Jaguar Hunter, we'll see what happens, normally these SG's are get it in 24 hours and play in 48 hours, if your turn falls at the wrong time we'll skip or swap you (there is only 3 or 4 turns each anyway in this SG)
Embarrassingly I lost my turnlog after turn 8 but I traded world maps and got alphabet and a few minor techs from the AI, also i remember temporarily researching at 100% to get Marauding next turn, the French have it but maybe we still get a chance to trade it next turn
this is the turnlog I didn't lose
324AD (1)
Move horseman around looking for settler sites, we have no workers
Settle 3 cities, it will take a while to get productive here
Will have to use some of the horseman for MP, the others can search out the AI
Set science to Marauding to save a turn of research
326AD (2)
Settle 2 more cities
328AD (3)
Moving settlers / horseman, find a road and send horseman along it
330AD (4)
Now up to 8 cities
332AD (5)
9 cities founded
334AD (6)
10 cities founded
336AD (7)
All cities, founded, all making workers or further migrants, we need many many workers
We make contact with the Ostrogoths
338AD (8)
turnlog lost from here
territory so far
The save
I am actually already concerned, I normally play as the Franks or Visigoths or Anglo-Saxons, with these you get a chance to get 15 ish well-packed productive cities assisted by lots of chopping, the Huns is another story though, there is room to expand but the terrain needs alot of work, and to work it defence is compromised, we have to be a little bit lucky diplomatically near the beginning with the lack of defence we have,.
Next player hopefully we can trade marauding to the AI for some benefits
Good luck
zurichuk (played)
DeceasedHorse (up next)
Bede (on deck)
Jaguar Hunter
Elvis1985
Embarrassingly I lost my turnlog after turn 8 but I traded world maps and got alphabet and a few minor techs from the AI, also i remember temporarily researching at 100% to get Marauding next turn, the French have it but maybe we still get a chance to trade it next turn
this is the turnlog I didn't lose
324AD (1)
Move horseman around looking for settler sites, we have no workers
Settle 3 cities, it will take a while to get productive here
Will have to use some of the horseman for MP, the others can search out the AI
Set science to Marauding to save a turn of research
326AD (2)
Settle 2 more cities
328AD (3)
Moving settlers / horseman, find a road and send horseman along it
330AD (4)
Now up to 8 cities
332AD (5)
9 cities founded
334AD (6)
10 cities founded
336AD (7)
All cities, founded, all making workers or further migrants, we need many many workers
We make contact with the Ostrogoths
338AD (8)
turnlog lost from here
territory so far

The save
I am actually already concerned, I normally play as the Franks or Visigoths or Anglo-Saxons, with these you get a chance to get 15 ish well-packed productive cities assisted by lots of chopping, the Huns is another story though, there is room to expand but the terrain needs alot of work, and to work it defence is compromised, we have to be a little bit lucky diplomatically near the beginning with the lack of defence we have,.
Next player hopefully we can trade marauding to the AI for some benefits
Good luck
zurichuk (played)
DeceasedHorse (up next)
Bede (on deck)
Jaguar Hunter
Elvis1985