Puppeteer
Emperor
Sea exploration:
Spoiler :
- Turn 66, 1350 BC: Barb camp w/2 warriors spawns next to Groat, just in tundra. Curragh makes the crossing, finds what might be a 1-tile hill island. Found Tabriz -> granary as prebuild for GLH.
- Turn 67, 1325 BC: Barb advances to hill. Ta-Tu size 4, MM it. Archer kills him uhurt. Almarikh curragh -> curragh. Curragh move around little island, it is a 3-tile island, one hill and two plains tiles, one with wheat.
.
- Turn 68, 1300 BC: Almarikh size 2. Karakorum archer -> archer. Kazan curragh -> curragh. Archer wipes out barb camp, hurt to 2/3. First curragh spots more land on the other side of the island. Other curraghs will head that way.
- Turn 70, 1250 BC: Ta-Tu settler -> settler. Change Almarikh to granary as galley prebuild.
- Turn 71, 1225 BC: Kazan size 3. An archer takes over Groat's watch, Groat and Penny will move to whever my galleys will be built (Map Making due in 4),
- Turn 72, 1200 BC: Tribes reported near Ta-Tu. I have two curraghs by the larger island, it's about 20 tiles, but there is another landmass beyond!
- Turn 74, 1150 BC: Map Making! Decide to go for Republic slingshot, CoL at max available. Karakorum size 8. Change builds to galleys and GLH.
Somebabblingplanning I did after Map Making:
Spoiler :Turn 74: I recently reached Map Making. The research went faster than I thought, but my development was slower than I thought. On the other hand, my focus was to build the core cities and research quickly. Well I researched quickly and got the core established, but it's still growing. I think I should have founded the second lake city (Tabriz in this game) sooner to get more growth, but at the time I wanted to get the fish tiles worked. And the next city I put to the W to grab some extra land for Ta-Tu...that has helped, though, so maybe it was a good idea the sequence in which I settled.
What now for research? I could shut down research and build cash for trades, but being Regent I think I still have a shot at the Republic slingshot after Map Making, so I'll keep researching full-speed to that goal then evaluate what is best.
Is Republic what I really want? Yes, I think so. I'm already geared up for commerce, and if/when I decide to stop or slow self-research I can use the gold to support more troops.
I have a slow start on GLH, but after this next settler I'm going to pump workers out of Ta-Tu, road up the core, improve Tabriz's lands and then join workers to make it size 12. That should help speed things up.
I was encouraged by finding more land, but there's nobody on it! I think I should find someone in the next 20-30 turns at most. If I don't find anyone on the island chain I'll soon have more suicide galleys going.
I just had an idea; I'm going to speed up archer building in the capital and disband them in the galley cities to speed production.
- Turn 75, 1125 BC: Karakorum size 8. Found Ulaanbaatar whose main purpose is to capture the fish tile for Tabriz and claim the area from the barbs. I don't expect much from it. Set to harbor. Lead curragh finds that the third other island is small, about 5 jungle tiles with jungle and marsh. No fresh water on these isles. Well, I reached Map Making, stop for a strategy reformulation.
- Turn 76, 1100 BC: Tabriz size 2. Ta-Tu settler -> settler. I had just decided to start on workers, but I really need to place two more settlers to capture a couple of good tiles; placing this one settler alone is a bit of a waste for now.
- Turn 78, 1050 BC: Tundra archer battle: reg archer wipes out barb, promotes to 4/4. Found Hovd -> worker. First curragh takes suicide stab S, spots edge of coastal tiles to SW.
- Turn 79, 1025 BC: Almarikh size 3. Ta-Tu size 4. Curragh lives! Finds land, but is in danger again of sinking. MM Ta-Tu.
Spoiler :(I don't seem to have noted it, but this curragh sunk)
- Turn 80, 1000 BC: Spot a barb horse in the tundra. Vet archer wipes out barb camp, ends up next to horse. 2nd curragh makes a suicide run behind the first.
- Turn 81, 975 BC: Kazan size 3. Vet archer attacks barb horse, wins, promotes to 4/5. 2nd curragh lives, takes the next two steps, still in danger.
- Turn 82, 950 BC: Livy says I'm the third largest civ behind the Russians and Zulu. The curragh sinks. Civ crashes. D'oh! Load from autosave, replay last turn, got same visible results. Ta-Tu settler -> worker. Almarikh galley -> galley. Load Groat and an archer into the galley.
- Turn 84, 900 BC: Found Darhan -> worker. Drop an archer on the 3-tile island to keep barbs off of it.
- Turn 85, 875 BC: Ta-Tu worker -> worker. Ulaanbatar size 2; change it to galley as it can put together 2spt and maybe 3 after roading it up.
- Turn 86, 850 BC: Tabriz size 3. 3rd and last curragh makes a suicide run far S.
- Turn 87, 825 BC: Code of Laws, and Scientific GL Ulan Bator!!! -> Line up Philo and Republic. Switch Tabriz to harbor, wasting 39 shields, move the SGL there for GLH next turn. Curragh survived; if I had been thinking I would have walked it back to wait for GLH, but instead I pushed it forward into mortal danger once again.