Enders Game 1: The Training Game Competition - Team 2

Originally posted by Rubberjello
All good critiques there, Sirp. I appreciate the feedback. :) I hope I have not bolloxed up the whole thing for everyone!

Not at all, your turn was a good one. You didn't make any fundamentally bad mistakes at all.


About early trades (or lack thereof). Yep. I admit it. I don't have a lot of practice there and made some mis-steps. Firstly, I haven't played a lot of Pangaea maps and am not used to having 3 contacts in the first 20 turns. I should have taken the 1 for 2 deal for Masonry when first offered. China just kind of teed me off by refusing any 1 for 1 trades.

Yup, it's common to feel the AI is being a little unreasonable with some of its offers. But often you just have to grin and accept. Otherwise you'll just end up being left behind.


Overuse of MP Warriors - Guilty as charged! :o :o :o
Slider is much better on low barbarian maps. I erred on the side of caution also, because that Chinese warrior was in our face so soon.

Well, if your use of warriors was primarily for defensive purposes, then that'd be fine. The AIs do have some units around which doesn't make us feel comfortable.


Why research Mathematics? Wouldn't Writing be a better choice at this point?

We would like to get Writing more, however the AI tends to research Writing itself much more, since it is a more useful technology. Mathematics is one of the last technologies researched by the AI.

So, while the AIs are researching good technologies like iron working and writing, we will research math and trade it with them.


City placement. We have an extremely fertile pocket shielded by a whole lot of jungle. Shouldn't our initial cities be fairly close with quite a bit of overlap?

Well some of them will have overlap, but the city site I marked out is in a good spot. It's good to have an early coastal city so we can build a harbor and set up early trade routes, and it's next to flood plains.

The jungle is a little daunting, but there looks to be a little more fertile land to the south at least.


BTW. I have no idea how fast this thing will come around again. I'm going away for about 36 hours this weekend. I won't be available to play again until Sunday morning, Pacific Standard Time. You can skip me or swap me back to my original position, whatever you want.

You get 24 hours to 'I got it' and 48 hours to play. It seems unlikely that you won't be able to meet your playing commitments if you're only going away for 36 hours.

You can also give us a 'pre-emptive got it' if you want.

-Sirp.
 
Originally posted by Shaesha
3050BC(1) - Started Mining bonus grassland. We're up on Scandanavia by Masonry
and Ceremonial Burial. We're even with China. Egypt has The Wheel and Mysticism
but we have Warrior Code. Egypt is not interested in a trade :(

This is because Egypt has a monopoly on both its technologies, while we don't on ours, and ours is far cheaper anyway.



We sold
Ceremonial Burial to the Vikings for 25gp.

Good job with this trade.


3000BC(2) - Exploring - had to move the lux slider up. We've met the Celts. We're
up Masonry and Pottery. Traded Pottery for 35 Gold.

Good job in selling our least expensive technology to them :goodjob:


2850BC(5) - Granary -> Scout. (In hindsight I think I should have set it to a Settler)

Building a scout would be ok if we could still get a settler before the city grows to size 7. Since we can't, it does turn out to be a bad move, but not a very bad one. We don't want the city to grow to size 7, because then it starts growing at half the rate.


We meet the English trade Masonry for Alphabet and
10 gold. Traded The Warrior code and Alphabet for The Wheel with Egypt. Set
Research to Mathematics.

Some more good trades here, and good job setting our research to math.

A good turn overall. Good exploring and good trading. We have only two civs left to meet. I got it!

-Sirp.
 
IT 2630BC: Everything looks great, I end the turn with no adjustments.

1 2590BC: Moscow is getting many more shields than it needs to finish the settler next turn, so I do a little micromanagement: switch a whole heap of workers from 2/1/0 enriched grasslands to unenriched grasslands next to the river. Thus we trade shields that will be wasted for commerce. This lets me turn luxuries down too. This kind of micromanagement definitely isn't necessary to beat Emperor, or even Deity, but early on it sure doesn't hurt.

I send our scout wandering across Celtland.

2 2550BC: The Celts ask us to leave their territory. Moscow settler -> worker. We need more workers, since we're working alot of unimproved land.

3 2510BC: We trade Alphabet + The Wheel for a Chinese worker.

4 2470BC: Moscow worker -> settler. We've found the place where China breeds, it's to the west of us.

5 2430BC: ...

6 2390BC: St Petersburg is founded and set to build a warrior. The settler's escort heads back to Moscow since we'll need more troops there.

7 2350BC: ...

8 2310BC: Moscow settler -> settler. Moscow is left undefended, temporarily. This is looking a little like a farmer's gambit. Once those cities get built though, they can build some military while Moscow churns out the settlers.

9 2270BC: We contact an Ottoman warrior in the west. China and Scandinavia now have iron working. Scandinavia is down masonry, alphabet, and the wheel though. The Ottomans have mysticism but lack alphabet, pottery, and the wheel. Let's do some brokering :)

Osman gives us mysticism + 8 gold for alphabet + pottery. Then Ragnar gives us iron working for alphabet + masonry. We are now the game's tech leaders! Gimme Tech fulfills his name!

We have two nice sources of iron right near home, complementing our two horses.

10 2230BC: ...

We are in a good strategic resource situation, but we do lack luxuries in the area.

The settler is intended to settle where he stands. Unfortunate that he can't get the wheat in his initial radius, but being on fresh water is more valuable than getting the wheat in immediately.

I would like each player to try to draw a dotmap, planning where they think our cities should go. If you don't know how to do this, let me know and I'll give instructions.

Smurf is up, Good luck!

RubberJello
Shaesha
Sirp
Smurf <--- UP NOW
Stuck as a Mac <--- on deck (please give us a status report of if you can play)

-Sirp.

The Game

And a screenshot:

EG1T2-2230BC.jpg


I suggest players take this screenshot and put dots where they think out cities should go.
 
Time to train the trainer ^_^
Sirp, hit ctrl+g for the maps in screenies for easier dotmappage.
I have two images here. One is where i thought st petersburg should go. It lets us place a city up near the wheat(all hail the wheat!)


yellowdotonly.jpg


This way, we have an easier city site up near the wheat. Nevertheless, we shal play on. Ignore the teal dot, that was a mistake in saves n stuff.
As for the real game:

ENDERGAME2_dotmap.jpg


Red dot is the first to found, then the one near the wheat(use the arrow) then the inland one. All have most of thier tiles, with no more then 2 tile overlap. I am a firm believer in fewer, stronger cities. You get less corruption, more power et al.
Red dot should become a major producer, once we clear out the jungle.
In fact, after moscow gets done with the majority of settlers, we should crank workers like mad, to get ****e-sites in the jungle into powerhouses.
The other method is to find a way to get them a single 2 food tile, and then crank workers. They'll only have a single good tile anyway, so you might aswell do that untill more grass is availible.
 
Before I begin play, I'd like a comment or two on my dotmap. I'll have it done by end of today, if I get some dotmaporial advice.
 
Smurf, yeah I know my screenshot wasn't the easiest to dotmap off, but I actually did it as a screenshot of the game, and then started thinking about dotmaps. I was just too lazy to start up Civ3 and take another screenshot :P

Your light blue dot was exactly where I was planning to found a city :)

Your idea of getting the wheat in earlier isn't a bad one, however the time when getting wheat in range is *really* powerful is when you get it in a fresh water city, so that city can grow big and strong fast. I was considering that, and both your way of doing it and mine have advantages.

Your yellow dot is good. Fills in the south nicely. We also need a city to the north-east, I would suggest north of the horses. It's hard to see properly on that screenshot though.

-Sirp.
 
Problem with teal dot is it wastes tiles or makes us found a ****eSite(tm) to redeem em. I am gonna found on red with the current settler. Better 2 bitty tiles of overlap then a bunch of river (+1 commerce) tiles wasted. Lookin at the screenie, I'm wonderin about how ****ey the chinese start was lol.
Playing now.
 
Yes the Chinese start was pretty bad. At least they're industrious :)

There are no tiles wasted if you found the settler where he stands and then found on the teal dot.

-Sirp.
 
Inherited Turn: Laugh at how bad Chinese start is. Survey the situation, everything looks alright. Diplo check: Up myst on mao, up myst and wheel on ragnar, up masonry, alphabet, IW, myst on brennus (HOLY CRAP!!), up wheel and IW on ozzy, up IW and myst on England, and finally up IW on cleo. All are broke! How’d we get this far ahead? Kudos to previous leaders. England looks to be the main powerhouse. All the capitals are size 1!! We are size six. We have higher shields, high pop, but low low low low! Land area.
I veto the current settler site. If we had moved to yellow dot on the first map, then fine, but that much overlap is DISGUSTING. That settler moves to red dot asap to found that powerhouse of a city. Afterwards, I’d rather found somewhere deep in the jungle, build a granary and use that wheat as a springboard to build the workers to remove the jungle.
Finally, I hit next turn.
Turn one: Settler moves to red, founding in 2 turns. Fire the goddamn animators. Settler done next turn, no way to get more gold or food out of Moscow(all worked tiles are roaded, and a roaded tile == a river tile. Petersburg Warrior à granary we will need workers for all that GD jungle, might aswell go for it at least occasionally
Turn 2: Moscow completes settler, order up a new one. This one is going for the spices. I did a brief dotmap to find the ideal location. This one gets 2 in its initial 9, and has a 2 food tile to work to create workers and dig itself out of the abysmal jungle, as well as being on fresh water. Scouts, are, ofcourse, scouting. Check diplo for any gold to snactch up.. and there is of course, nothing. Damn broke neighbors.
Turn 3: Red dot founded, a worker is ordered up. Play with lux slider, nothing. Move scouts, check the fruitless diplo. I dial down research, as we are losing 1gpt and we have such a lead that the cost is wasteful (should have done that earlier). Lux is still @ 30, which is annoying but has to be done even when @ size 5 in moscow. Hooking up the spices will help, but that is many worker turns away.
Turn 4: Boss around some workers. My roads are sometimes erratic; that’s because I want to put the roads on the best tiles that do not make me go out of my way. Essentially going for kiev I roaded the riverside before the landlocked tiles, because we only have 3 workers and etc.
Turn 5: Moscow completes settler. I send him to our southern dot, because it is either that or a city near that wheat, in the mighty jungle. I intend to found 2 tiles from the borders of st Petersburg, right in line with it and the wheat on the coast, in the forest. We WILL have initial acess to the wheat because of the culture linkage that occurs if Petersburg has a temple or if that city gets a temple. Because that city will need a granary more, with such scarce food (2 grasslands and the sea) I change Petersburg to a temple. Boss around the workers, check the usually fruitless diplo and everyone is broke, as per usual. I notice our lead slowly dwindling, but gifting them to a civ for good relations is NOT worth saving them to turns.
Turn 6: Nothing but scouts and diplo. Lizzy has writing for sale, she lacks IW, myst, and communications with celts. I want to sell communications because she is expansionist and has scouts to easily find celts on this pangea. I go to trade, and comm. /w celts, IW, myst AND TREASURY OF 66g will not buy writing. Must..surpress…urge..to..kill. We cannot even get anything more then “I doubt they will accept this proposal. NOT EVEN CLOSE AARG!!” Stupid stuck up crackwhore. Naturally, noone else has anything.
Turn 7: Just out of curiousity, I notice 39 tempting turns for pyramids. It would stunt our growth a bit, but our rivals are in the jungle, rotting, and I seriously consider it. Workers on the way to roading to Petersburg have completed a road on a grassland. I am wondering to mine or not. Because we have no lux yet, I decide to mine first since it wouldn’t save us anything. Is this a bad move? Minsk founded on red dot. Next is spices, which has its settler one turn away. Noone is even building the pyramids, and we have 2 turns on the last settler. Due to sirp saying not to in his “variant” I do not begin production, but as a note to the next leader, you could win it. All of the other capitols are size 2 right now, we are size 5, and on fresh water to boot. Of the cities we can see, few can hope to compete. Not starting em may be weed, but I decide to continue expanding. As far as the horses, 1 to the n of em means only 2 overlap with Moscow, on a grassland and a hill, so that should be our founding location.
Only cathy has writing, with math in 12 we can trade that.
Turn 8:Kiev warrior à granary in 30. Next leader, consider it a prebuild for whatever the hell you want. I notice at size 5 moscow pulls 10spt. Found spice addicts, order a worker as there is one good tile anyway.
Turn 9: Moscow completes settler, starts another. I check diplo, grudgingly. Ragnar has HBR@mono, lacks myst but that won’t do it. Wait for math, get writing then HBR.
Turn 10: Ottos start pyramid, someone else oracle. We can get pyramids and win… next guys call. Menacing purple archer nears.

EG1T2-2230BC.jpg


http://www.civfanatics.net/uploads4/EG1T2-1830BC.SAV
 
Originally posted by Smurf
Inherited Turn: Laugh at how bad Chinese start is. Survey the situation, everything looks alright. Diplo check: Up myst on mao, up myst and wheel on ragnar, up masonry, alphabet, IW, myst on brennus (HOLY CRAP!!), up wheel and IW on ozzy, up IW and myst on England, and finally up IW on cleo. All are broke! How’d we get this far ahead?

Through careful brokering using the expansionist trait. We've only actually researched *one* technology ourselves so far.


All the capitals are size 1!! We are size six. We have higher shields, high pop, but low low low low! Land area.

Yup, that's fine. With Moscow producing a settler every four turns, we'll easily catch up on land area.


I veto the current settler site. If we had moved to yellow dot on the first map, then fine, but that much overlap is DISGUSTING. That settler moves to red dot asap to found that powerhouse of a city. Afterwards, I’d rather found somewhere deep in the jungle, build a granary and use that wheat as a springboard to build the workers to remove the jungle.

There's nothing so bad about the proposed amount of overlap. It's worth getting lots of overlap in exchange for some nice fresh water cities. The main problem is that it doesn't get the wheat online as quick.

However, I'd have gone for the wheat before the spices. The spices aren't going to be hooked up for a while, and I can't see anyone else getting them in that time. Using a settler this early for a city that is essentially useless for a long time isn't exactly ideal. It's also not an easy city to defend.




Check diplo for any gold to snactch up.. and there is of course, nothing. Damn broke neighbors.

Yup, once you bleed them of their initial cash, they tend to be real broke until republic comes along.


Turn 3: Red dot founded, a worker is ordered up. Play with lux slider, nothing. Move scouts, check the fruitless diplo.

You really don't have to check diplomacy every single turn you know, it gets pretty boring! :)


I dial down research, as we are losing 1gpt and we have such a lead that the cost is wasteful (should have done that earlier).

We really want to make sure we get math first. We have plenty of gold, and losing 1gpt really is nothing. It'd have been best to just keep it maxed.


Turn 5: Moscow completes settler. I send him to our southern dot, because it is either that or a city near that wheat, in the mighty jungle. I intend to found 2 tiles from the borders of st Petersburg, right in line with it and the wheat on the coast, in the forest. We WILL have initial acess to the wheat because of the culture linkage that occurs if Petersburg has a temple or if that city gets a temple. Because that city will need a granary more, with such scarce food (2 grasslands and the sea) I change Petersburg to a temple.

The best place to put the city is one tile north-west of the wheat. It'll get the wheat immediately, and it won't have too much overlap. Founding it any more north or west than that would cause overlap with Beijing, which would give us a chance of flipping to China, and would tend to make the Chinese unhappy toward us.


Boss around the workers, check the usually fruitless diplo and everyone is broke, as per usual. I notice our lead slowly dwindling, but gifting them to a civ for good relations is NOT worth saving them to turns.

Yeah they'll catch up on us, but that's ok. We don't plan to take a permanent technological lead over them, yet. We should just feel comfortable staying in the tech race.


Turn 6: Nothing but scouts and diplo. Lizzy has writing for sale, she lacks IW, myst, and communications with celts. I want to sell communications because she is expansionist and has scouts to easily find celts on this pangea. I go to trade, and comm. /w celts, IW, myst AND TREASURY OF 66g will not buy writing. Must..surpress…urge..to..kill. We cannot even get anything more then “I doubt they will accept this proposal. NOT EVEN CLOSE AARG!!” Stupid stuck up crackwhore. Naturally, noone else has anything.

Well, Writing is an expensive technology early, and when someone has a monopoly on it, they consider it worth *alot*. When we get math we'll be able to package it with something and get Writing.


Turn 7: Just out of curiousity, I notice 39 tempting turns for pyramids. It would stunt our growth a bit, but our rivals are in the jungle, rotting, and I seriously consider it.

Speaker said specifically in the game rules that we can't build the Pyramids. If it weren't for this, it'd be a good move. It'd greatly enhance our growth.


Workers on the way to roading to Petersburg have completed a road on a grassland. I am wondering to mine or not. Because we have no lux yet, I decide to mine first since it wouldn’t save us anything. Is this a bad move?

Well, there are other advantages to having a road connected. For one thing, it reduces corruption a little if you are on a trade route with the capital. Whether that would affect the city's output at this stage I don't know.

Mining really isn't a bad move either.


As far as the horses, 1 to the n of em means only 2 overlap with Moscow, on a grassland and a hill, so that should be our founding location.

Yup, that's a good location for a city.


Only cathy has writing, with math in 12 we can trade that.

Only Liz I assume you meant - we *are* Cathy :)

In the save, Moscow is NOT working the wheat (!?) This slows down its growth to 3 turns instead of 2. The next leader should fix this immediately. That Moscow is just size 4 with no food in the box suggests that it may have been running like this for a while. If there is one thing that's important at the moment, it's making sure Moscow gets 5 food every turn.

Also, the luxury slider can be turned down one notch, to 20%. We can then turn science up to 80%, and get math in just 5 turns, instead of the currenty 8.

You really went a little short on military, Smurf. If someone wanted to take a shot at us now, we'd be in big trouble. The Vikings have a veteran archer just outside undefended spice addicts. I suggest that we fix this by making St Petersburg a military factory for a while. Its temple can be switched to a barracks, and then it can build us some veteran spearmen. At the moment, we're about to build our sixth city, and our military consists of three regular warriors.

Kiev should not build a temple now - we really don't need temples this early. It should likely be switched to military too. It's really best for us to try to use libraries for cultural expansion, as they're cheaper for us. We can hold off on most cultural expansion until we get literature.

Although with the lack of luxuries around, we probably will have to end up building temples in most cities too. Talking about luxuries, we may want to make a grab for the furs to the north west of spice addicts. (Fur snatchers might be a good name :) )

After Moscow produces its next settler, I suggest trying to skim a warrior or spearman off it, before producing another. Just as long as you make sure the city won't grow to size 7, this is a good move. We want it to go 6-4. It's ok if it builds a settler on the same turn it grows to size 7, and then goes back to size 5. in fact that's the optimum. You should be able to build a warrior in 2, and then a settler in 4, which will work out perfectly.

Oh and btw, the image you gave was from the previous turn, Smurf.

Good turn from Smurf, Stuck as a Mac is up now!

RubberJello <-- on deck (please confirm status)
Shaesha
Sirp
Smurf <-- well done
Stuck as a Mac <-- UP NOW

-Sirp.
 
IT: After reading Sirp's comments, I lower lux down to 20 and knock Science up to 80%. I move the Moscow worker to the wheat. St. Petes temple is changed to a spearman with no loss. As is Kiev. I set Spice to a spearman to just defend it.
Between Turns: Well, Sirp. You called it. Ragnar calls up up and demands Myst. Knowing there is no way we could survive, I grumble and give it to him.
T1: St. Petes builds spear, starts Barracks. Vikings found city W of where we wanted to plop down settler, I move it. Will have to come up with another place. As end turn flashes, I notice a scout was on auto move. I undo that.
T2: -
T3: Moscow riots. My fault. I forgot that unhapiness issues come before production ones (was due to complete settler same turn, so i didnt bother). I hire a clown.
T4: Order restored in Moscow, builds settler. Starts on another. Yeesh, the AI Governors dont like that wheat, do they now. Ive got 2 settlers now. Im sending them N.
T5: MATH! Let the annoying equations begin! I start work on Currency (32). Eliza, Dammit, Where are my slippers! (5 points to name that musical). We can get Horse and Writing for Math. Done. We are also ahead of everyone else. Also, I set Science down a notch to up GPT.
T6: I stop a warrior in Spice. He will serve as guard, for now.
T7: Minsk builds a warrior, starts on a spear.
T8: Kiev builds a spear, starts on a barracks. Seeing that Moscow will riot next turn, I throw a clown in.
T9: Another Moscow settler is built. I send this one to the wheat. The 2 settlers are currently roaming, looking for spots.
T10: Between turns, Liz demands 22g. We're still weak, so I agree. I've got 3 settlers roaming. This MAY be a :smoke:, but I'm not sure. To the next player- settle the settlers. Im not quite sure when to put the northern two.
Thus ends the pretty uneventful reign of SaaM

The Save
 
Comments on Stuck as a Mac's turn:

- Good job changing to spearmen. We need more defense now.
- Good job on caving to Ragnar and Liz, we'd have gotten pumelled if we didn't. We will remember Ragnar's "benevolence" at a later time.
- You let Moscow riot? Not good, but I'm sure you already know that :)
- The Vikings beating us to the city site isn't good, but it wasn't your fault. What you did with our settlers was: you have them wandering around aimlessly, undefended? When you're the active player, if you get beaten to a city site, you have to stop and decide where to send the settler instead. You are the active player, and as your team we have confidence in you to make a good decision. You could have at least settled a city next to the wheat with the second settler you produced.
- Good job trading after getting math, but bad decision on what to get next. Currency isn't that valuable. Meanwhile you have a selection of four valuable technologies to go for: we want map making so we can trade maps. We want literature so we can build our libraries. We want philosophy and code of laws so we can move toward republic. CoL and philosophy are cheap and not highly prioritized, so they would almost certainly be the best techs to go for. Followed possibly by a 40-turn run on expensive republic.
- Good job building some military.

RubberJello is up. The time for settling is almost over, and we will probably have to go to war with the Vikings at some point.

We will want a heap more workers. I'm talking a heap. Moscow can produce one every other turn. We'll want to churn out a heap of them for a while.

Good luck RubberJello, and settle those settlers!

-Sirp.
 
As far as spices vs wheat: I figured that spices were closer to a neighbor with settler production (hehe china is screwed) so I went for them. Sorry about the no mil, I was goin on a farmers gambit since we had 2 cities, and I didn't notice the late date.
I'm not sure about that wheat, apparently the AI hates it, b/c it should have been working. I checked the city tiles on my first turn. At any rate, it was fine as far as growth for settlers was concerned.
As far as the settler sites i vetoed: I'm big on OCP and late industrial age wars, but I guess that with all the ****esites in the jungle I should have gone for a tighter build. As far as overlap with beijing, I'd say don't sweat it. It is unlikely they have much culture(check histogram) past thier palace, and if we get a temple in theere fast and then a cathedral etc later on they shouldn't be able to clfip us.
 
Smurf, building a temple early on is simply NOT a luxury you can afford if you're non-religious on the higher levels. Sixty shields is alot to pump into a building that gives so little return this early.

If we see the industrial age, we will likely win, regardless of our city placement. In fact, with a cavalry-variant as our UU, if we do things right the game may not even see the industrial age. We want to delay or avoid building temples and cathedrals where possible, instead building things that make us a more powerful civilization: libraries, marketplaces, aqueducts, barracks, and troops.

Yes we could minimize the chance of flipping to China, but it would take substantial effort in having to build a temple, and other cultural improvements, and even then it's unlikely we could control the entirety of our city radius, thus still having some pressure on us. We'd have to garrison the city with several units to suppress any chance of flipping. The many shields it would cost, added to not getting the wheat online straight away, aren't even close to worth it.

Remember that the value of shields and gold increase exponentially. One shield now is worth twenty or more shields in the industrial age. It's not worth it to sacrifice anything at all now under the reasoning that it will make it better in two ages time.

-Sirp.
 
Confirmation of both "On Deck" and "Got it". Back from the trip away, and trying to catch up on the thread.

Before I play...Sirp, could I get a few recommendations on the next city sites? Are we going to start taking "bites" out of the jungle?
 
Oh you're not going to get *that* many hints from me Rubberjello :)

As I've already said, you should definitely settle one tile north-west of the wheat.

Other than that, all I can say is I have my fullest confidence in you to pick good city sites.

Do us proud!

-Sirp.
 
1550 Take a look around...3 settlers wandering around?! Change Currency to Code of Laws. Played with the slider to optimize tech research (due in 15) Hopefully can use it when Liz (I'm guessing) gets Mapmaking way before us.

1525 (1) Position settlers for builds. *Crosses fingers and hopes these sites are not too far off from what everybody else was thinking* A little nervous about settling close to the Vikings, but hopefully they've been bought off long enough for use to get some defenders up there. A quick round on the diplomacy front confirms everyone except Liz (& us) are dead-broke.

1500 (2) Odessa founded in jungle by Wheat in the West. Sevastapool founded in jungle next to Lake and 3 dyes (and China, of course!)

1475 (3) Tblisi founded in Jungle next to river - close to Vikings. Moscow grows so fast, I have to check happiness every turn! (Oh! and Scouts still doing their scouting thing...nothing great to report except our enemies have a WHOLE bunch of nice-looking, jungle-less land! :p

1450 (4) We get the "Forbidden Palace" Message. Moscow builds its last Settler and set to workers.

1425 (5) We have Iron connected! Celts are building the Colossus. Other Civs are catching up in techs. Most are only one away from us. I saw no real oppotunities for trades, since most of them only had 3-5 gp in their treasuries.

1400 (6) St. Petersburg finishes Barracks. Spearman started. Moscow starts churning out workers every two turns. Scout tries to make a mad dash across Ottoman lands.

1375 (7) Slider adjustment. St. Petersburg up to 4 pop. English starts building Colossus.

1350 (8) Minsk wants to be unhappy, even with the slider bar at 20%. Temporarily give them a clown until some workers can help them out. Moscow temporarily switched to a military unit so that we can be building workers on 5-6 pop rather than 3-4. Spice addicts build a Spear. Set to Worker because I don't know what else to build up there. Please change if stupid decision.

1325 (9) The Ottomans on end of large penninsula, just like us, execpt they have Mountains instead of Jungle.

1300 (10) Code of Laws due in 4. For next person, please evaluate Clown situation in Minsk and Odessa. Last settler got edged out of spot by the Vikings...will need new directions. Lizzy got Mapmaking last turn, and traded it to the Vikings this turn. Neither will sell to us. Pretty much the rest of the world is on par with us tech-wise, and mostly broke still.



Saved game (1300 BC)
 
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