Elear01 SG - Small Test Group

1475 BC - Inherited Turn
Notice that a few units still have moves. Cancel their moves before hitting end turn, everything else seems to be OK, and settler is in proposed spot for second city. I can see the hit of Asoka's borders on the edge of what we can see however, so this second city is going to need to pump culture in order to stay ahead of the culture push curve.

1450 BC - Turn 1
Settle Settler in proposed place, the hill between the two bodies of fresh water, where it can reach the dye and spices immediately, and the gems after it's first expansion. Start a warrior building here, as the settler had no escort with it?

1425 BC - Turn 2
Warrior finishes in Val'Elear, start Barracks as production values are fairly decent in that city. Worker has been tasked to work a farm, which we likely wont be using just yet. Unfortunately wasted 2 turns on doing it already, so decide to leave it be.

1400 BC - Turn 3
Zzzz...

1375 BC - Turn 4
Zzzz...

1350 BC - Turn 5
Archery finishes. Start Bronze Working so we can chop for production. 16 turns til it completes however.

1325 BC - Turn 6
Zzzz...

1300 BC - Turn 7
Adjust worked tiles in Val'Elear, was able to boost commerce without increase in build or growth complete time. (Was almost there)
Farm Finishes.. (We don't yet need this tile as expected)
Start worker roading between Val'Elear and Tal'Elear for commerce with trade route.

1275 BC - Turn 8
Barracks finish in Val'Elear. Start Oracle wonder in the hopes we can win it and get a free tech. Proposed plan is to do Bronze Working now to chop trees enough to rush the Oracle, when BW is done to change to writing, and hopefully have writing done just before the Oracle so that we can get Alphabet for free to enable tech trade asap, or possibly to learn CoL with it for the associated religion (conf.) and then work on Alphabet ourselves.


1250 BC - Turn 9
Met Montezuma of the Aztec Empire. Declare Peace. We are still second in score, but we hold the position by only 5 points, while Isabella is 31 points ahead of us.

1225 BC - Turn 10 (Final Turn)
Warrior finishes in Tal'Elear. Queue Archer.

Nothing else to report for this turn. Cancelled Warrior movement. Worker still building road to connect Val'Elear to Tal'Elear.

Saved and Posted.

Naithin - Done
Pinkus - Next Up
Rufus - Be Ready
Sprite



 
1: Nothing
2: Nothing
3: Nothing
4: Barely kill a barbarian that was already hurt.
5: Cities got connected by roads
Upgraded warrior to combat IV
6; Started building a mine on hill between cities. Will be done 2 turns after we can clear forests.
7: Nothing
8: Met Russia
9: Started Writing.
10: Nothing

Summary: Boring...
Suggest Settler in capital next and obelisk in 2nd city.
 
Turn 1: Nothing
Turn 2: Nothing
Turn 3: Started Building Cottage
turn 4: Met Egypt, made peace, in 3rd place with 175 points, only 2 above Egypt
Turn 5: Nothing
Turn 6: Finished Archer in Tal'Elear, Obelisk started
Turn 7: Nothing
Turn 8: Finished Writing, started Masonry(sp?), Finished Cottage
Turn 9: Rested weak Warrior, started building road to connect Cottage to town
Turn 10: "Pliny have completed his greated work, Wealthiest civilizations in the world.
1: Val' Elear 'The Glorious' b(^v^)d
Moved to fourth in score T.T
 
Turn 0: Noticed the city wasn't using one of the farms I built, switched from the small pond to the farm to cut down growth time from 18 to 12.

Turn 1: Nothing of note.

Turn 2: Agreed to Open Borders with the Egyptians to keep them on our good side.

Turn 3: Worker finished building a road or something, moved it to make a farm for the second city on the wonderous overlap squares.

Turn 4: Signed open borders with the mongolians and the aztecs. Something finished researching, I forget what. Started work on Iron Working. Started workers on farm.

Turn 5: Nothing.

Turn 6: Nothing.

Turn 7: Nothing.

Turn 8: Signed open borders with Arabia. Finished the Oracle, picked Metal Casing for our free technology. Val'Elear had a granary queued to be built. We didn't have one already? Letting that go.

Turn 9: Nothing.

Turn 10: Signed open borders with the french.
 
Got it. Should be able to play and post before work. Going to be testing an autolog tool to see what the detail it gives is like. In the test I just did it seemed ok, would be perfect if the custom log event worked, but from what I saw of the test just done it did not.
 
Turn 110 (600 BC) (Inherited Turn)

Turn 111 (580 BC)

Turn 112 (560 BC)
Val'Elear grows: 7

Turn 113 (540 BC)

Turn 114 (520 BC)
User comment: City grows.. Gains an unhappiness point over what can be handled. My bad for not activating avoid growth earlier. May need to whip a building in order to rectify.

Turn 115 (500 BC)
Val'Elear begins: Settler

Turn 116 (480 BC)

Turn 117 (460 BC)
Val'Elear finishes: Granary

Turn 118 (440 BC)
Val'Elear begins: Stonehenge
Val'Elear begins: Settler

Turn 119 (420 BC)
Warrior defeats (1.28/2): Barbarian Warrior
User comment: Warrior saves our cottage from barbarian attack.
Tal'Elear finishes: Obelisk

Turn 120 (400 BC)
Tal'Elear begins: Barracks
Warrior promoted: Combat II

Turn 121 (380 BC)
Warrior loses to: Barbarian Warrior (0.24/2)
Warrior defeats (1.64/2): Barbarian Warrior
User comment: One of our warriors is lost this time, but cottage is once again saved.
User comment: Turn set done. Saving and passing on.


----

Yay for autologger. I realised my mistake with the custom log entries about midway through, thus the no entries on the inherited turn. Basically you *have* to actually click OK for the custom entry to be noted. If you don't hit OK and just press Enter as I was nothin happens.

If you want to check out the autologger for yourself:
http://forums.civfanatics.com/showthread.php?t=141164
 
Ald+S manages my little notes I added to the map.

1: Moved warrior back into capital.
Started archer in capital.

2: Finished Ironworking, set research path towards calendar.
Moved warrior and settler towards new city spot.
Iron popped up right next to capital.

3: Moved Archer from southern city to intercept barbarians from the north. Will continue on beyond our borders to see if there is a barbarian city.

4: Got 2 threats to stop being egypt's friend.

5: Archer's finish in capital, started some more.
Defeated barbarians to the north.
Found The Forsaken city.

6: Nothing

7: 2 barbarians popped up. Sent archers from capital to intercept barbarians from the south. Diverting Northern arch to intercept barbarians from the west.

8: Barbarians wildly charge into archers in the south and die easily.
Started mine on iron, the farm there had to be destroyed. Already finished roads there.

WHY IS OUR CAPITAL MAD AT US FOR OUR CRUEL OPPRESSION? WHO OPPRESSED MY PEOPLE?

9: Started scout in captial. Too much black around our empire for my taste.
Moved archers around.

10: Sailing finished, math started(next in line to get calendar, which we need to harvest all our lewt.
Archers beat barbarians in the north.
 
I believe that is a skip and that sprite is up now, unless rufus can get it in before he shows up.
 
Turn 1: Signed open borders with the indians, started healing archer, scout finished, sent him off to check the area west of our town for the best spot to build the next city. Settler was queued, letting that go.

Turn 2: Signed open borders with the Spanish. Set up archer to fortify in the city it was in. Refused to stop trading with the Egyptians from the Mongolians.

Turn 3: Refused to stop trading with the egyptians again this turn, this time from the aztecs. Iron mine finished, sent workers to go make a mine on the gems.

Turn 4: Nothing, have an archer waiting to escort the settler when its done. Set scout to auto explore.

Turn 5: Nothing.

Turn 6: Nother Barbarian popped up, moving archers to intercept. Sending scout into the area where he came to check for a town.

Turn 7: Archers in position in the forest, waiting for them to attack us.

Turn 8: Archer killed the warriors, levelled up.

Turn 9: Settler finished, moving him towards the west in between the pigs and the copper. That position will also let us use two 3 production forests.

Turn 10: Have archer following settler, another barbarian appeared to the north, moved an archer up to intercept.
 
Turn 143 (60 AD)
User comment: Inherited Turn: One of our cities was working a 2F, 1C tile when a 2F, 2C was avail. Changed.

Turn 144 (80 AD)
The Forsaken finishes: Archer
Archer defeats (2.10/3): Barbarian Archer
Warrior defeats (0.98/2): Barbarian Archer

Turn 145 (100 AD)
The Forsaken begins: Obelisk
Atar'Elear founded
Kyoto begins: Obelisk
Archer promoted: Drill I
Tal'Elear finishes: Worker
The Forsaken grows: 2

Turn 146 (120 AD)
Tal'Elear begins: Library
User comment: Start our second worker on building roads to connect the gems and give us happiness.

Turn 147 (140 AD)
Buddhism has spread: Tal'Elear

Turn 148 (160 AD)
User comment: Budhism spreads to Tal'Elear. Chose not to switch to it at this point. Only Isabella has it.
User comment: Iron spotted to the north of Atar'Elear, we should settle it ASAP to deny it to the others if nothing else.
Tech learned: Mathematics
Research begun: Animal Husbandry
Val'Elear's borders expand

Turn 149 (180 AD)

Turn 150 (200 AD)
User comment: Started one of our workers in connecting Atar'Elear to our Road Network.

Turn 151 (210 AD)


Turn 152 (220 AD)
Tal'Elear begins: Settler

Turn 153 (230 AD)
User comment: Some fearsomely strong Axemen approaching from the north. We may have to do something about them before they reach.. anything. Saving Game, passing ON!
 
Actually, I'm currently rearranging things on my desk and misplaced my CD. Not in the mood to clean everything up, so I'm going to pass this turn up.
 
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