scoutsout
Minstrel Boy
Turn 1 (4000) Seeing something I didn't see in the initial discussion, I move the Settler East, per a teammate's suggestion. Worker (Alice) irrigates cow. Scout'sScout moves out West.
Turn 2 (3950) Capital Crone founded. Queue up a scout. Set research queue to Bronze (something I don't want to pop from a Goody Hut) and shut down research. Scout'sScout spots a Goody Hut and some Spices. F10 shows Japan is in this one, so somebody knows Wheel.
Turn 3 (3900) Scout'sScout pops the Goody Hut, and meets a settler that wants to join our Despotism!
After a little dotmapping, I plop him on the spot, and IronGold is founded. Queue up another Scout.
Turn 4 (3850) Nothing to Report.
Turn 5 (3800) Alice starts roading the cow.
Turn 6 (3750) Nothing to Report.
IBT - Capital Crone Equips a scout, starts a Warrior.
Turn 7 (3700) More scouting.
Turn 8 (3650) Lux up. MM Capital Crone for Food.
Turn 9 (3600) Not much.
IBT - Capital Crone trains a Warrior, starts a Granary.
Turn 10 (3550) More scouting...still no contacts.
IBT - A Mayan Warrior comes over the ridge.
Turn 11 (3500) Maya are up Masonry, down Warrior Code. He won't trade Masonry. He's probably working on WC. The scouting is going slowly due to terrain. Swap CC to Scout, due in 3.
Turn 12 (3450) more scouting...
IBT - IronGold trains a Scout. Starts a worker.
Turn 13 (3400) lux has to come way up as IronGold is miserable. Forest Chop organized at Capital Crone.
IBT - Capital Crone equips another scout, starts a Granary.
Turn 14 (3350) Maya have WC. No trades. More scouting.
Turn 15 (3300) Pop a Goody Hut and get some Gold. Pop another and get a Warrior.
Turn 16 (3250) Nothing much.
IBT - Forest chop comes in at Capital Crone. IronGold equips a worker, starts a Barracks.
Turn 17 (3200) More Scouting. Alice starts roading. New worker moves to spices.
Turn 18 (3150) another goody hut yields another Warrior.
Turn 19 (3100) more scouting...
Turn 20 (3050) ...just some more scouting...
Time to take some screenies and post the save. More to follow...
Turn 2 (3950) Capital Crone founded. Queue up a scout. Set research queue to Bronze (something I don't want to pop from a Goody Hut) and shut down research. Scout'sScout spots a Goody Hut and some Spices. F10 shows Japan is in this one, so somebody knows Wheel.
Turn 3 (3900) Scout'sScout pops the Goody Hut, and meets a settler that wants to join our Despotism!


Turn 4 (3850) Nothing to Report.
Turn 5 (3800) Alice starts roading the cow.
Turn 6 (3750) Nothing to Report.
IBT - Capital Crone Equips a scout, starts a Warrior.
Turn 7 (3700) More scouting.
Turn 8 (3650) Lux up. MM Capital Crone for Food.
Turn 9 (3600) Not much.
IBT - Capital Crone trains a Warrior, starts a Granary.
Turn 10 (3550) More scouting...still no contacts.
IBT - A Mayan Warrior comes over the ridge.

Turn 11 (3500) Maya are up Masonry, down Warrior Code. He won't trade Masonry. He's probably working on WC. The scouting is going slowly due to terrain. Swap CC to Scout, due in 3.
Turn 12 (3450) more scouting...
IBT - IronGold trains a Scout. Starts a worker.
Turn 13 (3400) lux has to come way up as IronGold is miserable. Forest Chop organized at Capital Crone.
IBT - Capital Crone equips another scout, starts a Granary.
Turn 14 (3350) Maya have WC. No trades. More scouting.
Turn 15 (3300) Pop a Goody Hut and get some Gold. Pop another and get a Warrior.
Turn 16 (3250) Nothing much.
IBT - Forest chop comes in at Capital Crone. IronGold equips a worker, starts a Barracks.
Turn 17 (3200) More Scouting. Alice starts roading. New worker moves to spices.
Turn 18 (3150) another goody hut yields another Warrior.
Turn 19 (3100) more scouting...
Turn 20 (3050) ...just some more scouting...
Time to take some screenies and post the save. More to follow...