Welcome to Dr kossin #7, which stands for Daily Round. Yes, I will aim to get in a update every day - as long as I have the time (work, girlfriend, etc). I might skip a day here and there but I will compensate by playing an extra round here and there. Now I don't plan on very long updates, sometimes just 10 turns, and will stop at strategic times. That being said, I'm not a great player but I can manage at times. My goal is to improve and, if possible, help others improve as well. I couldn't beat Noble when I started reading this forum (could barely beat Warlord) and I am now in the process of getting comfortable on Immortal. That's where you come in. I need your ideas, your criticism and everything else you can throw at me - even if you can't beat Noble. Since I plan on an update everyday, there will be mistakes from my part and I might not always get the best advice going forward. That's life! You are also welcome to shadow this game, although I would prefer you post it in spoilers and no further than I have already played. You can still shadow the whole game and post it but it is important that no one uses that knowledge (land, AIs) to help me. Without further time wasting, let's go to the game. Dr kossin #7 Round 0 Quechua move Round 1 Guess what? JUNGLE! Round 2a Checking out the neighborhood. Round 2b Contested land ownership Round 3 Doing what HC does Round 4 Finally some free time Round 5 Towards Liberalism Round 6 Teching along nicely... .... ??? !!! Game settings: Immortal Fractal (I've had a friend check that it is not isolated or semi-isolated) Normal Speed No Huts/Events BULL 1.0+BUG 4.2 in Custom Assets Everything else normal. The leader this time is Huayna Capac! Quite often cited as the 'best' leader. Fast forges, +50% production towards Wonders and +1 on tiles already producing 2. His UB: a Terrace that gives 2. It sometimes eliminates the need for Monuments since it's a building you'll want everywhere. His UU: An Warrior that starts with combat 1 and with +100% vs. Archery units. Pretty much takes care of most barbs problems. We start with Agriculture and Mysticism. Agriculture is always good to have, and Mysticism is okay. I suppose giving The Wheel to HC would be too easy And the start: Here's what I think is in the fog: 1 irrigated corn, dyes, a river south, 3 hills as usual, and a lot of green tiles. Looks like we're in or just above the jungle belt. I pray there is decent land north and no neighbor, I'm getting tired of developing early jungle I might move the settler. 1SW would give me access to the river and later levee but I might lose on a resource that seem hidden in the fog amidst the trees east and also I can't see more than 1 hill there right now. 1S would give me the best of both worlds but cost 1 turn, but I still see 2 hills only. Lastly, there's settling in place or an exotic move somewhere else (SE for more hills, for example). The only way the warrior can move to help determining the settling location is SW: it could show a resource 3W from the settler which would be gotten by settling SW.