Friendly, fun, noob to moderate level game!

Right, but the problem is Toku is closed border, so difficult to convert him. Rome is highly unlikely since they founded Conf. Best bet is Asoka, though it is relatively less effective, sinc eit is separated from Rome and Toku by a river-like lake.

By the way, I spent the first Missionary converting Washington.
 
GreyFox said:
Right, but the problem is Toku is closed border, so difficult to convert him. Rome is highly unlikely since they founded Conf. Best bet is Asoka, though it is relatively less effective, sinc eit is separated from Rome and Toku by a river-like lake.
Sorry for the confusion - I meant that we should spread our religion to Cyrus and Saladin first to help them convert. There isn't much we can do about the silly Conf people (at the moment) - spreading there should be a much lower priority (basically just so we can spy on their cities.

GreyFox said:
By the way, I spent the first Missionary converting Washington.
Yeah - saw that :goodjob:.
 
Hey guys,

I definitely have no problem with the 10 turns + or - thing. I mean, if you've got something good going on you just have to finish up, go for it. That's cool with me.
 
Turn 121 (150 AD)
Tech learned: Priesthood (Traded Alphabet for)
Tartar finishes: Library
Sarmatian finishes: Library
Changed Tax Rate because we were -9/turn with 27 gold to go.

Turn 122 (175 AD)
Tartar begins: Granary
Sarmatian begins: Granary
Swordsman defeats (3.96/6): Barbarian Archer
(The stack next to the barb city. I decided to get promoted)
CooperTown begins: Jewish Missionary
CooperTown begins: Granary
Paris finishes: The Parthenon :goodjob:
Iron Town grows: 5

Turn 123 (200 AD)
Paris begins: Jewish Missionary
Swordsman promoted: City Raider I :scan:
Christianity founded in a distant land

Turn 124 (225 AD)
CooperTown finishes: Swordsman
Tartar grows: 4

Turn 125 (250 AD)
Paris finishes: Jewish Missionary
Judaism has spread: Iron Town

Turn 126 (275 AD)
Paris begins: Jewish Missionary

Turn 127 (300 AD)
Swordsman defeats (0.24/6): Barbarian Archer
Swordsman promoted: Combat I
Swordsman defeats (5.28/6): Barbarian Warrior
Swordsman promoted: Combat I

Turn 128 (325 AD)
Urban Legend (Swordsman) promoted: City Raider II :scan:
I attacked the barb city again! :D
CooperTown finishes: Jewish Missionary

Turn 129 (350 AD)
Paris finishes: Jewish Missionary :king: 3 Total!
Iron Town's borders expand
Iron Town finishes: Library
Buddhism has spread: Sarmatian

Turn 130 (375 AD)
Paris begins: Aqueduct ????? just a thought . .
Iron Town begins: Granary
Swordsman promoted: Shock
Swordsman defeats (5.22/6): Barbarian Archer
Tartar finishes: Granary
Sarmatian grows: 5
Swordsman defeats (5.64/6): Barbarian Warrior
Our boys were doin' fine!

Turn 131 (400 AD)
Tartar begins: Barracks
Tortoise (Swordsman) promoted: Cover


I took your guys' advice. You guys are doing awesome, and I'm enjoying watching the decisions you make.

Saladin approached us to cancel our deals with the Egyptians. I said ok because our relations with Saladin are MUCH better than with Hatty.

I added a Scientist to Paris to stop growth for a while because we didn't have enough happiness left. It allowed us to start working on a great person and also dropped out turns to Monarchy from 22 down to 14! :eek:

We finally have a decent economy going, but we need more. I built 3 Missionaries all heading through (or to) Washington to get to Saladin and beyond. Saladin discovered Christianity and converted but we can still get him to convert to Judaism if we convert enough of his cities.
 
Great, I see things are going well. Hmm... seems like the barb city refuses to grow. Let's see if ruff had better luck. (i just looked at the save, the barb city at SW of Paris had grown to 2, so perphas we should concentrate there first.

Good call on the scientist specialist. We needed that, with our low research rate.

Economy wise, we should keep it improving though. We need to get some cottages up and our economy should get stronger!

:)
 
Colonel Kraken said:
Turn 122 (175 AD)
CooperTown begins: Jewish Missionary

...

Turn 124 (225 AD)
CooperTown finishes: Swordsman
I see you got the logger working. How did you get that missionary to change to a swordsman :whipped:?

Is it my turn already? If so, GreyFox - grab it if you want to as I cannot play tonight.
 
Turn 131 (400 AD)
Tartar's borders expand
Sarmatian finishes: Granary

Turn 132 (425 AD)
Sarmatian begins: Barracks
Paris begins: Swordsman veto the aqueduct for a while
Iron Town finishes: Granary
Sarmatian's borders expand

Turn 133 (450 AD)
Iron Town begins: Axeman
CooperTown finishes: Granary
Iron Town grows: 4
Tartar grows: 5

Turn 134 (475 AD)
CooperTown begins: Swordsman
Tech learned: Monarchy
Iron Town finishes: Axeman

Turn 135 (500 AD)
Research begun: Currency
Iron Town begins: Swordsman
Paris finishes: Swordsman
CooperTown's borders expand

Turn 136 (520 AD)
Judaism has spread: Philadelphia (American Empire) -> One more city in America under the Jewish religion.

Turn 137 (540 AD)
Aristole (Great Scientist) born in Paris
CooperTown finishes: Swordsman
Tartar finishes: Barracks

Turn 138 (560 AD)
CooperTown begins: Swordsman
Tartar begins: Swordsman
Paris finishes: Academy -> to imrpove our reserch, I get the academy.

Iron Town finishes: Swordsman
Sarmatian finishes: Barracks
Swordsman defeats (4.20/6): Barbarian Swordsman

Turn 139 (580 AD)
Iron Town begins: Jewish Temple
Sarmatian begins: Axeman
Paris finishes: Aqueduct
CooperTown grows: 6

Turn 140 (600 AD)
Paris begins: Jewish Temple
Swordsman promoted: City Raider I
Iron Town grows: 5
Tartar grows: 6
:aargh: The stupid peter, he went in and razed the barb city we were watching!!

Turn 141 (620 AD)
Judaism has spread: Tarsus (Persian Empire)
CooperTown finishes: Swordsman
Tartar finishes: Swordsman

Turn 142 (640 AD)
CooperTown begins: Jewish Temple
Tartar begins: Obelisk

After Turns
I moved our forces up to another barb city at the north, damn! As soon as I move my units in, the city drops from (2)->(1)!!! :mad: Hmmm, perhaps we need to back away for the barb city to grow?

By the way, swords man are lining up down to the south barb city. they have 50% defense, so we can't take it without substaining heavy damage. I suggest we wait until getting catapults before attempting.

The missionaries' ... er, well, mission, is on-going. I converted one more American city, and one Persian city. This missionary had tried unsuccessfully to covert Saladin, since he is running the OR civics. Its left the Arabs empire, and can now either head NW (convert Asoka) or SW (ccontinue converting Persians).


On the whole didn't do much, except to start a few cottages, link up Copper Town and Iron Town, and beef up our millitary.

Ruff is up next, then Colonel, and thereafter we go back to the origional roster.... I think :crazyeye:

The save:
 
Got it - will play tonight.

Hmmn - everyone has a religion now - we should really pollute America (lock him in) and then use religion as a $ generation (need a prophet!) and spy technique.

I cannot believe that Peter took away our training camp!

I want to hook up that marble I found (S) and then really kick out some wonders!
 
Turn 142 (0) (640 AD)
health is good, happiness is not
moved workers who were building a farm for no reason (they were SE of Coopertown)
move worker to build winery - for the happiness.
Taoism founded in a distant land
Turns out it was America and the convert away from our faith - sigh.

IBT:
Axeman defeats (2.75/5): Barbarian Swordsman
Our army training continues.

Turn 143 (1) (660 AD)
Swordsman defeats (3.48/6): Barbarian Archer
Swordsman defeats (4.56/6): Barbarian Warrior
Iron Town grows: 6
Sarmatian finishes: Axeman

Turn 144 (2) (680 AD)
Sarmatian begins: Worker
Swordsman promoted: City Raider I
Paris finishes: Jewish Temple
Tartar finishes: Obelisk

Turn 145 (3) (700 AD)
Paris begins: Worker
Tartar begins: Settler - hmmn, where shall I send him?:rolleyes:
Iron Town finishes: Jewish Temple
Good for happiness.

Turn 146 (4) (720 AD)
Iron Town begins: Jewish Missionary
Rats - failed to spread in Boston.
CopperTown finishes: Jewish Temple
Noticed some of our towns don't have our religion - missing culture and happiness!
micromanaged - emp on gold

Turn 147 (5) (740 AD)
CopperTown begins: Jewish Missionary
Swordsman defeats (5.10/6): Barbarian Archer
Captured Estruscan (Barbarian)
I had to take one of our training camps to to keep it out of JCs hands. There are also some gems here (+1H) so I started a worker to build a road out there (still going at the end of my turn).
Iron Town grows: 7
Swordsman defeats (6.00/6): Barbarian Archer

Swapped the warrior on camp guard duty with the swordsman on mine guard duty (camp is closer to the front lines.

Turn 148 (6) (760 AD)
Pete wanted something for sailing - HA, no way.
Tech learned: Sailing
Got a better deal + 150 gp!
Tech learned: Currency

Turn 149 (7) (780 AD)
Research begun: Literature - for the great library - we build wonders fast and really fast once we get the marble hooked up.
Paris finishes: Worker
CopperTown finishes: Jewish Missionary
Sarmatian finishes: Worker

Turn 150 (8) (800 AD)
Paris begins: Jewish Missionary
Estruscan begins: Archer
CopperTown begins: Archer
Sarmatian begins: Lighthouse - this will help with the food prob here.

Oh Oh - train is at my stop - time to get off - over to you guys. JC is heading down to the other training camp but it has a +50% bonus. I've put a road out to the marble and I've started a settler at Tartar (its almost done). I've also started a chop (outside the BFC) to get that lighthouse in at Sarmatian. Gold still sucks - only researching @50%.
 
How do you put those cool notes on the map? Do tell!

Turn 150 (800 AD)
Estruscan begins: Library
CopperTown begins: Market
Iron Town begins: Market

Turn 151 (820 AD)
Axeman promoted: Combat I
Iron Town finishes: Jewish Missionary

Turn 152 (840 AD)
Judaism has spread: Sarmatian
Paris finishes: Jewish Missionary

Turn 153 (860 AD)
Tech learned: Horseback RidingTraded Monarchy for it. Also received 110 gold!
Paris begins: Market
Tech learned: Literature
Tartar finishes: Settler
Sarmatian finishes: Lighthouse
Estruscan's borders expand

Turn 154 (880 AD)
Tartar begins: Market
Sarmatian begins: Market
Research begun: Code of Laws
Axeman promoted: City Raider I
Buddhism has spread: Estruscan

Turn 155 (900 AD)
Judaism has spread: Tartar
Jewish Missionary loses to: Barbarian Archer (3.00/3)
Ok, here is where I made a monumental error. The computer's pathing "intelligence" pathed our missionary to pass adjacent to the barbarian city of Uzbek. :crazyeye: and I didnt' catch it in time. Well, the good you'll see below.

Turn 156 (920 AD)
Axeman defeats (4.25/5): Barbarian Archer
Swordsman loses to: Barbarian Archer (0.72/3)
Swordsman loses to: Barbarian Archer (2.43/3)
Swordsman promoted: City Raider I
Swordsman defeats (3.60/6): Barbarian Archer
Archer defeats (3.00/3): Barbarian Archer
Captured Uzbek (Barbarian)
Our missionary draws out an archer, giving us a chance to take the city --which I did. I lose two swordsman, but the silver lining is the reduction of unit costs which had been racking up. We also plundered 104 gold!
Orleans founded
Orleans begins: Library
Iron Town grows: 8
Sarmatian grows: 6

Turn 157 (940 AD)
Farseer (Archer) promoted: City Garrison I
Tartar grows: 7
Estruscan grows: 2

Turn 158 (960 AD)
Swordsman promoted: Combat I
Axeman promoted: Combat I

Turn 159 (980 AD)
Uzbek begins: Walls
Tech learned: Calendar Traded Alphabet+Priesthood to Peter.
Iron Town grows: 9
Swordsman defeats (4.56/6): Barbarian Archer

Turn 160 (1000 AD)

Another note: I accidentally "demanded" something from Washington instead of asking what he wants. I always do that. The two opposite choices are right next to each other and not easily distinguished from each other at first. Grrr . .. :mad:
 
A little missionary decoy - i suppose these games are about learning tricks and that is a good one! Guess you could also use a scout.

Re notes - I use paint's text option - the trick is getting one that you can read on the background.

Just looked at the save - our economy sucks - we need to get it going big time. Get cities geared up to generate commerce - water tiles, towns, gold, etc. We also need a GP Prophet to get the Jewish shrine - revenue!! - pls give paris a priest and start building WW that generate Prophet points. We are getting behind in tech. Finish spreading around our religion in our cities and then see what you can do to get things cheaper - change civs? Anything else we can try?

Edit: Oh, and tell that worker to stop playing with those silly sheep and get over to that marble - they will be in range next round!
 
Great set of turns, ruff and Colonel! And yes, that was a neat trick using the jewish missionary as bait.

Ruff, if we are following the original schedule, you are UP again :) So, its your job to gear up our economy, get towns up, jewish shrine etc. Make sure you hand me a civilization smeared with gold after your turnset :cooool: :lol:
 
Hmmn - ok, I have it. I will see what I can do re gold. Fancy - going on a rant :)gripe:) about what we have to do and I just end up talking to myself.
 
Turn 160 (0) (1000 AD)
Uzbek begins: Barracks
Orleans begins: Barracks
Research begun: Feudalism
Orleans's borders expand
Gold is at +9 @ 40% with about 330 in the bank at the start
Swapped out some librarys - building battle barracks instead.
Sent a few workers to marble to build quarry
Sent two workers to build road to America - need to start constructing trading routes
Reviewed most cities and put them on a gold priority
Fired scientist, hired priest in Paris (pls give me a prophet)

Turn 161 (1) (1010 AD)
Paris finishes: Market

Turn 162 (2) (1020 AD)
Paris begins: National Epic
Research begun: Code of Laws
CopperTown finishes: Market
Uzbek's borders expand
Don't know why I changed from CoLs to Feudalism - my laptop mouse is a bit touchy sometimes.

Turn 163 (3) (1030 AD)
CopperTown begins: Jewish Missionary
Tech learned: Code of Laws
Sarmatian grows: 7
Orleans grows: 2
CoL comes in - that didn't take long.

Turn 164 (4) (1040 AD)
Tech learned: Construction Saladin traded tech plus $
Research begun: Philosophy
Tartar finishes: Market
Sarmatian finishes: Market
Gold now at +20 @ 40%
Whipped a couple of markets (gearing up for courthouses) - cost 1 pop each and we had the happiness under control - we will get that population back in no time.

Turn 165 (5) (1050 AD)
Tartar begins: Courthouse
Sarmatian begins: Courthouse
Barbs (axe plus warrior) @ Orleans
Swordsman promoted: Combat I
Swordsman promoted: Shock
Quarry in 2
Iron Town finishes: Market
Tartar grows: 7 (see, didn't take long to get that population back!)
Estruscan grows: 3

Turn 166 (6) (1060 AD)
Iron Town begins: Courthouse
Nicolaus Copernicus (Scientist) (Great Scientist) born in Paris
CopperTown finishes: Jewish Missionary
Iron Town grows: 10
Uzbek grows: 2
Axeman defeats (2.15/5): Barbarian Axeman
Blasted scientist - I wanted a prophet!

Turn 167 (7) (1070 AD)
Swordsman defeats (5.40/6): Barbarian Warrior
Tech learned: Philosophy I used the scientist to give us philosophy (it was going to take us 17 turns) - will try to build Angkor Wat.
Research begun: Theology - another prophet WW here but some people already have this tech
CopperTown begins: Angkor Wat

Turn 168 (8) (1080 AD)
Judaism has spread: Estruscan
Paris grows: 9

Turn 169 (9) (1090 AD)
There are lots of trade options (mostly for $) with Philosophy, but I will hold off on this to give us a head start on the WW

Turn 170 (10) (1100 AD)

Turn 171 (11) (1110 AD)
Tech learned: Metal Casting - trade
washington completes angkor wat (blast), so I trade various tech for $.
Interesting is that India will not even speak to us - unless we want to speak to his cats!
Paris finishes: National Epic
Sarmatian grows: 7

Turn 172 (12) (1120 AD)
Paris begins: Scout - Why am I building a scout? - feel free to change this. You might even consider swapping Chicken Itza to Paris to concentrate our GPs. However, there isn't much room to chop @ Paris.
CopperTown begins: Chichen Itza

End of round ...
chopping in courthouse @ sarmatian
chopping in wonder @ coppertown
all chops outside BFC (mostly)
+26 @ 40% but 1074 in the bank
Guess we can gear up the research rate.
Finally, I must learn to count to 10 :D
 
Inherited Turn (1120 AD)
look around, looking good.
Current Demographs:

Paris finishes: Scout -> I send it explore north
Orleans grows: 3

Turn 1 (1130 AD)
Paris begins: Forge
Scout promoted: Woodsman I
Sarmatian finishes: Courthouse

Turn 2 (1140 AD)
Sarmatian begins: Jewish Temple
Uzbek grows: 3

Turn 3 (1150 AD)
Iron Town finishes: Courthouse
Tartar grows: 8
Sarmatian grows: 8
Estruscan grows: 4

Turn 4 (1160 AD)
Iron Town begins: Colosseum
Paris finishes: Forge
Tartar finishes: Courthouse

Turn 5 (1170 AD)
Paris begins: Archer
Tartar begins: Forge
Paris finishes: Archer
Iron Town grows: 11

Turn 6 (1180 AD)
Paris begins: Jewish Monastery -> let's start spreading Judaism again!
Tech learned: Theology
Paris grows: 10
Axeman defeats (3.70/5): Barbarian Archer

Turn 7 (1190 AD)
Research begun: Divine Right -> deny the AI more religion
Uzbek grows: 4

Turn 8 (1200 AD)
Paris finishes: Jewish Monastery
Sarmatian grows: 9
Orleans grows: 4

Turn 9 (1210 AD)
Paris begins: Jewish Missionary
Iron Town finishes: Colosseum
Orleans finishes: Barracks

Turn 10 (1220 AD)
Iron Town begins: Forge

After Turns Notes

All in all a quiet set of 10 turns (I know how to count :lol:),
just chopping the forest outside copper town's big fat cross to rush the wonder,
and building some more infrastructure (forges and colosulem).

One thing to note is both Hatty and Washington wanted to trade us Feudalism for Theology + 500 gold.
I think 500 is too much, but they refuse it at 300.
SO no trade was done.
If the Colonel think that 500 gold is worth it,
please contact the relevant traders.

Demographs after my turnset
I further improved our commerce (catching up with Washington now),
Manufacturing is greatly improved with forges built.


I mis-click the archer near Est-whatever,
meant to fortify the archer at the city,
but miss click it and it moved one more step NE. :sad:


Washinton is settling desperately,
and watch out for the barbie (saw the red warning saying barb near Orleans,
but didn't seems to locate the barbie on screen):


Workers are building road seemingly to nowhere,
but actually I thought we could plant a city somewhere here,
I wanted start building a settler, but didn't get around to it.
Oh, and the worker at te forest is meant to chop it for rushing
the wonder at Copper Town (of-course, its up to next player)


And here is the save:
 
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