4000 BC – Scout moves E. Find FP+Wheat. Hmmm? That’s awful nice! There’s enough for a 4-turn SF! The only possibility is that the AI must be really, really close! Or we are on an island. Scout NE. Whoa. Two FP+Wheat? That will make at least a SF & WF.
Found in place. Move worker SE to BG to put down mind. See 2 GH & another BG. I’m going for an early worker. Start Alpha at max, due in 25t. Start a second scout. Then worker. Then Granary.
3950 BC – change a bunch of preference, particularly ‘wait at end of turn’. Worker starts a mine. Scout1 heads towards northern GH. Scout2 will head towards southern GH.
3900 BC – GH1=barb worker! That changes things. I’ll go straight for the Granary and assist with forest chops.
3850 BC – Scout1 N.
3800 BC – Scout NE then N to see the most land.
3750 BC – Scout2 – S, SW. Start Granary due in 30t. Scout1 – NW, W.
3700 BC – Scout2 – SE, SE. GH2=skilled warrior. Scout1 –NE, N. Unit costs. Ouch.
3650 BC – Forest Chop #1 complete. Mine complete. Granary now due in 15. Scout2 E, E. Worker 1&2 – road. Scout1 E, N. See bluish borders.
3600 BC – Scout2 NE, NE. See GH3. Scout1 N, N. Meet the Mayans. I’ve got WC, they’ve got Masonry. No deal possible yet.
3550 BC – Scout2 NE to GH3=25gp, N. Scout 1 NE, E.
3500 BC – Scout2 N, N. Worker 1 NE. Worker 2 SW to forest for next chop. Scout1 N to hill.
3450 BC – Worker #1 road towards FP. Worker #2 chop. Scout2 sees fur – E, E. Scout1 E.
3400 BC – Scout 2 E. See incense & GH4. Scout2 E to GH4=learn CB. Scout1 E, E. Mayans have WC now, but not CB. Still no trade possible. Alpha in 9t.
3350 BC – disease kills 1 pop. Grr. Scout2 E, E. See pink border. Scout1 N, NE.
3300 BC – Scout 1 E, E. Meet France. France has Masonry & Alpha. I’ve got Pottery, WC & CB. We can make a trade and France will give me all 10gp. The Mayans no longer have anything I need. Start Writing due in 32t. Scout 1 NE, NE. See GH3. Worker #1 to FP.
3250 BC – Scout2 S, S. Worker #1 irrigate FP+W. Worker #2 finish chop, road. Scout1 N to GH5=City. Hmm. That doesn’t due a lot of good, other than unit support. Start warrior. Scout1 N.
3200 BC – Scout2 S, S. Scout1 N, N.
3150 BC – Scout2 W, SW. Scout1 NE, N. See blue border.
3100 BC – Worker2 Irrigate. Scout2 NW, SW. Scout1 E, E. Meet Germany. They have BW & a worker available. Give them Masonry & CB. For BW, worker & 10gp. Slave1 to BG.
3050 BC – Granary builds. Start Scout. Worker 1 road. Slave1 mine. Scout2 N, N. See GH6. Scout1 E, E.
3000 BC – Scout2 E to GH6=learn myst. N. Scout1 E, N. See GH7. Swap scout build to settler.
2950 BC – Scout2 N, W. Scout1 E to GH7=skilled warrior. See first barb. 2/2 warrior vs 2/2 barb – flawless fail – well that was fast. Scout1 retreats SE.
2900 BC – Scout1 continues to run away – SE, SE. Scout2 NW, W. Worker 1 to FP. Worker 2 to BG.
2850 BC – Worker1 irrigate. Worker2 mine. Scout 2 SW, S. Scout1 S, SW.
2800 BC – Scout2 S, SW. Scout1 S, E.
2750 BC – Ulundi: Warrior=Scout. Scout1 S, S. Scout2 W, W.
2710 BC – first settler. Send to NE. Scout2 N, N. Scout1 W.
2670 BC – Worker 1 road. Scout2 N, N. Settler to 2nd city placement. Scout1 E, SE.
2630 BC – Settle 3rd city. Start worker. Scout2 NE, N. Scout1 E, S.
2590 BC – Worker2 road. Scout2 N, N. Scout1 S. See GH8. Germany has IW – give Myst & Pottery for IW.
2550 BC – Worker #1 moves to FP+W for city#3. Scout2 E, see GH9, E to GH9=Learn TW. Scout1 SE towards GH8.
2510 BC – barb comes out of the darkness towards city#3 (Bapedi). Move warrior to cover. Swap build to warrior. Scout2 N, N. Scout1 SW to GH8=25gp. The Mayans have a worker & 10gp. That’s enough for CB! Make the trade. Slave2 Irrigates plains+road.
2470 BC – SF is up and running. Settler=>Settler. Worker2 to Plain+road to irrigate. 3rd settler heads north. Warrior into Bapedi to defend against barbs. Scout2 E, SE. Scout1 SE. See spices.
2430 BC – Writing, start CoL. Worker2 irrigate. Settler 3 N w/warrior escort. Scout2 E, S. Scout1 E.
2390 BC – City #4 Hlobane. Start Warrior. Scout 2, N, N. Scout1 E.
2350 BC – Ulundi Scout3=>Scout. Bapedi: Warror=>Worker. Scout2 N. Scout3 E, NE. Scout1 E.
IBT – Barb appears near Zim.
2310 BC – Zim: Settler=>Settler. See Arabian Scout. Move warrior back to Zim. Scout2 E. Scout3 SE, SE. Scout 1 E. See GH10.
2270 BC – Scout2 SE. See Gems. Scout 3 E, E. Scout1 N. See orange borders. Give Arabia Myst for 25gp.
2230 BC – City #5. Start Worker. Scout2 SE. Scout 3 E, SE. Scout1 SE to GH10=Map. Meet England. Build an embassy with the Mayans for 30gp. Arabia receives IW for 35gp. I want to know where Arabia is so build embassy for 44gp – ah, hello! Scout2 SE. Scout3 S, see GH11. Scout1 SE, S.
2190 BC – Bapedi: Warrior=Granary. 3/3 warrior vs 2/2 barb – flawless win. 4/4 warrior vs 2/2 barb – flawless win. Scout2 SE, S. Scout3 SE to GH11=25gp. Scout1 E to avoid barbs. See more barbs. Will cut through England to get away from barbs. England has withdrawn its worker from barbs – give them WC for worker & 10gp. France receives Myst & 5gp for their worker.
2110 BC – Barb threatens Scout2. Move NE, NE to escape. Scout 3 S. Scout 1 N, NE.
2070 BC – Scout2 E, E. Scout3 SW. Scout 1 E, E. England is surrounded by barbs.
2030 BC – Scout 2 SE. Scout3 is trapped to the S, head N. Scout1 N. 3/3 warrior vs 2/2 barb – flawless win. Mayans get Myst for 25gp. Build an embassy with Germany for 28gp. Germany has been pillaged into the stone age. They have no improvements – their best tile is the unimproved cow in their BFC.
1990 BC – Scout2 E. Scout3 N. Scout1 N.
1950 BC – Ulundi: Scout4=>Warrior. Scout4 W, W.Scout3 N, N. Scout2 SE. Scout1 N. City #6. Start Warrior. Move warrior to cover workers by Bapedi. England has 25gp for which they receive Myst. Build an Embassy with France for 34gp. They should have a worker for sail in 2t.
1910 BC – Bapedi riots. Grr. 3/3 warrior vs 2/2 barb – win, -1hp, promote. Scout 4 S. Scout3 NW, N. Scout 2 E. Scout1 E, N.
IBT – Barb appears near Ulundi.
1870 BC – pick up CoL. Start Phil. No one is even close; no one has writing yet. Scout4 S, SE. Scout 3 N, NE. Scout2 E. Scout 1 N, N.
1830 BC – Scout4 S, SE. I see a German settler has retreated from the path of Scout3, so there must be barbs in that direction; go W, N. Scout1 N, N. See purple border. Scout2 E.
1790 BC – Scout4 SE. Scout 3 N & pause. There must be barbs around. Scout1 N, NE. Meet Scandinavia. Trade them CB for 10gp & worker. Scout 2 NE. As Phil is in the bag, give Arabia Writing for worker & 10gp.
1750 BC – City #7, start warrior. Scout 3 N, N. Scout 1 E, E. Scout 2 S. Scout 4 E.
1725 BC – Scout2 S, S. Scout4 NE, NE. Scout3, S, E. Scout1 N, N. Scandinavia has HBR – give them Masonry & Myst.
IBT – 2/2 barb vs 3/3 warrior – flawless loss.
1700 BC – Scout 4 NE. Scout 2 S, S. Scout3 W, NW. Find GH12. Scout1 N, W.
1675 BC – Phil – select republic – get Republic. Start Lit. Revolt. Draw 4 turn anarchy. Build city #8. Start Warrior. Scout 4 E, SE. Scout3 N to GH12=skilled warrior, SE. Send warrior towards Ulundi. Scout1 W, W. Scout 2 S, SW.
IBT – 2/2 barb suicides against 3/3 Impi – flawless win.
1650 BC - Scout4 E. Scout3, SE, E. Scout 1 W, S. Viking cities have no guards. Scout2 S. Oops – there’s a barb. Oh well, it couldn’t last forever. England has 25gp and that gets them TW.
IBT – Scout2 dies by barb.
1625 BC - Scout4 S. Scout 3 E, E. Scout1 SW, SW.
1600 BC – Scout 4 SE. Scout 3 SE, SE. Scout 1 S, SW. 4/4 warrior vs 2/2 barb – flawless win. Advance warriors on barb camp by Bapedi. Give France Writing for 45gp.
1575 BC – Zulus are a republic ages before any AI will get there. Scout3 S, S. Scout 4 S. 3/3 warrior vs 2/2 barb – flawless win. Scout1 S, SW. Start Lit due in 5t @ -15gpt. The Mayans have 25gp – that gets them Alpha.
1550 BC – Scout 4 S. Scout3 S, S. Scout1 SE – find barb camp. E. Darn, right next to a barb. Hope the Vikings go first and kill it.
IBT – Vikings kill the barbs. Danger has passed.
1525 BC – Scout4 S. Scout 3 SE, SE. Scout1 E, E.
1500 BC – Scout 3 S, S. Scout 4 S, E. There are now barb horse out. 3/3 warrior vs 2/2 barb – win -1hp. 3/3 warrior vs 2/2 barb horse – win, -1hp, 25gp. Scout 1 SE – see barb. Go E. Arabia has poly.
IBT – barb follows scout1.
1475 BC - Scout1 has Reykjavik to the E. Go NE, E. Scout 3 S. Scout 4 E, meet barb horse. Darn. Go SW and hope the horse has a better target.
IBT – Scout4 dies to barb horse.
1450 BC - Scout 3 S. See barb camp to the E. Scout1 S, S. Give Arabia CoL & Phil for Poly, Worker & 7gp.
IBT – see 2 French warriors to my north.
1425 BC - Barb chases Scout1. Scout 3 W. See a barb to the W. Eeek! Scout 1 S, S.
IBT – 2 more French warriors – they are definitely going to attack me.
1400 BC – withdraw my settlers heading east, will send them to safety for now. Swap all builds to military. The French are going to trigger my GA. Scout 3 S. Scout 1 S, S.
IBT – French advance/invade, stepping on a hill.
1375 BC – Scout1 S. Scout 3 S. Miss riot in Bapedi. Tell Joan to beat it. France DOW. Give Arabia Lit for an alliance vs the French. They throw in 4gp. They’ll probably pillage my hill (darn) but that’s about it.
IBT – kill French warrior with impi, -1hp. GA starts.
1350 BC – Scout1 SE, Scout3 S. Give Vikings Poly for 50gp to keep research going.
IBT – 2 French warriors suicide against impi, impi promote to vet. Barb moves next to Scout3.
1325 BC – 4/4 warrior vs 4/4 warrior – lose, -2hp. 3/3 warrior vs 1/4 warrior – win, -1hp. All French units are dead. Scout 1 S. Scout3 S, S. Stops next to barb camp but it only has one unit in it. Cross fingers and pray.
1300 BC – Impi comes across GH13=map. Scout3 is luck, no barb from camp. Move E. Scout1 S.
1275 BC – Scout3 E. Scout1 W.
1250 BC – Citiy #10. Scout3 S, S. Arabia is being pillaged by barbs. Scout1 S.
IBT – Barb horse appears near Ngome. Barb horse goes after Scout3. Grr.
1225 BC – City #11. Scout1 SW. Scout3, S, SE. End up next to barb horse.
IBT – Scout 3 dies.
1200 BC – Scout1 W. Germany has 25gp – that gets them Alpha. Pull Construction, Start Currency.
IB T- Barb horse suicides against impi.
1175 BC – Scout 1 S.
1150 BC – hook up furs. Scout1 N.
1125 BC – Scout1 N, NW.
1100 BC – Scout 1 N, N. England receives writing for 30gp. Arabia receives HBR for 47gp.
IBT – French ask to talk about peace. No thanks. I like the War Happiness.
1075 BC – 4/4 archer vs 3/3 warrior – flawless win. Scout 1 N.
1050 BC – Scout 1 N. Arabia has MM – Give them Republic for MM, Worker & 6gp. Enter Middle Ages.
AA QSC – 11 cities, citizens: 39, 7 workers, 8 slaves, 1 scout, 9 warriors, 6 archers, 8 impi. 3 barracks, 2 granaries, 1 library. All AA techs, no Monarchy.
1050 BC – Start Feud, due in 12t & +9gpt.
1025 BC – Scout1 N, N.
1000 BC – Scout1 N, NW.
QSC – 11 cities, citizens: 39, 8 workers, 8 slaves, 1 scout, 9 warriors, 9 archers, 8 impi, 3 barrakcs, 2 granaries, 4 libraries. All AA techs, no Monarchy. Feud due in 9t @ -4gpt.
QSC Score: 5851