T1:
Start out moving warrior SE. Move settler 1E?
WASH: Will swap one forested RG (river grass) for another.
CON: Will potentially lose one RG.
PRO: 1) Gain one forest. 2) Possibility of MORE HILLS (decisive!)
Settle 1E. No hills gained. One RG lost
. No biggie!
Research AH.
We send our warrior west. Floodpains and elephants is nearest known interesting settling target.
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T7:
Stone!
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T8: Pig!
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T9: Native America from NE
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T11:
Plan for our brave warrior: avoid the lion, scout off the tiles immediately to the west of pig, check out NE. SB is nearby, we have at least one (crappy) food, some trees - could be something good and close and time-limited over there.
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T13: Horse.
Research Fishing.
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T14: Arabia from the west.
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T18:
Get one tile overzealous with westward exploration. Warrior steps onto a grass tile and dies of a barb archer. 'Sok. He has done his duty in the west.
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T19: Pasture horse.
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T20: Fishing in.
Research Mining: Commerce will be OK for now with clam and horses and riverside cow; thus, no immediate need for pottery. Most interesting remaining tile for settler-worker-building cap is the RGH.
I have one turn left to finish building my dead warrior's replacement but opt to switch immediately to workboat, even though this delays exploration of the NE.
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T22: Horses pastured.
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T26:
A passingly interesting question ... worker completes 2 turns left on the grass farm 1S of cap, or immediately goes to the RGH to mine? Neither tile is of immediate use, but workers emerging from the cap can complete the farm whenever. RGH is more valuable now - send the worker to begin it ASAP.
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T27: Warrior complete in capital, will go NE to scout nearby territory and Native America. We should grow to size 3 on something - either a chariot or warrior. 3 turns to grow, 3 turn warrior, so warrior.
Research BW: Pottery is a possibility, but we have no immediate plans to work cottages. Mysticism and possibly Hunting would be good before the first city, but we have time to spare on both. BW reveals copper and allows chops and offers therefore the most immediate tangible benefits (will probably wind up interrupting research on this, though).
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T30:
Fun times with warriors.
Warrior1(NE): Uh oh. I once again step onto a flat tile and once again encounter an enemy. My dewy-eyed warrior will die next turn.
Warrior2(W): The newest warrior goes west. No need for a garrison right now. We want to keep barbs off our floodplains, because nice city sites = s*** and barbarians cites = flies.
Build settler in cap. The NE looks very good. Trees and two strong tiles that can be immediately worked by one city. Chop and settle PH between wheat and cows is a strong possibility pending a little more expl.
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T31: Warrior2 about faces and heads to the NE to replace the function of dead Warrior1. Worker puts a turn into grassland farm 1SW of cap; next turn will go to forest 1NE of cap and start roading. Finishing the road before the settler completes is the immediate priority.
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T33:
All the dreams of my youth (i.e., T31) have come to naught. SB settles and probably shuts down the NE altogether. My warrior will about-face and head to the FP-elephant site.
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T34:
We start roading to the new city site, which will straddle the elephants and the floodplain. The quickest road will move straight SW through the elephants and finish by T40. Settler will then settle on T40 for insta-trade route. Worker will then move NW to farm the FP.
Research change to mysticism. We want to have mysticism as soon as the settler settles.
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T39: Settler complete. What to build in the capital? Immediate second worker or grow to size 4?
We have exactly one warrior for a military and a juicy RGH to grow onto. Growth takes 5 turns. We can build a chariot in 4 and and a warrior in 1.
Chariot > warrior > worker.
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T40:
A barb warrior kills a NA scout (good) and then I opportunistically kill it (better).
It is worth considering research of hunting since we have claimed the elephants. However, since our worker will be harrowing the flood plains for the next half-millennium, we have time to finish of BW. Research BW.
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T43:
Notice NA borders. It's official, the entire East is a lost cause. At least my culture will shut out NA from further encroachment (!) and antagonism (!) on T50.
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T50:
Fog-busting fun. I move my warrior out of Elephant River one NW to the red dot. The chariot is then freed up to go one NW to yellow. In the short-term, when I don't need happy garrison in the new city, this will allow me to substantially increase my busted area and keep barbs/barb cities, hopefully, off both my next 2 sites.
BUILDS- Capital has only 2 hammers left to complete its garrison warrior but we don't need it right now. >3rd Worker
2nd city whips off unimproved phants to complete monument (I forgot to switch to slavery while settler was in transit, switched on T47). Overflow into chariot; the phants will complete in 3 turns, the city will reach size 2 again in 4.
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FUTURE PLANS:
* Capitol completes 3rd worker and then 3rd settler. Settler will take PH 1SE of stone.
*Try to chop the trees on the PH before I settle? ... not sure how many hammers that will be worth. 10 hammers would be worth it.
* Elephant River gets a chariot out for exploration. Then granary/grow. It may soon take over settler/worker duties if I manage to go mids in the capital. We have at least one more city to settle, either 1W or 1NW of pigs, depending on circumstances, worker turns, etc..
* Exploration priority is south, then west. The south looks like jungly crap but I could be missing something amazing right next door.
* (Goddamn remember to) target EP to SB.