First game of C3C, thus first COTM
Playing thee lowest lev (Conquest, isn't it?)
Well, an interesting map, to say the least! Given what I've seen above, I no doubt chose the correct class to play in, and I suspect I might get an ambulance award for my QSC! Ahh well, here goes the info - I re-checked - it seem to be spolier free:
COTM 09
4000
Curragh 1 follows coast NE - see's ivory and fish
Warrior 1 SW - see's 2 ivory!
Oasis near start
Consider "pop" growing start - but I *think* that is either not allowed, or explicitly not able, so I don't try. Probably a mistake if it is allowed, since growth may be difficult.
We need towns near coast for boats. After some debate with me, I decide to build on start, so that I can get enough food to grow quickly, and will have access to 4 BG's, 1 oasis and 1 ivory.
We need pottery and writing to get map working, and I suspect we might struggle to find other civ's, to I set Pottery at 905 - 14 turns...
Growth in 10, settler in 15? Decide, since I'm playing conquest, that I can afford to go barracks (10) then settler.
Both workers W, will mine then road.
3950:
Warrior SW - Another ivory! 2w,SW1 is looking like a NICE place for 2nd city.
Curragh 1 sees coast going north. hope this island is not too small!
Workers set to mine - 3 turns ?
3900:
Curragh see's diamonds in-land, and a volcano.... hmm
3850:
Curragh1 reports that the coast is going XXXX direction. Land seem's quite small :-(
Warrior reports from SW that Many fish are seen off the coast, but the beach is VERY big. Put's away bucket and spade when I order him to.
3800:
Mine finished. Road and then what?
Curragh 1 says the island looks small!
Warrior1 agrees, though he's still angry about moving west, away from beach.
3750:
More volcanoe's spotted, and I fear the reports are right. North part of island volcanic and jungle ... initial city sprawl will be tight, to get enough workers to hack that lot...
Probably going to need to get Curragh going to go beyond the waves ... if those ninny sailer can handle it ... bahh, call themselves vikings?
3700:
Island almost naviagted. After some thought, decide to work next BG. Wonder if we shold have chopped that forest down?
Culture growth in 4, so ivory still a while away. Lack of fresh water a concern... though some vikings claim seawater tastes better ... must see what they've been drinking!
3650:
Navigation complete - not much to add. Will get warrior home to protect, and send brave viking boat doing some investigation - in and out of sea as possible...
3550:
Pottery in 3, town about to grow, barracks complete ...
3500:
trondheim grows, culture expands, mine 2 finished. Settler would be too quick - 5 turns. Change to Curragh - might get 2 out before swapping to settler. Commands set: cur, cur, settler (1 turn after size 3, then).
worker's road mine.
Pottery in 2 ... still no improve after playing with slider.
3450:
Curragh see's what MIGHT be calm water XXXX of island. They prepare to explore ... confirm - land is sighted.
3400:
Pottery! I think granary after settler! Now, how to get people to XXXX island? NEED map making ... go for that, or philo gamble ... sighs
Set scince on 100%, for writing. 36 turns at -2 ... thank goodness for "finding" that chest of gold when I started!
3350: XXXX island DAMNED small. Only 1 viable spt to build, and it will need to grow culture soon to get fish and whale.
3250:
Ivory connected.
Curr 3 built, change to settler (6). Worker to chop forest to speed up granary (next).
oops - left curragh2 on sea. Wonder if I'll get lucky. Bad moves with curragh1 means I've probably lost a turn there as well .. there might be a safer route still XXXX.
3200:
Curragh 2 survives. There MIGHT be something to the XXXX. Get's back to shore and prepares to be a brave viking (next turn).
Curragh 1 braves the path XXXX. Doesn't look too promising. Hope they have life rafts. Curragh 3 starts mving to check the XXXX.
Worker don't chop - it would be too soon. set to road so that I can get connection for 3 town (to the west, I think).
3150:
Looks like I was wrong about Curragh 2 seeing something. That's a big ocean out there...
Curragh 1 happy to report for duty... They brave further XXXX - at the end of a finger of sea, amongst the big bad ocean...
3100:
Curragh 2 bravely continues due XXXX ... they probably have more chance if they continue going XXXX than return. We drink mead in their honour, and forget why...
Curragh 1 return from the cold XXXX...
3050: No joy XXXX or XXXX, though brave viking sailor's proving their immense skills! Still all sending reports via seagulls (useful , that!) Curragh 2 send hopeful tiding of calmer seas, maybe,
3000:
research draining gold. Unit costs!
Trondheim grows, settler next turn.
Workers to forest to chop speed that granary.
Curragh 2 see's land. they are ALMOST there.
Curragh 3 has no land in sight.
Curragh 1 will move to try form the XXXX of the island.
2950:
No seagulls from Curragh 3. We stop paying their families 1 gp support.
Send of some fold 2 establish a new city ... W2,SW1. Road help them get there this turn. Workers start chopping (2 turns) while build set to granary (20 turns).
Curragh 2 report landfall .. will examine new coast, seeking towns to raid ... I mean talk to ...
AHA BABYLON. Ceremonial burial and bronze working, and 10G. I have writing. Cannot get them to trade both for writing. Should I hold out for a while, or get the BW and 10gp, or CB and 10gp they will trade... It is reported they are technologically advanced... let's get CB, since we shouldn't have to defend too soon, and we are looking to use berserker's for war, and unlikely to need initial war with longsword... war likely in middle ages, not ancient.
Well, at least they don't have mysticism.
2900:
Bergen founded. Set to worker. Writing drops to 20 turns.
2850: forest chopped - granary in 15. Writing in 19. Babylon have 2 cities, masonry and BW. BABYLON have 78 score, I have 74.
2800:
Curragh sees orange flags. looks for who planted them. Curragh 1 getting close to XXXX of island.
2750:
contact Willian, house of orange (ahah) - crazy Dutch. They have 2 cities, BW and 10gp.
They want CB, warrior code and 15 GP for CB. Ouch - but babylon are close, and I can't wait to take the chance.
2700: Curragh report seeing a dutch settler. We are behind in towns! sighs
2590:
spot the hittites. The don't have warrior code. have 10 gp. Only 1 city - they are far behind?
Curragh 1 braves to XXXX sea.
2510:
Curragh 1 sinks ... We drink mead in their honour, toast them as brave vikings, and stop paying 1GP to support their families.
2470:
Bergen builds worker.Take a chance on Bergen - start a colosus as pre-build. troops may be a problem.
2390: writing in 6 turns.
Babylon have masonry and wheel. Dutch have nothing new, and hitties still have 10gp, 1 city and no warrior code.
2350:
babylon have IW - they must have met people!
2230:
Hittites have WC. ah well, only 10 gp lost.
writing in 2. Then philo for free tech? or MM, or Lit? sighs...
2190:
sci to 90% save 1 gp
settler in 2.
still no new contacts.
Butch have the wheel.
2150: writing. Go with philo gamble (philo 18 turns? seems low - does that mean someone has it?
2110:
Change mind about collosus - it is just too slow growin in Bergen - looks like a BAD city choice.
Settler built - look to inland - I see a water source. set Trondheim to curragh.
2030:
Wrroker going to chop. See barb camp, realize I only have 1 warrior. Trongheim set to archer, then curr.
1990:
Copenhagen built. clear part of jungle. Workers are chopping forest - will pop what... must decide. Go with warrior.
STILL no new contacts. Falling behind!
1910: phew - forest pop's warrior, jst as barb looking at worker. Move warrior to worker, set to irrigate.
Sight yellows flags. at last.
1870:
zulu's have IW, masonry and the wheel. no writing. they would give IW and wheel for writing. Babylon wouldn't. hmmm - baby must be researching writing.
1790: see american scouts - the know they know wheel and masonry. Time to take the chance: no-one has writing yet, and philo is 7 turns away.
Trade:
writing to zulu for IW and wheel
writing to america for masonry.
writing to dutch for 75 g (all)
writing to baby for 42 gp (our of 52 g)
writing to hittites for 10g (all)
tech's still missing:
HBR (Zulu's)
tech's I have over others:
hittites,dutch:Masonry, IW
amer: IW
baby: none
1750: see dark green flags.
1725:
Dutch and I start colosus (29 turns for me).
Contact celts - only 1 missing now. They HAVE WRITING! Not philo - 5 turns. Please let me be first, Norse gods.
Celts are building pyramids - that might cascade...
1700:
philo in 3
zulu has math's,hbr
celt's have mysti
america has hbr, maths
hittites still -masonry, IW
baby has none....
no trades possible. I might get lucky with this, if I get philo first!
1675:
amer and zulu's trade HBR for
1650: last civ sight - no contact. Pink flags.
1625:
Yeeehaaa! Philospoy, and free tech! Take Lit - chance colossus to gret lib (42 turns). Start on MM.
Swap philo for HBR and mysti and 40 gp (zulu)
swap philo +38 for math's
Am ahead in tech race by literature.
1500: finally contact chinese. They are behind - don't have writing or math's. have 3 cities and 24 g.
1450:
trade masrony to dutch for 38gp
1250:
zulu has MM.
trade for 28 gp.
sell MM to america for 46g (all)
sell MM for celts for 39 g (all)
set sci for CoL (18) then rep.
1150:
Whip copenhagen to get settler.
trade philo to celts for 49 g (all).
1050 BC Stats:
3 cities
10 Units
9 citizens
4 workers
From this humble, or even POOR beginning, can a civilization arise? Await the next spolier to find out...
Bonus gold start for anyone who guesses how I am trying to win...