Preflight
Republic, 7.1.2
228 gold, -4 gpt
Feudalism in 5 turns
Our continent is now owned by us and the Barbarians.
Military
02 Settlers
41 Workers
56 Slaves
01 Scout
02 Warriors
07 Spears
40 Swords
03 Horses
18 Catapults
01 Galleys
02 Army
Allowed Units: 44
Current units: 117
Cost per turn: 146 gold
Resorces Connected to Mayflower 871
02 Iron
02 Horses
01 Dyes
01 Incense
02 Silks
05 Gems
No imports or exports.
Drunkard Villa is not connected.
International
Babylon - Peace
Greece - Peace
Zulu - Peace
Japan - Peace
Carthage -
Dead
Persia -
Dead
Iroquois -
Dead
We need to get overseas and build a city.
Our gridding demands a city 1SE of Nippur (3), then CxxC, 1 NW of Zariqum (5), CxxC, a city in the sea, CxxC, Sippar (2) of Babylon is on the grid.
So is Marathon (2) and Argos (5) of Greece.
Both will require our galleys to spend a turn in deep water.
To get to Astronomy (Galleons and half-deep water) we need Feudalism (5 turns), Montheism, Theology, Education and then Astronomy.
Geek farms or cash.
Everyone has learned Monotheism and Feudalism; Babylon and Greece also know Engineering, which would help us move faster.
However, no one will trade with us.
Looks like we're on our own for a while.
City Report
Mayflower 871 (8): wealth -> settler in 3.
The Emperor Club (7): market in 6.
Spitzer's Shack (6): aqueduct in 4.
Drunkard Villa (1): warrior -> wealth.
Moonlight Bunny Ranch (7): market in 6.
Capone's Crib (2): rArcher -> settler in 17.
Chicken Ranch (6): aqueduct in 10.
Egyptian Ranch (4): settler in 28.
Whaling Station (2): worker in 1.
Playboy Mansion (2): settler in 4, grows in 1.
Found (1): rSpear -> wealth.
Tad's Jungle Mansion (6): aqueduct in 2.
Plain Jem Mansion (2): catapult in 5, zerp growth.
Indian Gem Adult Resort (1): barracks -> market in 86 (not sure about either build).
St. Silky Jungly Mansion (2): settler in 7, grows in 3.
Bordello Bluff (1): worker in 2, grows in 2.
Shady Lady Ranch (5): courthouse in 12.
Golden Ranch (6): settler in 1.
Farmer's Club (4): settler in 3, grows in 7.
Wild Horse Adult Resort (5): settler-> courthouse in 27 (50% corrupt).
Rusicade Ranch (4): settler in 10, grows in 1.
Horse Ranch (3): settler in 11, grows in 1.
Soapland (4): market in 5.
Oea Ranch (3): harbor in 25.
Ahh, Sugar! (2): worker in 7, grows in 5.
Breeder Complex (1): worker in 10, grows in 7.
hadrultica Ranch (5): worker in 7, grows in 7.
Puzzled Villagers (1): worker in 1, grows in 1.
Persepolis Ranch (4): settler in 20, grows in 7.
No. 1 Geisha (4): harbor in 8.
Bunnyranch Two (1): settler in 28, grows in 3.
Sharon's Brothel & Bar (1): worker in 5, grows in 5.
Bella's Gentlemans Club (3): barracks -> settler in 25, grows in 7.
Salt Wells Villa (3): harbor in 25, grows in 5.
Bunny Beach Inn (3): baracks -> courthouse in 31.
Moose Ranch (4): settler in 22, grows in 4.
Oralndo Adult Resort (3): barracks -> aqueduct in 83.
Carthage (4): settler in 23, grows in 1.
Ongoing Trades
None
Terrain
Slowy chopping trees, razing jungles and draining marshes.
Drop luxury slider to 10%, no one gets upset; +11 gpt.
Hit Enter.
[IBT 0450 AD]
Whaling Station worker -> wealth.
Golden Ranch settler -> settler in 6.
Ahh, Sugar! worker -> wealth.
Puzzled Villagers worker -> wealth.
1 0460 AD
Begin to move some miltary units back towards the capital.
Breeder Complex worker -> settler.
Start a chop 1SE of Breeder Complex.
Persian Diversion is founded, gridded by Shady Lady Ranch and BunnyRanch Two; grows in 10, wealth.
TURN OFF THE AUTOMOVES!
This is such a needless irritation. Nothing in the turn log about units on automove, so I as the next player cannot stop the automove by clicking on the unit before the IBT. I didn't get a good look at where they were on the map, so now I have to hunt them down and either stop any further automoving or disband the automoving unit(s) because I am pissed at them.
If a player wants to use automoves on their turns, fine. Just make sure that the automove is done or stopped before the game is passed on to the next player.
Anyway, back to the game.
Find two workers building a mine on a hill we will never use, between Farmer's Club and Bordello Bluff. The hill is outside our borders and we cannot build a city to claim it.
Disband 2 Warriors and 4 Spears that are needlessly guarding established cities.
[IBT]
Tad's Jungle Mansion aqueduct -> market in 13.
Bordello Bluff worker -> wealth.
I think we have enough worker/slaves for right now, and expenses are very high. We need settlers more than workers at this point; more cities means more unit support. Plus, if we need more workers these cities will have grown large enough so that we can rush a worker and not harm the cities growth by too much.
2 0470 AD
I found the three units that were on automove. I'll kill them later. One worker, one settler and one eSword.
[IBT]
Mayflower 871 settler -> settler in 3.
Playboy Mansion settler -> market in 34.
Farmer's Club settler -> courthouse in 40.
3 0480 AD
The city of Found will have to abandoned. It is not on the grid.
The same is true of Drunkard Villa.
Abandon Found.
Build Fond of Females NE of the ruins; grows in 20, wealth.
Offending worker, settler and sword are disbanded.
[IBT]
Spitzer's Shack aqueduct -> market in 10.
Rusicade Ranch settler -> settler in 30.
4 0490 AD
We can now buy Monotheism, for all of our gold and almost all of our gold-per-turn. Not quite yet. Lets get more cash and buy something outright.
[IBT]
Zulu are building Knights Templar (Chivalry).
Greeks are buidling Leonardo's Worshop (Invention).
Japan is building Knights Templar.
Babylon is building Sistine Chapel (Theology).
Babylon is also building Knights Templar.
5 0500 AD
Drop science to 0%, hire a geek in The Emperor's Club (it was cranky) for one turn to learn Feudalism this turn; +35 gpt.
[IBT]
We learn Feudalism and start on Monotheism, due in 50 turns at one geek speed.
We decide not to revolt to Feudalism.
The Emperor's Club market -> granary in 7; fire geek and granary in 6.
Soapland market -> courthouse in 27 (50% corrupt).
Sharon's Brothel & Bar worker -> wealth.
Babylon is building Leonardo's Worshop (Invention).
Mayflower 871 settler -> settler in 4.
Bunny Ranch market -> granary in 6.
6 0510 AD
Hire a geek in Salt Wells Villa.
Simones de Paris is built SE of No. 1 Geisha; grows in 10; wealth.
Check tech prices.
We can get Engineering from the Zulu for 355 gold down and 13 gpt, or 615 gold total.
Monotheism is the same price.
And those prices don't vary.
We have +49 gpt right now. In just a few turns we can buy one of these techs for just gold. So I'll keep the lone geek learning Monotheism while we build up our bank balance.
[IBT]
St.Silky Jungly Mansion settler -> market in 100.
Golden Ranch settler -> settler in 10.
hadrultica Ranch worker -> wealth.
No. 1 Geisha harbor -> market in 50.
7 0520 AD
Wake up some catapults and send them towards Mayflower 871.
Price for Engineering drops to 465 gold and 7 gpt or 605 gold.
[IBT]
Plain Jem Mansion settler -> aqueduct in 50.
Shady Lady Ranch courthouse -> market in 25.
Greeks are building Knights Templar (Chivalry).
8 0530 AD
Drunkard Villa is abandoned.
Lecherville is built SW of the ruins; grows in 10; wealth.
Pussycat Ranch is built SW of Fond of Females; grows in 20, wealth.
Engineering is now at 519 gold and 4 gpt, or 599 gold.
[IBT]
Palace Expansion; we plant some grass in the front yard.
Japan is building Sistine Chapel (Theology).
9 0540 AD
Stardust Ranch is built SE of Orlando Adult Resort; grows in 7; wealth.
We can buy Engineering from either Greece or Babylon at 568 of 589 gold.
Monotheism cost 549 gold from either place.
[IBT]
Mayflower 871 settler -> settler in 4.
Capone's Crib settler -> wealth.
Chicken Ranch aqueduct -> market in 15.
10 0550 AD
Dovetail Ranch is built SE of Simones de Paris; grows in 10; wealth.
We can buy either Engineering or Monotheism this turn, but that can and should be discussed first. At least we have a choice.
[IBT]