I took a closer look at my most recent save and it was an odd, mid-turn save in the turn immediately after getting WC. That's no good as a hand-off and I think that the next player should get the interturn, so here's a write-up, screenshot and save, up to the point immediately before we actually get WC.
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Preflight Assessment:
We know one civ, the Hittites. Naturally, we're at war.
I see one Hittite warrior on the sugar east of Moscow
Iron Working in 9 with one beaker overrun
Mosaic Moscow (2), grows in 10, granary in 6
Silly St. Petey's (2), grows in 15, warrior in 5
Switch SSP to Worker, will complete in 5
IBT: Two Hittites (one regular, one conscript) move north on the mountains west of the chain of lakes west of Mosaic Moscow.
An American scout appears on the mountain 2 SE of the grapes to the north. Americans Have Warrior Code, Alphabet, Ceremonial Burial and Masonry.
Turn 21: 2950
Dial up the American Scout to see if they'll trade. They won't trade me anything. Good-bye for now with note to self to declare war by the end of the turn.
Start both workers mining the grassland.
Warrior 01 steps NW onto a mountain to deal with the two Hittites just mentioned. From there, he spies another Hittite Warrior due south of the game.
Scout 01 goes 2 S to scout the Hittite lands.
Warrior 04 steps 1 SE -- going to fortify him on the hill by sugar.
Dial up Abe one more time, just to see. He won't trade anything, so I threaten him. (Hey, what's the harm? I'm about to declare on him anyway, right?) No dice, so I declare.
IBT: Hittite warriors from both the mountain and south of the game retreat towards home. Turns out that was two warriors south of the game.
Turn 22: 2900
Warrior 04 takes a spot on the hill.
Warrior 01 fortifies.
Scout 01 moves 1 SW. Unfortunately, I forgot about the movement penalty for forest. He finds the coast.
IW in 7
SSP, worker in 3
MM, granary in 4
IBT: zzz
Turn 23: 2850
Warrior 04 moves 1 S onto another hill. I want to see if I can bait that lone Hittite into attacking.
Scout 01 1N, spies 2 Hittites (regular & conscript) on a mountain. Flees 1 NW.
Assess SSP -- citizens already working most productive tiles.
Assess MM -- same.
IBT: Sugarboy attacks and dies. Warrior 04 promoted to Veteran!
American scout passes in and out of the fog N of SSP.
Workers finish mines.
Hittites headed north through the mountains again.
Turn 24: 2800
Begin roading with one worker.
Move other worker to flood plain.
Warrior 04 moves 1 N. He's going Scout-hunting.
Check SSP -- Worker in 1 w/ no overrun
Check MM --- granary in 2, w/ 2 overrun if I do nothing.
Scout 01 moves 1 N (to avoid jungle), and 1 NW. Three bananas in this area.
IBT: Two groups of Hittites emerge from the fog: (1) two (regular & conscript) headed North along the mountains to the west (let's give these a name, how about the Freshwater Mountains?); and (2) another pair (2 regulars) due south of Warrior 01 (1S of the game). The pair in the mountains is 7 turns out and must pass through warrior 01; the pair to the south is 6 turns out, but could (theoretically) bypass W01. W01 can be home in 3.
Turn 25: 2750
SSP has finished its worker. It's now size 1, grows in 5, warrior in 5.
I decide to use the new worker close to home. He moves 1 S, where he'll start the road.
War04 1 N
Worker on the FP begins irrigation.
Scout 01 goes 1 N onto the hill. From there, he sees American borders.
Moscow is about to overrun by 2 shield on the granary. I look into the possibility of making a beakerhead or tax collector, but a specialist at this point results in zero growth. We're only 5t from growing, and I decide to live with the shield overrun.
IBT: The two Freshwater Hittites disappear into the fog to the North; the two Gamey Hittites move north towards Warrior 01.
Mosaic Moscow completes the granary, set to warrior. Growth in 4 turns, Warrior in 2.
Turn 26: 2710 BC
Worker S of SSP begins road.
Warrior 04 decides not to scout-hunt any more, heads W towards Mosaic Moscow.
Scout 01 N x2
Treasury at 37, -1 gpt
IW in 3 -- at 90%, which is breaking even, we could get it in 4.
I decide to keep going deficit until we get IW.
IBT: Gamey Hittites move towards Mosaic Moscow. Warrior 01 could attack this turn.
American Scout comes into view on the hill 2 E of SSP.
Turn 27: 2670:
Worker 01 onto oasis.
Scout 01 moves 1 N, 1 NW, along the American border.
Warrior 04 moves onto the oasis.
Wake Warrior 01. Let's kill a Hittite.
Oops. Warrior 01 dies.
IBT: Two Freshwater Hittites come across the pass that Warrior 01 was guarding before his untimely demise. They meet up with the Gamey Hittites. Great, now we've got 4 Hittites headed our way . . . Sorry, guys.
Mosaic Moscow is garrisoned by 2, with another being build in 2 and Warrior 04 (veteran) arriving before the Hittites can.
SSP also has a warrior being built in 2.
Research will overrun by 1, so I move the slider to 90% to make it break even.
Turn 28: 2630
Rename the newly-christened warrior at MM "Warrior 05" and fortify him.
Worker 01 begins roading the oasis.
Warrior 04 goes 1 S -- he's now one turn from MM on the mined/roaded tile.
Scout 01 goes 2 NW onto a hill.
Current status:
3 Workers
3 Warriors
1 Scout
35 gold
IBT: Iron Working Discovered. I direct our sages to begin their work on the Warrior Code. I move the slider to maximum research. We'll have it in 11 turns at breaking even (90%). We could get it in 10 if we went 100% (-1 gpt), but I opt not to do that right now. All 4 Hittites begin migrating towards MM. They've split into two stacks. An American settler is spotted headed east inside American borders. He appears to be alone . . .
There's iron at YellowDot Hill! There's also Iron 2 N, 1 E from SSP. And a third source just across the Freshwater Mountains.
Turn 29: 2590
Warrior 04 moves into Mosaic Moscow.
Flood Plain irrigated, roading begins.
Worker south of SSP renamed Worker 03. He's finished his road. Worker on the oasis should finish his in 2, and Worker on FP is 3 turns out from his road.
Worker 03 moves south to begin irrigation back towards SSP.
Scout 01 NW x2, sees some gems, but they're a long way from home.
Status:
SSP (1) growth=1, warrior=1
MM (2) growth=1, warrior=1
3 workers
4 warriors
1 scout
35 gold +0 gpt
Hittite borders are too long for just one city. They must have at least two.
American borders look like they may have just one.
IBT:
MM: warrior --> warrior
SSP: warrior -->
4 Hittites move into a stack on one of our mined & roaded tiles.
A German archer appears on the hill NE of SSP.
(One nervous Aabraxan begins to debate the sanity of AW games . . . )
Turn 30:
Call Otto. He's got Masonry, Warrior Code and Ceremonial Burial. We've got no techs to trade. He won't sell us Masonry or Ceremonial Burial. Once again, I figure, "What the heck?" and I try to threaten for WC. No luck. How 'bout CB? No? Masonry? No. . . Tired of being sneered at, I declare war.
Newly-named Warrior 06 moves 1 NE onto the hill.
I currently have 4 Warriors in MM. I fortify all and await the Hittite attack.
Scout01 goes 1 NW, the 1 NE, up onto the gem mountain.
Unit support has begun to eat into our treasury. I can either get WC in 8 at (-2 gpt), get it in 10 at (-1 gpt), or move it back to 11 turns at breaking even. I want it in 8.
IBT: Hittites attack. They lose 2, we lose one and Warrior 04 is now Elite! Then they turn and attack some invisible foe on the hill 1 W, 1 NW from Mosaic Moscow. One of them is promoted to Veteran.
American scout jumps on the hill right next to the worker on the FP, making me very nervous.
Road from MM to SSP finished.
Turn 31: 2450
Warrior 06 moves towards our labor force for protection
Scout 01 moves 2 N. This is a big continent, guys.
Worker 02 will finish his road in 1; Worker 03 will finish irrigation in 3.
Worker 01 can't go start roading towards yellow dot because of the Hittites in our territory. So he joins Worker 02 to help finish irrigation.
Wake all warriors in MM for counterattack.
Warrior 05 (regular) kills a Hittite.
Warrior 02 (regular) dies, but redlines a hittite.
Warrior 04 (elite) kills the last hittite.
Mosaic Moscow is down to one defender inside (w/ Warrior 04 outside), but will produce another in 1 turn.
SSP is garrisoned by 2, produces another in 4.
IBT:
MM warrior --> warrior
American Scout moves inside our boundaries. Brave little snot, isn't he?
Turn 32: 2470
Warrior 06 moves in and captures the Scout.
Renamed to Scout 02, he heads west to find the invisible foe that attacked the Hittites. He goes 2 W up onto a hill and finds . . . nobody.
Scout 01 moves 1 N, and spots a Hittite scout. He then moves 1 NW to bust some fog. Unfortunately, the poor soul crosses a river and stops . . . right next to an American warrior. Good thing I captured that scout.
Warrior 05 (regular, redlined) fortifies.
New warrior duly named Warrior 06. He moves down to the end of our road, and 1 S, just to see what he can see. No enemies in sight.
Warrior 04 (elite, green), moves back into MM.
Worker 01 begins irrigation. That should finish irrigation in that square in 1 turn.
I consider moving Worker 03 into the square. If I did that, I could road it in one turn. However, if we're attacked there in the next turn, our labor force is totally decimated. so I choose something else. I move him down towards YellowDot to begin roading.
MM 3, grows in 2
SSP 2, grows in 18
WC in 5
Treasury 33, -1 gpt
Workers 3
Warriors 5
Scouts: 2 (technically), but about to be 1
IBT: Scout 01 lost to German warrior
Turn 33: 2430
Scout 02 begins a trek south.
Warrior 04 moves towards YellowDot Hill. From there, he can defend against intruders from the Hittite empire, as well as protect our roading workers.
Worker 01 begins roading irrigated tile.
Worker somethingorother moves into position to begin roading.
MM is one turn from growth, one turn from a warrior. I could change to a settler at this point and get it in 5, but I really think we need that sixth warrior. So I'm going to finish him and then begin a settler for YellowDot.
IBT:
MM: warrior --> settler (5)(growth in 4)
Turn 34: 2390
Warrior 06 moves north to protect our workers.
Worker begins last road necessary for YellowDot Trail.
Warrior 04 takes station on YellowDot Hill.
Warrior Whatshisname moves SE of the game to explore.
Worker begins irrigating desert towards SSP.
Mosaic Moscow now has an unhappy laborer. Making a specialist would result in zero growth, so I kick the lux slider up to 10%. Treasury is at 33 and -1 gpt, but we'll have WC in 3.
IBT:
SSP: warrior --> warrior
Turn 35: 2350
Warrior 04 fortifies
Warrior Whatshisname moves towards the mountain some more.
IBT:
3 Regular Americans move onto the Mountain 2 SE of the grapes. Time to start bringing troops home again.
Turn 36: 2310
Worker moves NW towards SSP & begins helping with irrigation. Finished in 1.
Worker 6 comes down off the mountain.
Warrior 06 begins heading home to MM.
The other Warrior 06 (the one guarding some workers in our borders) moves into Moscow. Sorry about the naming snafu.
Warrior Code in 1. As I don't know what we'll research next, I'll end here until I get feedback.
7 Warriors
3 Workers
1 Scout
Iron Located
30 gold (-2 gpt)
Here endeth Aabraxan's Chronicle of Conquering Cossacks, Part the Second
