Isabella starts with Fishing. I knew that. It said so on the first popup when I started this game.
Here goes nothing.
Turn 0: I don't want to lose the clams so move the settler 1 NW. We can give a one-turn headstart and still get Hinduism.
Turn 1: Madrid is founded. Start with a work boat, due in 15. Research set to Polytheism, due in 18.
Turns 2-3: zzz
Turn 4: I get slightly worried that this island is very small, but the warrior finds a landmass that continues northwards.
Turn 5-7: zzz
Turn 8: Warrior discovers hut in the north. Do I dare risk it? Somehow I get a premonition that it would not be wise, so the warrior treks back until we can build a scout.
Turn 9: Madrid pops.
Turns 10-12: zzz
Turn 13: Buddhism FIADL.
Turns 14-15: zzz
Turn 16: Work boat completes, start a worker, due in 18. The warrior will stay in the north to fog bust.
Turns 17-18: zzz
Turn 19: Hinduism founded in Madrid. I don't convert. Set research to Mining, due in 9.
Turn 28: Mining completes, set research to Agriculture. Then an ugly big-nose with a pointy hat bothers us with his inane behaviour.
I have a good mind to tell him to stuff it but refrain myself. Instead I press ENTER a couple of times and then stop.
Summary: Not the best of starts but I guess we paid a price for the RNGod for such a luxurious gem collection. There is a second city site up north next to the clams. Who knows if the island continues further beyond the hut. Our sworn enemy is located on the neighboring island, so no OB or exploring in that direction until we kill him (probably).
Since we have no established roster order yet, the first player to post a "got it" can play the next 25 turns or so.
Here goes nothing.
Turn 0: I don't want to lose the clams so move the settler 1 NW. We can give a one-turn headstart and still get Hinduism.
Turn 1: Madrid is founded. Start with a work boat, due in 15. Research set to Polytheism, due in 18.
Turns 2-3: zzz
Turn 4: I get slightly worried that this island is very small, but the warrior finds a landmass that continues northwards.
Turn 5-7: zzz
Turn 8: Warrior discovers hut in the north. Do I dare risk it? Somehow I get a premonition that it would not be wise, so the warrior treks back until we can build a scout.
Turn 9: Madrid pops.
Turns 10-12: zzz
Turn 13: Buddhism FIADL.
Turns 14-15: zzz
Turn 16: Work boat completes, start a worker, due in 18. The warrior will stay in the north to fog bust.
Turns 17-18: zzz
Turn 19: Hinduism founded in Madrid. I don't convert. Set research to Mining, due in 9.
Turn 28: Mining completes, set research to Agriculture. Then an ugly big-nose with a pointy hat bothers us with his inane behaviour.
I have a good mind to tell him to stuff it but refrain myself. Instead I press ENTER a couple of times and then stop.
Summary: Not the best of starts but I guess we paid a price for the RNGod for such a luxurious gem collection. There is a second city site up north next to the clams. Who knows if the island continues further beyond the hut. Our sworn enemy is located on the neighboring island, so no OB or exploring in that direction until we kill him (probably).
Since we have no established roster order yet, the first player to post a "got it" can play the next 25 turns or so.