***
I have decided to ‘tweak’ the Journal a bit again. Last entry, when a city gained in pop, I couldn’t remember the numbers. So now, here is the new way that I’ll be doing things.
Everything is the same, except for the City Summaries at the end of each turn. It’ll be a lot easier if I just give you an example:
If you see ‘Granary: WSH (P5/G6): 7T’, that means that Washington, D.C. (WSH) has a Population of 5 (P5), and will grow in 6 turns (G6). 7T means that the Granary will be finished in 7 turns.
To keep everybody up to date on City’s abbreviations, here they are going into Turn 91:
WSH=Washington, D.C., NYC=New York City, BOS=Boston, PHI=Philadelphia, ATC=Atlantic City, CAM=Cambridge, CHA=Charlotte, JAM=Jamestown, BAL=Baltimore, SAL=Salem, CON=Concord, and RCH=Richmond
As always, when a new city is added, I give you the abbreviation.
And away we go!
***
IBT: RCH has produced a Worker. I order a Curragh.
Turn 91 (730 B.C.): The new Worker (‘Goofy’
moves and begins mining on the roaded Cattle square (4T). Lilo builds a road (2T). Bart (renamed ‘Pluto’
builds a road (2T). The Settler (from NYC) founds Atlanta (ATL). I order a Worker. Grumpy begins mining (4T). Ned Flanders (renamed ‘Mickey Mouse’ or ‘Mickey’ for short) moves to road a Grassland.
FAMINE attacks the Barbarian! FAMINE crushes the Barbarian, and emerges completely unscathed from the battle!
The Lusitania continues down the coast. Moe is upgraded to a SWORDSMAN for 60 Gold. He will keep the name ‘Moe’, so that I remember that he’s just a Conscript. Cinderella moves to DEATH’S square to build a road and irrigation while protected. The Flying Dutchman continues on its way as does the Settler.
ATLANTA (ATL)
City Summary:
Curragh: ATC (P2/G1): 7T; JAM (P2/G8): 8T; RCH (P1/G7): 15T
Granary: CAM (P3/G3): 4T; PHI (P4/G7): 4T; SAL (P1/G1): 14T; BAL (P1/G1): 54T
SPEARMAN: BOS (P3/G4): 5T; CHA (P1/G6): 6T; NYC (P2/G2): 8T
SWORDSMAN: WSH (P7/G12): 2T
Worker: CON (P1/G2): 2T; ATL (P1/G10): 10T
We will learn
Philosophy in 3 turns.
IBT: Korea sends a SPEARMAN and a Settler to the space between Maya and myself.
ATC has grown to pop 3, BAL and SAL have each grown to pop 2. CON and NYC are about to grow.
Turn 92 (710 B.C.): Moe moves to join DEATH. Sneezy moves to mine the hills. Cinderella begins to build a road on the Plains (2T). Sleepy helps Doc finish the mine (1T). Mickey builds a road (2T). FAMINE moves towards the Barbarian encampment. The Lusitania and The Flying Dutchman continue on their respective ways.
City Summary:
Curragh: ATC (P3/G10): 3T; JAM (P2/G7): 7T; RCH (P1/G6): 14T
Granary: CAM (P3/G2): 3T; PHI (P4/G6): 3T; SAL (P2/G10): 13T; BAL (P2/G7): 53T
SPEARMAN: BOS (P3/G3): 4T; CHA (P1/G5): 5T; NYC (P2/G1): 7T
SWORDSMAN: WSH (P7/G11): 1T
Worker: CON (P1/G1): 1T; ATL (P1/G9): 9T
We will learn
Philosophy in 2 turns.
IBT: WSH has produced a SWORDSMAN. I order another one. CON has produced a Worker. I order another one.
NYC has grown to pop 3.
CON grew to pop 2, but the pop point was used up for the Worker.
CAM is about to grow.
CivAssistII tells me that the discovery of Philosophy will overrun by 24 Beakers. I adjust the SCI slider down to 10%, so that I’ll gain +26 Gold this turn while still learning Philosophy next turn.
Turn 93 (690 B.C.): The new Worker (named ‘Donald Duck’ or ‘Donald’ for short) moves to build the connecting road to the next city site. The Settler arrives at his destination. Pluto moves to build a mine on a Grassland. Lilo moves to build a road. Dopey and Lady move to build a road and a mine on a mountain. Sneezy builds a road on a hill (4T). The new SWORDSMAN (named ‘ATHOS’
moves to join DEATH. Tramp (renamed slightly to ‘The Tramp’ (you’ll see why a bit later on in the game)) moves to a Grassland. Doc and Sleepy move to build a road in a forest. Stitch moves to the hills.
FAMINE attacks the Barbarian camp! FAMINE is victorious (and nets us 25 Gold for dispersing the camp), but has suffered a wound. (Oh well, chicks dig scars . . .)
Lusitania continues exploring. The Flying Dutchman arrives at the crossing point.
City Summary:
Curragh: ATC (P3/G9): 2T; JAM (P2/G6): 6T; RCH (P1/G5): 13T
Granary: CAM (P3/G1): 2T; PHI (P4/G5): 2T; SAL (P2/G9): 12T; BAL (P2/G6): 52T
SPEARMAN: BOS (P3/G2): 3T; NYC (P3/G4): 3T; CHA (P1/G4): 4T
SWORDSMAN: WSH (P7/G10): 3T
Worker: ATL (P1/G8): 8T; CON (P1/G10): 10T
We will learn
Philosophy next turn!
IBT: We have learned Philosophy! I re-adjust the Sci slider back up to 50%. Code of Laws is next. We have learned Code of Laws! The Republic is next, and we will learn it in 23 turns.
CAM has grown to pop 4.
BOS is about to grow.
A Mayan warrior is hanging around our SW border observing Marge, Happy, and Bashful.
Turn 94 (670 B.C.): The Tramp builds a road (2T). Donald moves to build to build the connecting road to the next city site. The Settler, for some reason, can’t build a city on a marsh (Hasn’t Sid Meier ever heard of Swamp Castle?
), so he moves to the coast. Pluto moves to build a road in a forest. Dopey and Lady build a road in the mountains (3T). Doc and Sleepy build a road in a forest (2T). Stitch builds a road in the hills (4T). The Flying Dutchman charges across the sea! Cartman (renamed ‘Cruella de Ville’ or ‘Cruella’ for short) moves to build a road on the Plains. Mr. Slave (renamed ‘Scar’
moves to build a road in a forest. Cinderella irrigates the Plains (3T). ATHOS and Moe join DEATH. Mickey builds a mine (4T).
City Summary:
Curragh: ATC (P3/G8): 1T; JAM (P2/G5): 5T; RCH (P1/G4): 12T
Granary: CAM (P4/G7): 1T; PHI (P4/G4): 1T; SAL (P2/G8): 11T; BAL (P2/G5): 51T
SPEARMAN: BOS (P3/G1): 2T; NYC (P3/G3): 2T; CHA (P1/G3): 3T
SWORDSMAN: WSH (P7/G9): 2T
Worker: ATL (P1/G7): 7T; CON (P1/G9): 9T
We will learn
The Republic in 23 turns.
IBT: PHI has produced a Granary. I order a SPEARMAN next. ATC has produced a Curragh. I order another one. CAM has produced a Granary. I order a SPEARMAN next.
The Flying Dutchman was lost in treacherous waters. NUTS!
BOS has grown to pop 4.
Turn 95 (650 B.C.): Goofy moves to help Stitch. Cruella builds a road (6T). The new Curragh (christened ‘Revenge of the Minnow’
sets sail from ATC. Pluto builds a road in a forest (4T). Donald builds a road (2T). Grumpy begins a road to the new city site. Scar builds a road in a forest (12T). The Lusitania continues on its voyage. The Settler finally arrives at his new home.
City Summary:
Curragh: JAM (P2/G4):4T; ATC (P3/G7): 5T; RCH (P1/G3): 11T
Granary: SAL (P2/G7): 10T; BAL (P2/G4): 50T
SPEARMAN: BOS (P4/G5): 1T; NYC (P3/G2): 1T; CHA (P1/G2): 2T; CAM (P4/G6): 4T; PHI (P4/G3): 5T
SWORDSMAN: WSH (P7/G8): 1T
Worker: ATL (P1/G6): 6T; CON (P1/G8): 8T
We will learn
The Republic in 22 turns.
IBT: WSH has produced a SWORDSMAN. I order another one. NYC has produced a SPEARMAN. I order a Barracks next. BOS has produced a SPEARMAN. I order another one.
Cha and NYC are about to grow.
Korea is now a Monarchy.
Turn 96 (630 B.C.): The SPEARMAN garrisons in BOS. The new SWORDSMAN (named ‘PORTHOS’
moves to join the attack force. The SPEARMAN garrisons in NYC. Revenge of the Minnow heads for the crossing point. Doc and Sleepy move to build a direct road from RCH to ATL. Goofy helps Stitch with the road (1T). The Settler founds Trenton (TRE). I order a Worker. The Tramp builds a mine (4T). Grumpy builds a road (2T). Lilo moves to build a road. The Lusitania continues on its way.
TRENTON (TRE):
City Summary:
Barracks: NYC (P3/G1): 10T
Curragh: JAM (P2/G3): 3T; ATC (P3/G6): 4T; RCH (P1/G2): 10T
Granary: SAL (P2/G6): 9T; BAL (P2/G3): 49T
SPEARMAN: CHA (P1/G1): 1T; CAM (P4/G5): 3T; PHI (P4/G2): 4T; BOS (P4/G4): 5T
SWORDSMAN: WSH (P7/G7): 3T
Worker: ATL (P1/G5): 5T; CON (P1/G7): 7T; TRE (P1/G10): 10T
We will learn
The Republic in 20 turns.
IBT: CHA has produced a SPEARMAN. I order another one. The Cultural Advisor tells me that ‘The Koreans are building the Hanging Gardens’. (And there was much rejoicing . . . yay.)
NYC has grown to pop 4.
CHA has grown to pop 2.
PHI and RCH are about to grow.
Maya now has an Anarchistic government.
Turn 97 (610 B.C.): The Lusitania continues on its way. FAMINE (on his way back to WSH to heal his wound) spies a Mayan warrior moving towards Grumpy. FAMINE moves to protect Grumpy. Sneezy builds a mine in the hills (8T). Cinderella and the Attack Force move to improve an adjacent square. The SPEARMAN moves to ATC. Lilo begins a road (2T). Dopey and Lady build a mine (6T). Goofy and Stitch build a mine (4T). Donald moves to continue the road. PORTHOS joins the Attack Force.
City Summary:
Barracks: NYC (P4/G4): 7T
Curragh: JAM (P2/G2): 2T; ATC (P3/G5): 3T; RCH (P1/G1): 9T
Granary: SAL (P2/G5): 8T; BAL (P2/G2): 48T
SPEARMAN: CAM (P4/G4): 2T; PHI (P4/G1): 3T; BOS (P4/G3): 4T; CHA (P2/G7): 10T
SWORDSMAN: WSH (P7/G6): 2T
Worker: ATL (P1/G4): 4T; CON (P1/G6): 6T; TRE (P1/G9): 9T
We will learn
The Republic in 18 turns.
IBT: The Cultural Advisor tells me that the Koreans are building The Colossus’. Yee-haw!
RCH has grown to pop 2.
PHI has grown to pop 5.
BAL and JAM are about to grow.
Turn 98 (590 B.C.): Grumpy and FAMINE move together to continue the road. Mickey moves towards CON. The SPEARMAN arrives and garrisons in ATC. Cinderella builds a road (2T). The Lusitania continues exploring, but thanks to my clumsy fingers, ends its turn on a Sea square. Revenge of the Minnow continues towards the crossing point.
City Summary:
Barracks: NYC (P4/G3): 6T
Curragh: JAM (P2/G1): 1T; ATC (P3/G4): 2T; RCH (P2/G7): 8T
Granary: SAL (P2/G4): 7T; BAL (P2/G1): 47T
SPEARMAN: CAM (P4/G3): 1T; PHI (P5/G4): 2T; BOS (P4/G2): 3T; CHA (P2/G6): 9T
SWORDSMAN: WSH (P7/G5): 1T
Worker: ATL (P1/G3): 3T; CON (P1/G5): 5T; TRE (P1/G8): 8T
We will learn
The Republic in 17 turns.
IBT: WSH has produced a SWORDSMAN. I order another one. CAM has produced a SPEARMAN. I order another one. Jam has produced a Curragh. I order another one.
BAL and JAM have each grown to pop 3.
BOS is about to grow.
The Lusitania survives!
Turn 99 (570 B.C.): The new Curragh (christened ‘The QE II’
sets sail. Mickey moves to build a road in a forest. The new SPEARMAN garrisons in CAM. Grumpy begins the next piece of the road (2T). Pluto moves to build a road. Lilo moves to build a road. The Lusitania continues on its way. The new SWORDSMAN (named ‘ARAMIS’
moves to join the Attack Force.
City Summary:
Barracks: NYC (P4/G2): 5T
Curragh: ATC (P3/G3): 1T; RCH (P2/G6): 7T; JAM (P3/G10): 15T
Granary: SAL (P2/G3): 6T; BAL (P3/G10): 23T
SPEARMAN: PHI (P5/G3): 1T; BOS (P4/G1): 2T; CAM (P4/G2): 4T; CHA (P2/G5): 8T
SWORDSMAN: WSH (P7/G4): 3T
Worker: ATL (P1/G2): 2T; CON (P1/G4): 4T; TRE (P1/G7): 7T
We will learn
The Republic in 15 turns.
IBT: PHI has produced a SPEARMAN. I order a CATAPULT next. ATC has produced a Curragh. I order a CATAPULT next.
BOS has grown to pop 5.
ATL, CAM, and NYC are about to grow.
Maya is now a Monarchy.
Turn 100 (550 B.C.): The new Curragh (christened ‘Nina’
sets sail from ATC. Lilo begins a road in the mountains (6T). Pluto begins a road (2T). The Tramp moves to join Lady. Mickey builds a road in a forest (4T). The new SPEARMAN heads for BAL. Cinderella irrigates the Plains (3T). Revenge of the Minnow tries a different course across the unforgiving sea. The QE II continues its course. The Lusitania continues on its way. On the horizon, they spot a barbarian ship!
City Summary:
Barracks: NYC (P4/G1): 4T
CATAPULT: PHI (P5/G2): 5T; ATC (P3/G2): 7T
Curragh: RCH (P2/G5): 6T; JAM (P3/G9): 14T
Granary: SAL (P2/G2): 5T; BAL (P3/G9): 22T
SPEARMAN: BOS (P5/G5): 1T; CAM (P4/G1): 3T; CHA (P2/G4): 7T
SWORDSMAN: WSH (P7/G3): 2T
Worker: ATL (P1/G1): 1T; CON (P1/G3): 3T; TRE (P1/G6): 6T
We will learn
The Republic in 14 turns.
End of Set of Turns: 550 B.C., 261 Gold (+2 per turn).
CivAssistII Information: I am first in Gold (261), Cities (14), Land (154), and Pop (43).
Unit Breakdown: I have a total of 43 Units (19 Workers, 8 SPEARMEN, 4 Curragh, 4 HORSEMEN (of the Apocalypse), 4 Scouts (not doing much of anything really. Just standing around, working on their tans.), and 4 SWORDSMEN.
My Score is 255.
Maya and Korea still have nothing to trade. I was kinda hoping that one of them had already made contact with our Mystery neighbor across the Sea, but no such luck.
Korea, Maya, and I are all still in the Ancient Era.
Here is the Playing View:
Here is Our Place in the World:
Here is the Information Screen:
Here is Korea in 550 B.C.:
Here is Maya in 550 B.C.:
Here is our Mystery neighbor in 550 B.C.:
Here is the savegame:
View attachment Lincoln of the Americans, 550 BC.SAV
If you download this savegame, you'll notice that the SWORDSMEN have different names than what I posted. I got done with the Set of Turns, and realized that the first 4 SWORDSMEN should be named after the 4 Musketeers. On Turn 101, I'll rename the SWORDSMEN.
On to your posts:
From Eltrai:
Fafhard is spelled correct. He is from the Fafhard and Gray Mouser series of books by Fritz Lieber.
Ah! Thank you for the information.
From AutomatedTeller:
I had a despotic golden age.
Now THAT can't be a good thing! :thumbdown
As always, your comments, suggestions, and advice are greatly appreciated.