for a couple more days, why don't we swithc around and go from there...

Gingerbread Man
Meldor
Yaype - On deck
6thGenTexan - In the hot seat
 
Change Newcastle, Oxford & Nottingham to Temple from Harbor. Change York to Archer from settler. Make sure our map is the best. 2 sea-lanes to the east need exploring. Drop lux and put a scientist in Hastings and a clown in Moscow in Moscow for a turn.

IBT Germany gets a GL in war.
270BCLondon settler-->settler...sending him to the far north. Germany has CoL now.

250BC Hastings temple-->granary Canterbury settler-->granary settler heading to catch a boat. Send northern galley to explore sea tiles finding nothing. :(

IBT Germany gets 2nd GL, Celts establish an embassy and I lose the galley in the North Sea.

230BC Celts and Germany both have Math now but they are still at war. It would take 13 of 15 GPT to get CoL from Germany so I'll wait the 7 turns.

IBT Sink 2 barb galleys and promote but allow York to Riot.

210BC Nothing...

IBT Allow Nottingham to riot this time. :rolleyes:

190BC London Settler--> Settler sending him S of Dover. Lots of barbs north of York now.

IBT Defeat one of the barbs north of York.

170BC Land poachers between Celts and Germany. Send galley on 3-sea gap off of southern Germany and see a tundra island inhabited by barbs.

IBT See the tundra barb defeated by Blue People before losing Galley. :mad:

150BC China and Korea show up on Diplo!!!! :D Neither have Philo but both have Math and CoL. Get Math+TM+59g for Philo from Mao. They are way up north. Wang has nothing but Col, due in 3, and a WM so I take that for Contact with Celts. Korea is on the same landmass but show up on the bottom of our WM. Sell China contact to Biz for 311g. Sell Celts to China for WM + 28g. Take the rest of Biz's gold (63) for Korean contact. Math+461+Best Map and 3 turns to tech parity.
The suicide runs are a long, long, long way from our home.

IBT Allow Hastings to riot. :aargh:

130BC Germany is keeping our poachers from getting to where they need to be! All but Germany have Ploy but Biz only has 2g to trade.

110BC Dover worker--> warrior Liverpool spear-->galley Germany has a 2archer-1horse army marching North but able to move settler. London settler-->galley settler to go west of Oxford.

90BC start research on Republic. Spend 6g to make sure we have the complete map. Others all have Philo now.

70BC once again Germany is keeping me from where I want to be. Newcastle riots. :wallbash: Build Brighton up north but there is room for another city.

Keep an eye on Korea. They should get the next contact.
We could use 3-4 more settlers to fill out our home and the tundra rock up north.
Sorry about all the riots. This lack of lux is killing me because I wanted the GPT but did not keep close enough watch on the cities.
There is a warrior/settler pair after the southern barb camp, but the northern will be a bear to get rid of. We are 2 techs away from a major uprising so lets see if we can get rid of them. I have NOT sold our WM, I was hoping to meet the others first.

-6gntxn
 
I'm working now so I cannot get a picture. We are not in a position to attack anyone yet, but Celts would be the only option. Our military is very weak with no great improvement in the near future.
 
I am finally back from my road trip. There has been WAY too much time spent in the car over the last 9 days. I am ready to just sit on my butt in front of the computer and recuperate now. :D

Anyways, I don't know what the situation in terms of play order is right now, so somebody just post it, and I will be ready for my next turn. :goodjob:
 
Welcome back, Yaype. You're up! Take a look around at our new nighbors.

Yaype - At the plate
Gingerbread Man - On deck
Meldor - In the hole
6thGenTexan - In the bullpin
Amirsan - In the showers :P
 
Wow. I guess I got back at a perfect time then. Well, this is my "got it." I will try to get my turns posted in the next few hours.
 
Pre-Turn: Things look...interesting. Fortunately, all the other civs look to be in similar situations to ours, so we shouldn't be too far behind. Unfortunately, our only immediate access to any luxuries are next to the Germans--and who likes dealing with the Germans in this game? Ideally, getting the silks and the wines NE and South of Hannover should be our objectives--we shall see how that goes.

50 BC: Change Hastings to FP.
Moving settlers into position.
Workers working.
Trade WM around for about 25 gp and WM. Everybody is up Polytheism on us (everybody we know, that is).
Establish embassy in Berlin for 53 gp.

30 BC: Warrior defeated attempting to disperse barb encampment. Settler retreats to Dover.
Norwich founded. Temple construction begins.
Leeds founded on spices. Temple begun. This can be changed to harbor if need be, but I thought preventing the flip first would be most important. This may not have been the best spot, but we barely beat the Germans in building here.
AM5_Founding_of_Leeds.JPG


Warrior killed by barb horseman. Northern area now open to several horsemen.

10 BC: Nottingham Temple ----> Barracks. This city can start building some military units to defend the island for once.
York Archer ----> Spearman
The Celts are in a lot of trouble. As you can see in that picture of Leeds, there is quite a number of German troops heading North.

Brighton pillaged for 52 gp. Nothing I could have done.

10 AD: London Galley ----> Settler. There is still space to be settled, and possibly islands to be settled as well.

Celtic meltdown begins. Entremont is run over by a horde of horsemen. I have a feeling we will be next if we don't watch ourselves.

30 AD: Nothing really occurs.

50 AD: Oxford Temple ----> Worker
Galley set to make suicide run near Richborough.
AM5_Richborough_Suicide_Galley.JPG


Galley sinks barb galley without suffering any losses.

70 AD: Galley is off into the sea.
Settler boards another galley headed for iron deposits on German island. Hopefully, we can prevent them from gaining access. This is a tricky game we play, but it will pay off if we can keep them happy.

90 AD: Not such a good turn. RNG gods hate us. Galley near our island kills one barb galley without losses, and is promoted, only to be killed by second barb galley.
Also, suicide galley committed suicide.
London Settler ----> Settler
Dover Warrior ----> Warrior

110 AD: Newcastle Temple ----> Galley
Dover disorder. Sorry.
Chinese building Great Wall. Uh-oh. (Note sarcasm)
Luxuries to 10%

Americans contact us. They are up Lit, Poly, and Con. They also want 250 gp for their WM. Somebody else can deal with them.

Romans contact us. They are only up Polytheism.

Egyptians contact us. Same as Americans.

130 AD: Nottingham Barracks ----> Spearman
Brighton Warrior ----> Warrior
Warrior disperses barb encampment near Dover.
Buy contact with Arabs from Romans for 52 gp.
Trade MM for WM and 6 gp from Arabs.
Trade WM, Contact with Arabs, and 36 gp for WM from Americans.
Trade WM, Contact with Arabs for 54 gp from Germans.
Trading for any techs will require lots of gold, so we should probably try to see if the whole 40-turn Republic gambit pays off.

So, things haven't changed all that much from before my turns. We must keep the Germans appeased, as they are likely to overrun us otherwise. Good luck from here, GingerbreadMan. :goodjob:

The Save
 
Turn 0: Nothing to really change.

Turn 1: Brighton Riots, fixed.
Egyptians are building Hanging Gardens.

Turn 2: Thebes Builds Great Wall

Turn 3: Norwich riots, fixed.
Some Civs start Great Library, or rather switch from great Wall

Turn 4: Build Reading, BLocking off Germany's other iron.
We offer WM + 263 gold to Mongols for WM + contact with Indians.
Contact Indians: Give WM for WM + 65gold.
Build Birmingham.
Switch Leeds to settler, we may be able to grab some wines near there.

Turn 5: nothing

Turn 6: Germany destroyed the Celts!
Germany lands a settler on our continent :(.

Turn 7: Germans are building Hanging Gardens.

Turn 8: Germany builds Salzburg on our land!!!

Turn 9: Germany asks us to leave 'their' land near Salzburg. I regretfully comply.
Buy Polytheism off Korea for WM + 148 gold.

Turn 10: spot german settlers heading for the unclaimed wine. send Scout to investigate, maybe block. Sit the scout one tile NE of the wine!
The AI never seems to build a city only two tiles away from another city. having the scout NE of the wines will means that they wont own the wines at any time, so we could plant a settler on it/next to it.

Next Player, enjoy!

The Save!
 
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