tjs282
Stone \ Cold / Fish
The first 20T show that my pessimism was unjustified, gives me my first 2 contacts, and also tells me who else I'm facing
Turns 21-40 see me get my second and third cities up, with a fourth Settler in progress. Having acquired some gold, I buy some tech and locate my first StratRes
The next turns see my Jags in combat for the first time -- against Barbs -- and although I do get one more city up, the second of the 2 Settlers I built during these turns doesn't make it to his assigned tile
I also meet a third neighbour
Spoiler :
T0, 4000 BC
Settler 1N. Well well well. Not only is it a coastal tile, but there is a rivermouth visible on the opposite side of the Grass 1NW. I think another Settler-move is in order -- I'll still get the Forest-Game 10T after founding anyway.
Worker 1NW to BGrass
T1, 3950 BC
Settler 1NW
Worker begins road (3T)
T2, 3900 BC
001 Tenochtitlan founded --> JagWarrior in 5T (growth in 10T -- could be 7T if I worked the BGrass instead of the riverbank Forest, but then I'd get less CPT before the road was finished, and be forced to increase Lux% earlier)
SCI% = 100% for Masonry in 25T (Bronze is cheaper at 19T, and CBurial is cheapest at 13T, but I will try and get those from Sci/ Rel Civs)
T3-4, 3850-3800 BC
Worker moves 1NE to coastal Plains
T5, 3750 BC
Worker begins road (3T)
T6, 3700 BC
IBT
001 T'lan rJag --> rJag (5T, growth in 5T)
T7, 3650 BC
Jag crosses river and finishes on Hill 1NW, 1W.
T'lan river runs NW, along a line of Hills
Excellent Settler-pump site spotted 3W of T'lan (Game-Forest+Cow-Plains on banks of another river)
Right, time to reassess my starting plan. Since I can see at least 2 or 3 more potential 'Duct-free Pop12 city-sites west of T'lan, CxxxC is looking a lot more feasible. So Monarchy might well be better than Feudalism. But I'm still going to go for warring, so I'll keep heading for Pyramids and SoZ (or GWall) for my GA Wonder-wishes
Let's just see what the eastbound Jag (due in 4T) has to say...
T8, 3600 BC
Worker begins irrigation (4T)
Jag 2W to Game-Forest, and sees Huts south of the river
T9-11, 3550-3450 BC
Jag follows River2 downstream, 1W to Hills, then Hills 1NW, 1W, finding coastline, then follows coast 2N to Hills, and sees light-blue borders NNE (Americans? Chinese?).
The enemy city has already popped once, so it must be a capital -- it's 12N of T'lan. That means Settlers for westward expansion now have highest priority, so I'll start chopping for them (I need more Grass tiles anyway).
GAME SAVED
IBT
Yellow-clad scout appears on Hills 2E of T'lan
T'lan rJag --> Settler (8T, growth in 10T until I reassign tiles)
T'lan's borders pop -- growth now in 7T, Settler in 10T -- perfect for a chop
T12, 3400 BC
Worker 1W to riverbank Forest SW of T'Lan
Jag2 heads E -- Scout is Zulu!
Lux% to 20% to maintain order in T'lan
Jag1 crosses the light-blue border and meets the Sumerians (Sci+Ag)
Shaka is currently Polite, but unfortunately has nothing to offer, since he got the same start techs as I did. On the bright side, he doesn't yet have BronzeWork/ Impis either (although his witch-doctors are probably working on it!). In theory, that means I can extract stuff from Gilgamesh, and sell it on to Shaka, if I so chose. Or appease him, since Ambassador Effour says they've already built (or started with) at least one Archer.
Gilgamesh is Cautious, and has BrWork and CBurial, but I have nothing to offer him in return. He must have got WarCode from a third party already, which means there are at least 3 AICivs on this landmass. On a Small map, that suggests we're on a Continent or a Pangaea...
This really does spanner my initial 'spam cheap Warriors+Jags' warmongering plan, though, because it means that both my nearest neighbours have very low-tech D=2 UUs -- Ur is already guarded by an Enkidu, effectively a very cheap Spear, and the Zulus will have Impis before very long, if I know Shaka. A=1 units will have a low chance of success against either of those, so it will be difficult to get a UU-GA from an early war; and even attacking their cities with A=2 units will bechancy: if the defender wins, my enemy will get an instant GA long before I can build my GA-Wonders.
Since I don't even have any A=2 units yet, attacking Ur right now would be a bad idea. Instead, since I really don't want to be fighting Impis, I should probably aim to destroy Zimbabwe ASAP, while it's still guarded with Warriors, and ideally before the Zulus get BronzeWork. So I'll finish the Settler while my Jag finds Zimbabwe, then build 2-3 quick Archers to take Shaka down. And if an Impi shows up there in the meantime, at least I have the Archers as a temporary DoW-deterrent.
I also need some time to get Raxes and vAxes built in my new cities, while I acquire IronWorking and/or HbR -- not to mention the respective resources -- as my next priority. Once that's done, I can turn my attention westwards.
IBT
Zulu Scout heads south outside T'lan's border
Gilgamesh gets Annoyed about Jag near Ur
T13, 3350 BC
Jag1 to Mountains SE of Ur
Jag2 automoves 2E to Hill. Drat -- forgot I'd done that
Worker to chop Forest (4T, T'lan's Settler in 9T, growth in 6T)
IBT
Zulu Scout heads SE, BVR
T14-15, 3300-3250 BC
Send Jag2 northwards, parallel with coast
Start Jag1 circling back home -- finds Wine on Hills 5NW of T'lan
Sumerians now also have Masonry and Alphabet to sell, so they (or their contact) must have met someone else -- pretty much confirming that this is a Pangaea. Dropping SCI to 0% only gets me 4 GPT, which still isn't enough for Gil to sell me anything, so I'll keep going on Masonry (now 8T to completion).
Start making a preliminary 1st-ring dotmap in CAII, placing cities at distance 4 from T'lan. I can easily get a full ring of 8 cities, each separated from its neighbour at CxC to CxxC. The Settler-pump will be the first destination, the Wine-Hill will be the second, then I'll start expanding NE towards the Zulus.
IBT
T'lan riots! Dammit -- I accidentally reset SCI% to 90% instead of 80% *facepalm* Masonry now in 9T
T16, 3200 BC
Fortify Jag1 in planned Wine-Town location
Jag2 discovers an extensive mountain range between me and the Zulus -- could this be a 3-bn yr world?
IBT
Zulu Scout reappears, heading west across the Tundra.
T17, 3150 BC
Worker to road (3T)
Settler and growth now in 3T (with 1s overrun -- can't be helped)
IBT
T19, 3050 BC
Jag2 arrives on Volcano 10 tiles NE from T'lan, and can now see Zulu borders -- of a city at least another 3 tiles away (4 if it's Zimbabwe).
IBT
T'lan Settler --> Archer (7T, growth in 7T)
T20, 3000 BC
Send Settler to Pump-site
Worker to mine BGrass (6T)
Jag2 confirms popped border = Zimbabwe. Now, who's guarding it?
Zulus now also have CB, but I still can't afford it (Treasury = 10g!)
IBT
The Venerable Bede measures us, and finds us wanting. Not surprisingly.
And what a lovely bunch of opponents eh?
Settler 1N. Well well well. Not only is it a coastal tile, but there is a rivermouth visible on the opposite side of the Grass 1NW. I think another Settler-move is in order -- I'll still get the Forest-Game 10T after founding anyway.
Worker 1NW to BGrass
T1, 3950 BC
Settler 1NW
Worker begins road (3T)
T2, 3900 BC
001 Tenochtitlan founded --> JagWarrior in 5T (growth in 10T -- could be 7T if I worked the BGrass instead of the riverbank Forest, but then I'd get less CPT before the road was finished, and be forced to increase Lux% earlier)
SCI% = 100% for Masonry in 25T (Bronze is cheaper at 19T, and CBurial is cheapest at 13T, but I will try and get those from Sci/ Rel Civs)
T3-4, 3850-3800 BC
Worker moves 1NE to coastal Plains
T5, 3750 BC
Worker begins road (3T)
T6, 3700 BC
IBT
001 T'lan rJag --> rJag (5T, growth in 5T)
T7, 3650 BC
Jag crosses river and finishes on Hill 1NW, 1W.
T'lan river runs NW, along a line of Hills
Excellent Settler-pump site spotted 3W of T'lan (Game-Forest+Cow-Plains on banks of another river)
Right, time to reassess my starting plan. Since I can see at least 2 or 3 more potential 'Duct-free Pop12 city-sites west of T'lan, CxxxC is looking a lot more feasible. So Monarchy might well be better than Feudalism. But I'm still going to go for warring, so I'll keep heading for Pyramids and SoZ (or GWall) for my GA Wonder-wishes
Let's just see what the eastbound Jag (due in 4T) has to say...
T8, 3600 BC
Worker begins irrigation (4T)
Jag 2W to Game-Forest, and sees Huts south of the river
T9-11, 3550-3450 BC
Jag follows River2 downstream, 1W to Hills, then Hills 1NW, 1W, finding coastline, then follows coast 2N to Hills, and sees light-blue borders NNE (Americans? Chinese?).
The enemy city has already popped once, so it must be a capital -- it's 12N of T'lan. That means Settlers for westward expansion now have highest priority, so I'll start chopping for them (I need more Grass tiles anyway).
GAME SAVED
IBT
Yellow-clad scout appears on Hills 2E of T'lan
T'lan rJag --> Settler (8T, growth in 10T until I reassign tiles)
T'lan's borders pop -- growth now in 7T, Settler in 10T -- perfect for a chop
T12, 3400 BC
Worker 1W to riverbank Forest SW of T'Lan
Jag2 heads E -- Scout is Zulu!
Lux% to 20% to maintain order in T'lan
Jag1 crosses the light-blue border and meets the Sumerians (Sci+Ag)
Shaka is currently Polite, but unfortunately has nothing to offer, since he got the same start techs as I did. On the bright side, he doesn't yet have BronzeWork/ Impis either (although his witch-doctors are probably working on it!). In theory, that means I can extract stuff from Gilgamesh, and sell it on to Shaka, if I so chose. Or appease him, since Ambassador Effour says they've already built (or started with) at least one Archer.
Gilgamesh is Cautious, and has BrWork and CBurial, but I have nothing to offer him in return. He must have got WarCode from a third party already, which means there are at least 3 AICivs on this landmass. On a Small map, that suggests we're on a Continent or a Pangaea...
This really does spanner my initial 'spam cheap Warriors+Jags' warmongering plan, though, because it means that both my nearest neighbours have very low-tech D=2 UUs -- Ur is already guarded by an Enkidu, effectively a very cheap Spear, and the Zulus will have Impis before very long, if I know Shaka. A=1 units will have a low chance of success against either of those, so it will be difficult to get a UU-GA from an early war; and even attacking their cities with A=2 units will bechancy: if the defender wins, my enemy will get an instant GA long before I can build my GA-Wonders.
Since I don't even have any A=2 units yet, attacking Ur right now would be a bad idea. Instead, since I really don't want to be fighting Impis, I should probably aim to destroy Zimbabwe ASAP, while it's still guarded with Warriors, and ideally before the Zulus get BronzeWork. So I'll finish the Settler while my Jag finds Zimbabwe, then build 2-3 quick Archers to take Shaka down. And if an Impi shows up there in the meantime, at least I have the Archers as a temporary DoW-deterrent.
I also need some time to get Raxes and vAxes built in my new cities, while I acquire IronWorking and/or HbR -- not to mention the respective resources -- as my next priority. Once that's done, I can turn my attention westwards.
IBT
Zulu Scout heads south outside T'lan's border
Gilgamesh gets Annoyed about Jag near Ur
T13, 3350 BC
Jag1 to Mountains SE of Ur
Jag2 automoves 2E to Hill. Drat -- forgot I'd done that
Worker to chop Forest (4T, T'lan's Settler in 9T, growth in 6T)
IBT
Zulu Scout heads SE, BVR
T14-15, 3300-3250 BC
Send Jag2 northwards, parallel with coast
Start Jag1 circling back home -- finds Wine on Hills 5NW of T'lan
Sumerians now also have Masonry and Alphabet to sell, so they (or their contact) must have met someone else -- pretty much confirming that this is a Pangaea. Dropping SCI to 0% only gets me 4 GPT, which still isn't enough for Gil to sell me anything, so I'll keep going on Masonry (now 8T to completion).
Start making a preliminary 1st-ring dotmap in CAII, placing cities at distance 4 from T'lan. I can easily get a full ring of 8 cities, each separated from its neighbour at CxC to CxxC. The Settler-pump will be the first destination, the Wine-Hill will be the second, then I'll start expanding NE towards the Zulus.
IBT
T'lan riots! Dammit -- I accidentally reset SCI% to 90% instead of 80% *facepalm* Masonry now in 9T
T16, 3200 BC
Fortify Jag1 in planned Wine-Town location
Jag2 discovers an extensive mountain range between me and the Zulus -- could this be a 3-bn yr world?
IBT
Zulu Scout reappears, heading west across the Tundra.
T17, 3150 BC
Worker to road (3T)
Settler and growth now in 3T (with 1s overrun -- can't be helped)
IBT
T19, 3050 BC
Jag2 arrives on Volcano 10 tiles NE from T'lan, and can now see Zulu borders -- of a city at least another 3 tiles away (4 if it's Zimbabwe).
IBT
T'lan Settler --> Archer (7T, growth in 7T)
T20, 3000 BC
Send Settler to Pump-site
Worker to mine BGrass (6T)
Jag2 confirms popped border = Zimbabwe. Now, who's guarding it?
Zulus now also have CB, but I still can't afford it (Treasury = 10g!)
IBT
The Venerable Bede measures us, and finds us wanting. Not surprisingly.
And what a lovely bunch of opponents eh?
Turns 21-40 see me get my second and third cities up, with a fourth Settler in progress. Having acquired some gold, I buy some tech and locate my first StratRes
Spoiler :
T21, 2950 BC
Jag2 sees that Zim has Wines hooked, and Gems nearby. It's also on a river, with mined Game nearby, and 2 irrigated BGrass (silly Shaka). Might have to do some serious pillaging before my Archers arrive...
IBT
Shaka Politely asks me to leave. I check his tech, and he now has Bronze. So I won't bother sending Archers up here after all, maybe just another Jag to pillage and run
T22, 2900 BC
Accordingly, switch T'lan's Archer-build to Jag (3T)
IBT
Zulu Scout pops the hut opposite the pump-site! You cheeky bugger! Just 1 more turn and my Settler would have had it
T23, 2850 BC
002 Teotihuacan founded --> Warrior (5T, growth in 7T)
Do some quick exploring with Jags: Zim's best defender is still only by a Warrior! But it probably won't be in 8T time, the earliest that my second Jag could arrive...
Ooh, Masonry now in 1T! Drop SCI% to 20% (and LUX% to 0%) for a whole 4GPT!
IBT
Masonry --> Alph (50T at SCI%=20% and 4GPT. Anything less than 20% does no research at all, but even putting it up to 100% will still take ~25T)
T24, 2800 BC
Jags return to their stations
IBT
A troop of 3(?) Zulu Warriors runs past Jag2 -- if this is this the precursor to an invasion, it will take 11T to arrive...
T'lan Jag --> Archer (7T)
T25, 2750 BC
Zulu troops = 1 rArcher, 2 (r+c)Warriors. Definitely a war party, but at D=1, the Warriors/ Archers I can build over the next 5-10T should have a good chance against them. So I switch T'lan's build again, this time to a Warrior (4T at 3SPT, but BG-mine finished in 1T, growth in 2T)
Jag3 sent to explore southern Tundra
IBT
Zulus move south
T26, 2710 BC
Jag2 shadows Zulu stack southwards, and sees another Warrior 3T ahead of the pack, only 7T from T'lan...
Worker moves to Game-Forest
IBT
Zulus turn northwards again
Enkidu+Settler appears on Hill NNW of Jag1
T27, 2670 BC
Worker begins road (6T)
Jag1 sent onto Wine-Hill to prevent Gil from settling there
LUX% to 10% to prevent riots in T'lan (+6GPT)
IBT
Sumerians builds Lagash on Hills 1N of Wines -- fine by me, leaves my planned city-site free...
T'lan Warrior --> Settler (6T, growth in 6T)
T'can Warrior --> Worker (5T, growth in 2T)
T28, 2630 BC
Jag3 confirms that southern quadrant of 1st ring (clockwise SE to SW) will be very marginal for Settlement (Hills/Tundra), leaving me with 6 good potential Pop12 sites, all at distance 4 clockwise SW to SE: 2 on the northern coast, 4 inland. Ducts will be needed for 4 of these 6 sites (2 coastal, 2 inland to the east of T'lan). The southern quadrant may be best exploited (later, if at all!) as -- at best -- Pop3-6 Tundra-trash, if nearby Grass is irrigated rather than mined and/ or Fish can be found off the southern coast. I could cram in 3-4 such towns, CxC'd at distance 5-6, with minimal infrastructure (Rax and/or Harbour, NO 'Ducts!)...
Lone Zulu Warrior hasn't moved for 2T, so Jag2 sent northwards again
Sumeria and Zulus now have the Wheel as well
Gil will sell BrWork for my entire treasury and income -- 32g+5GPT -- or CB for 25g+3GPT. I don't like either of those deals, so I think will have to extort them instead...
IBT
Zulu Scout reappears west of T'can
T29, 2590 BC
Jag3 continues exploring eastwards
IBT
Summies begin Oracle -- yeah Gil, you go ahead and waste your cap-shields
T30, 2550 BC
IBT
Zulu Scout cuts between T'can and T'lan
T'can Worker --> Gran (30T, growth in 6T)
T31, 2510 BC
T'can's Worker to Cattle-Plains
Invite Scout to leave, Shaka says he will
IBT
Zulu Warrior+Settler head south from Zim
T32, 2470 BC
Jag2 moves to block Zulus
Jag3 finds eastern coastline, turns north
T33, 2430 BC
Jags2+3 find out where Shaka's boys are headed -- coastal Plains with 2 Wheat
Worker1 --> Hills 1W of T'lan
IBT
T'lan Settler --> Rax (7T, growth in 7T)
T34, 2390 BC
Settler2 sent towards Wines
Worker1 begins road (6T)
Jags2+3 block in Zulus -- they should settle here
IBT
As expected, Zulus plant Bapedi -- but at least they only get 1 of the Wheats
T35, 2350 BC
Jags2+3 withdraw north and south, respectively
Worker2 begins irrigation (4T)
T38, 2230
003 Tlatelolco founded on Sumerian border -- Rax (10T, growth in 10T)
Buy Wheel from Gil at 61g+4GPT
I have Horses on the river-Hill 3NW of T'can! Best way to get them would be to simply found a town on them, which still leaves space for another coastal city on the Hills to the SW...
IBT
T'can Rax --> Archer (5T, growth in 4Tg)
T39, 2190 BC
Worker2 --> NE
Jag2 discovers northern coast, NW of Zulu settlements
T40, 2150 BC
Worker 2 begins road (3T), Worker 1 joins him
Send Jag1 to guard the Horses, and Warrior from T'can to T'co
T'lan's Warrior sent ESE to next city site.
Raise LUX% to 20% to keep everyone happy
IBT
T'lan Rax -->Settler (8T, but growth to Pop3 in 7T -- should build with IBT-shields)
Jag2 sees that Zim has Wines hooked, and Gems nearby. It's also on a river, with mined Game nearby, and 2 irrigated BGrass (silly Shaka). Might have to do some serious pillaging before my Archers arrive...
IBT
Shaka Politely asks me to leave. I check his tech, and he now has Bronze. So I won't bother sending Archers up here after all, maybe just another Jag to pillage and run
T22, 2900 BC
Accordingly, switch T'lan's Archer-build to Jag (3T)
IBT
Zulu Scout pops the hut opposite the pump-site! You cheeky bugger! Just 1 more turn and my Settler would have had it
T23, 2850 BC
002 Teotihuacan founded --> Warrior (5T, growth in 7T)
Do some quick exploring with Jags: Zim's best defender is still only by a Warrior! But it probably won't be in 8T time, the earliest that my second Jag could arrive...
Ooh, Masonry now in 1T! Drop SCI% to 20% (and LUX% to 0%) for a whole 4GPT!
IBT
Masonry --> Alph (50T at SCI%=20% and 4GPT. Anything less than 20% does no research at all, but even putting it up to 100% will still take ~25T)
T24, 2800 BC
Jags return to their stations
IBT
A troop of 3(?) Zulu Warriors runs past Jag2 -- if this is this the precursor to an invasion, it will take 11T to arrive...
T'lan Jag --> Archer (7T)
T25, 2750 BC
Zulu troops = 1 rArcher, 2 (r+c)Warriors. Definitely a war party, but at D=1, the Warriors/ Archers I can build over the next 5-10T should have a good chance against them. So I switch T'lan's build again, this time to a Warrior (4T at 3SPT, but BG-mine finished in 1T, growth in 2T)
Jag3 sent to explore southern Tundra
IBT
Zulus move south
T26, 2710 BC
Jag2 shadows Zulu stack southwards, and sees another Warrior 3T ahead of the pack, only 7T from T'lan...
Worker moves to Game-Forest
IBT
Zulus turn northwards again
Enkidu+Settler appears on Hill NNW of Jag1
T27, 2670 BC
Worker begins road (6T)
Jag1 sent onto Wine-Hill to prevent Gil from settling there
LUX% to 10% to prevent riots in T'lan (+6GPT)
IBT
Sumerians builds Lagash on Hills 1N of Wines -- fine by me, leaves my planned city-site free...
T'lan Warrior --> Settler (6T, growth in 6T)
T'can Warrior --> Worker (5T, growth in 2T)
T28, 2630 BC
Jag3 confirms that southern quadrant of 1st ring (clockwise SE to SW) will be very marginal for Settlement (Hills/Tundra), leaving me with 6 good potential Pop12 sites, all at distance 4 clockwise SW to SE: 2 on the northern coast, 4 inland. Ducts will be needed for 4 of these 6 sites (2 coastal, 2 inland to the east of T'lan). The southern quadrant may be best exploited (later, if at all!) as -- at best -- Pop3-6 Tundra-trash, if nearby Grass is irrigated rather than mined and/ or Fish can be found off the southern coast. I could cram in 3-4 such towns, CxC'd at distance 5-6, with minimal infrastructure (Rax and/or Harbour, NO 'Ducts!)...
Lone Zulu Warrior hasn't moved for 2T, so Jag2 sent northwards again
Sumeria and Zulus now have the Wheel as well
Gil will sell BrWork for my entire treasury and income -- 32g+5GPT -- or CB for 25g+3GPT. I don't like either of those deals, so I think will have to extort them instead...
IBT
Zulu Scout reappears west of T'can
T29, 2590 BC
Jag3 continues exploring eastwards
IBT
Summies begin Oracle -- yeah Gil, you go ahead and waste your cap-shields
T30, 2550 BC
IBT
Zulu Scout cuts between T'can and T'lan
T'can Worker --> Gran (30T, growth in 6T)
T31, 2510 BC
T'can's Worker to Cattle-Plains
Invite Scout to leave, Shaka says he will
IBT
Zulu Warrior+Settler head south from Zim
T32, 2470 BC
Jag2 moves to block Zulus
Jag3 finds eastern coastline, turns north
T33, 2430 BC
Jags2+3 find out where Shaka's boys are headed -- coastal Plains with 2 Wheat
Worker1 --> Hills 1W of T'lan
IBT
T'lan Settler --> Rax (7T, growth in 7T)
T34, 2390 BC
Settler2 sent towards Wines
Worker1 begins road (6T)
Jags2+3 block in Zulus -- they should settle here
IBT
As expected, Zulus plant Bapedi -- but at least they only get 1 of the Wheats
T35, 2350 BC
Jags2+3 withdraw north and south, respectively
Worker2 begins irrigation (4T)
T38, 2230
003 Tlatelolco founded on Sumerian border -- Rax (10T, growth in 10T)
Buy Wheel from Gil at 61g+4GPT
I have Horses on the river-Hill 3NW of T'can! Best way to get them would be to simply found a town on them, which still leaves space for another coastal city on the Hills to the SW...
IBT
T'can Rax --> Archer (5T, growth in 4Tg)
T39, 2190 BC
Worker2 --> NE
Jag2 discovers northern coast, NW of Zulu settlements
T40, 2150 BC
Worker 2 begins road (3T), Worker 1 joins him
Send Jag1 to guard the Horses, and Warrior from T'can to T'co
T'lan's Warrior sent ESE to next city site.
Raise LUX% to 20% to keep everyone happy
IBT
T'lan Rax -->Settler (8T, but growth to Pop3 in 7T -- should build with IBT-shields)
The next turns see my Jags in combat for the first time -- against Barbs -- and although I do get one more city up, the second of the 2 Settlers I built during these turns doesn't make it to his assigned tile

Spoiler :
T41, 2110 BC
Jag2 sees Ulundi from mountaintop -- looks like the Zulus only have 3 cities so far -- but they (will) have Ivory! I might 'let' them build SoZ for me, then I'll just need the Pyramids...
T42, 2070 BC
Warrior arrives in T'co
Workers1+2 --> N to Hills
Jag2 crosses Shaka's borders...
IBT
...and is Politely asked to leave
T43, 2030 BC
Workers1+2 begin road to T'co (3T)
Temporarily assign a Geek in T'can
IBT
Byzzie(?) Warrior appears near Horse-Hill
T'can Archer --> Settler (6T, growth in 6T, after Geek is reassigned)
T44, 1990 BC
Buy CB from Byzzies for 21g+3GPT
Drop SCI% and LUX% to 10% each, but still can't make any additional GPT. I need more towns!
Col. Efftree says there are Barbs near T'can, but I can't see them. Start moving Jag3 and Warrior towards T'can, just in case
IBT
Thucydides calls us miserable. Maybe I need a Lux...?
Byzzie Warrior heads south
T46, 1910 BC
Jag1 aims to beat Byzzie to Barb village
Workers1+2 separate, and go to irrigate Plains near T'can (4T) and T'co (1+4T)
IBT
T'can riots, because I messed up the MM for completion of the Settler.
T48, 1830 BC
Jags and Warrior spot cBarbs on Volcanoes 3-4 tiles S of T'can.
Strikes me that there are a lot of Volcanoes on this map...
IBT
Gil demands 13g. I'll pay this time, but he'll pay next time...
T'lan Settler --> Jag (5T)
T49, 1790 BC
Settler sent SE towards town site 1.4
Jag3 attacks Barb but runs away
GAME SAVED, 1st and 2nd-ring dotmap pretty much finalised
IBT
cBarb attacks Jag1, and dies -- Jag promoted
Jag3 left alone
T'can Settler --> Gran (15T, growth in 5T)
Volcano erupts near Jag2!
T50, 1750 BC
Settler sent to Horse-Hill
Worker2 sent to Game-Forest
Jag3 retreated to heal, Jag1 and Warrior sent NW of remaining cBarbs
Jag2 goes back to sentry duty near Zimbabwe
IBT
Warrior defeats cBarb on Volcano -- no promotion
Byzzies begin Colossus
T51, 1725 BC
Worker2 begins chopping (4T)
Worker1 begins road (3T)
004 Texcoco founded under the watchful eyes of a Zulu Warrior on the HIlls ENE --> Warrior then Walls (5+5T, growth in 10T)
Settler2 moves NW of T'can, and finds a Barb waiting on the Horse-Hill! Dammit, I'm going to lose him!
Send Archer to guard Worker, deactivate chop and raise LUX% to 20%
IBT
cBarb kills Settler. And THAT, children, is why you shouldn't send out your Settlers unescorted!
vJag1 defeats cBarb -- no promotions
T52, 1700
vArcher kills cBarb
Worker set to chopping again
Warrior recalled towards T'can
vJag1 sent to Horse-Hill
Jag3 sent to Tex
IBT
T'co Jag --> Jag (5T, growth in 8T)
Treasury running low!
Zulus begin Colossus
T53, 1675 BC
Jag4 sent to Horse-Hill
Jag3 fortified in Tex
vArcher retreated towards T'can. Warrior will also arrive in T'can next turn, so deficit spending will be resolved shortly...
IBT
T'lan Jag --> Archer (7T, growth in 2T)
Byzzies begin Oracle
T54, 1650 BC
Worker1 moves SE
Jag4 arrives on Horse-Hill -- can see Barb-village 2NW
Jag1 (2/4 HP) arrives in HIlls SW of Horse-Hill, finds cBarb in adjacent tile. Uh-oh...
IBT
... but Barb runs away.
T55, 1625 BC
Jag4 kills fleeing Barb outside village, Jag1 goes to Horse-Hill to recover.
Archer fortified in T'can, Warrior goes to guard Worker2
Worker1 begins irrigation+road (4+3t)
IBT
Barb appears SW of T'lan
Tex Warrior --> Walls
T56, 1600 BC
Worker2 begins irrigation (4T, T'can grows in 4T), Warrior fortifies to cover him
Jag4 destroys Barb-village for 25g, retreats to Hills to heal
Jag4 goes Barb-hunting SW of Tex
Push SCI% to 30% for Alph in 10T, +0GPT
IBT
Palace expansion!
T57, 1575 BC
Jag1 fortified
Jag3 finds Barb-village, but Zulu Warrior will get there first.
GAME SAVED
Jag2 sees Ulundi from mountaintop -- looks like the Zulus only have 3 cities so far -- but they (will) have Ivory! I might 'let' them build SoZ for me, then I'll just need the Pyramids...
T42, 2070 BC
Warrior arrives in T'co
Workers1+2 --> N to Hills
Jag2 crosses Shaka's borders...
IBT
...and is Politely asked to leave
T43, 2030 BC
Workers1+2 begin road to T'co (3T)
Temporarily assign a Geek in T'can
IBT
Byzzie(?) Warrior appears near Horse-Hill
T'can Archer --> Settler (6T, growth in 6T, after Geek is reassigned)
T44, 1990 BC
Buy CB from Byzzies for 21g+3GPT
Drop SCI% and LUX% to 10% each, but still can't make any additional GPT. I need more towns!
Col. Efftree says there are Barbs near T'can, but I can't see them. Start moving Jag3 and Warrior towards T'can, just in case
IBT
Thucydides calls us miserable. Maybe I need a Lux...?
Byzzie Warrior heads south
T46, 1910 BC
Jag1 aims to beat Byzzie to Barb village
Workers1+2 separate, and go to irrigate Plains near T'can (4T) and T'co (1+4T)
IBT
T'can riots, because I messed up the MM for completion of the Settler.
T48, 1830 BC
Jags and Warrior spot cBarbs on Volcanoes 3-4 tiles S of T'can.
Strikes me that there are a lot of Volcanoes on this map...
IBT
Gil demands 13g. I'll pay this time, but he'll pay next time...
T'lan Settler --> Jag (5T)
T49, 1790 BC
Settler sent SE towards town site 1.4
Jag3 attacks Barb but runs away
GAME SAVED, 1st and 2nd-ring dotmap pretty much finalised
IBT
cBarb attacks Jag1, and dies -- Jag promoted
Jag3 left alone
T'can Settler --> Gran (15T, growth in 5T)
Volcano erupts near Jag2!
T50, 1750 BC
Settler sent to Horse-Hill
Worker2 sent to Game-Forest
Jag3 retreated to heal, Jag1 and Warrior sent NW of remaining cBarbs
Jag2 goes back to sentry duty near Zimbabwe
IBT
Warrior defeats cBarb on Volcano -- no promotion
Byzzies begin Colossus
T51, 1725 BC
Worker2 begins chopping (4T)
Worker1 begins road (3T)
004 Texcoco founded under the watchful eyes of a Zulu Warrior on the HIlls ENE --> Warrior then Walls (5+5T, growth in 10T)
Settler2 moves NW of T'can, and finds a Barb waiting on the Horse-Hill! Dammit, I'm going to lose him!
Send Archer to guard Worker, deactivate chop and raise LUX% to 20%
IBT
cBarb kills Settler. And THAT, children, is why you shouldn't send out your Settlers unescorted!
vJag1 defeats cBarb -- no promotions
T52, 1700
vArcher kills cBarb
Worker set to chopping again
Warrior recalled towards T'can
vJag1 sent to Horse-Hill
Jag3 sent to Tex
IBT
T'co Jag --> Jag (5T, growth in 8T)
Treasury running low!
Zulus begin Colossus
T53, 1675 BC
Jag4 sent to Horse-Hill
Jag3 fortified in Tex
vArcher retreated towards T'can. Warrior will also arrive in T'can next turn, so deficit spending will be resolved shortly...
IBT
T'lan Jag --> Archer (7T, growth in 2T)
Byzzies begin Oracle
T54, 1650 BC
Worker1 moves SE
Jag4 arrives on Horse-Hill -- can see Barb-village 2NW
Jag1 (2/4 HP) arrives in HIlls SW of Horse-Hill, finds cBarb in adjacent tile. Uh-oh...
IBT
... but Barb runs away.
T55, 1625 BC
Jag4 kills fleeing Barb outside village, Jag1 goes to Horse-Hill to recover.
Archer fortified in T'can, Warrior goes to guard Worker2
Worker1 begins irrigation+road (4+3t)
IBT
Barb appears SW of T'lan
Tex Warrior --> Walls
T56, 1600 BC
Worker2 begins irrigation (4T, T'can grows in 4T), Warrior fortifies to cover him
Jag4 destroys Barb-village for 25g, retreats to Hills to heal
Jag4 goes Barb-hunting SW of Tex
Push SCI% to 30% for Alph in 10T, +0GPT
IBT
Palace expansion!
T57, 1575 BC
Jag1 fortified
Jag3 finds Barb-village, but Zulu Warrior will get there first.
GAME SAVED