Play time! My goals are, for this set of ten, to:
1) found a new town at a location SW-SW-S of the settler's current position, and begin to connect it to the capital
2) develop Alesia for the option of turning it into a viable 2-turn worker-factory (we're gonna need the workers)
3) continue exploring, looking for trade opportunities every turn
Here goes:
Turn 0, 1750BC
No changes by me; continue running Math at -1gpt deficit.
IBT - Barb warrior kills our warrior south of Entremont. Our warrior wins, -1HP.
Turn 1, 1725BC
Warrior by Entremont moves SW. Spots Zulu warrior, probably on its way to take out the barb camp.
Settler moves W.
Worker at Alesia moves to other cow; will road next turn.
Warrior in west explores; warrior in south sentries to heal up.
IBT - Aztecs and Zulu building Oracle.
Barb warrior moves (predictably) towards injured warrior.
Turn 2, 1700BC
Warrior by Entremont Fortifies.
Settler stays put, just in case it loses (figure losing one turn is better than risking the settler lost).
Worker roads, warrior in west explores some more.
Slider to 1/9/0 to put us in the black again.
Mongols now up Writing on us. They also have contact with the Germans, which we do not. Will trade Writing for Contacts with Aztecs, Arabs, and 103g. No way.
However, as the Germans are probably in the far east and we have no explorers that way. Will trade contact for 89g. I take it, as i figure it'll be more profitable in the long-run than giving them contacts.
Germany is very backwards: we are up Masonry, Alphabet, Pottery, and IW. They have only Berlin and Leipzig. Someone's been picking on them, I think.
IBT - Barb warrior moves towards our settler... seems i wasted a turn after all.
Alsea: Worker -> Granary.
Turn 3, 1675BC
Worker from Alsea moves E onto cow with other worker.
Settler moves south with warrior; warrior fortifies.
Explore some more.
IBT - Zulu warrior moves north.
Barb warrior passes us by? Heading towards Zulu towns.
Entremont: Temple -> Barracks.
Turn 4, 1650BC
Warrior and Settler move onto target city location.
Worker near Alesia roads, completing; other worker mines.
More exploring.
IBT - Barb continues to move west towards Zulu.
Zulu warrior moves north, probably wanting to pop the hut by Entremont. Zulu Archer appears to the east of our settler; my guess is that it has destroyed the barb camp.
Arabs building Pyramids.
Turn 5, 1625BC
Lugdunum founded. Building Barracks, due in 10.
Worker near Alsea mines.
Exploring; brown borders spotted in west.
Slider to 4/6/0, Math still in 2 now with +4gpt.
IBT - Barb warrior has come back, now heading towards Lugdunum.
Turn 6, 1600BC
Far western Warrior runs right next to a barb camp; here's to hoping he survives.
Americans are now up Writing on us as well.
Arabs beat us to Math.
IBT - Aztecs kill the barb camp to the west. Zulu heading towards our workers? I'm a little concerned there; will produce strict military after the barracks complete.
Learn Math. Currency is due in 31, +1gpt with sliders at 2/8/0.
Turn 7, 1575BC
More exploring.
Trade Math to Mongols for HBR + Contact with Carthage.
Trade Math + 3g to America for Writing.
Carthage is pretty backwards as well; we are 4 techs up. They only have 3 cities.
IBT - Entremont: Barracks -> Warrior.
Entremont's borders expand and the hut pops: nothing there.
Horses and Iron are now in our cultural borders; I'm going to hook up the horses first.
Barb Warrior is back
Turn 8, 1550BC
Umm... exploring?
Workers move towards Horse Resource.
IBT - Zulu dispatches Barb warrior with Archer unit.
Aztecs building Colossus.
Turn 9, 1525BC
Somehow the western exploring warrior got auto orders to move somewhere east... I clicked on him, but he backtracked a couple tiles before I noticed it.
IBT - Entremont: Warrior -> Archer.
Turn 10, 1500BC
Warrior fortifies in Entremont as MP.
Warrior in south attacks barb camp, and pitifully dies without so much as scratching the barbarians.
So that is that. All three towns are now up, but we need more workers, and I can't feel too comfortible with our military considering the Zulu and the Mongols are our neighbors.
The two workers were on a mission to bring water to irrigate the cows near Alesia, to help it turn into a 2-turn worker factory. To do this we need to complete the granary, irrigate one cow, and mine a BG. As long as Alesia's production doesn't hit 10, it'll be a 2-turn worker factory at pop 3 and up.
However, you may want to hook up the other town and the horses instead; it's a short term vs long term question. Personally I would hook up the horses and then bring the irrigation to Alesia as the horses are only one tile away from the water supply
Currency is due in 28, no income or deficit and sliders at 2/8/0.
Technologically even with the Mongols, Americans, Arabs.
2 techs up on the Aztecs.
3 techs up on the Zulu.
5 techs up on the Germans and Carthaginians.
Quite a desparity in technology, especially this early in the game.
I'm thinking the Zulu might start demanding technology soon. They've had units poking about. The Mongols may start demanding contacts, as well, though they are farther away.
Here's the save!