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.
Establish embassies with everyone. Russia has iron and horses, Egypt has iron, America has no strategic resources. Oh, Egypt and Russia haven't met! Nobody's completed a wonder besides me yet. Briefly consider going for Colossus, but Spain, a seafaring civ is in the game. No, I will go for it; I have 8spt in Tabriz and it will grow more. (Note added later: The reasoning here is that the AI civs won't likely have very productive cities besides their capitals, and seafaring civs start on the coast, and Colossus has to be built on a coast. Ergo, I doubt a non-seafaring civ would be building Colossus in a productive city, but a seafaring civ probably would be or would cascade to Colossus if they are beat to another wonder.)