Old n Slow
Emperor
A) I can't believe that this hasn't been started yet.
B) I can't believe that I'm starting this (reasons follow...)
C) (The thought occurs to me that maybe there was a concerted effort to see if we could play a GOTM without comments...well, sorry, I was kept out of the loop.)
I decided to go ahead & try this month's game as a One City Challenge due to my RL time constraints this month (and the first week of next month.) My nutshell comment -- glad I got out of this game alive!
Tried something new -- and I don't recommend it at all. Wandered and searched for a grand OCC start & settled (ahem) promptly (choke) at 2450 BC. Hit five huts along the way getting three None Archers and two None horses. The site had two Whales and a Buffalo (not Elephant's optimal location, but workable.)
-2250 -- discover Alpha
-2100 -- Hut = Horse (supported -- heading home for future disbanding)
-1850 -- Pop out a Settler for road work
-1750 -- discover CB
-1550 -- disband above horse towards a temple (don't need any more units and nothing else is available.)
-1150 -- Hut = Archer 9supported; also heading home for future shields)
-1050 -- discover BW
-750 -- discover Code
-500 -- disband supported Archer for shields
-375 -- discover Monarchy (revolt next turn, Monarchy the turn following.)
-275 -- Bejing is now at size three -- merge Settler back in (everything is roaded & irrigated.)
-175 -- Complete Colossus
-150 -- discover map (having walked over the entire rock by some time ago, we decided to get Map sooner vs. later.)
1 AD saved a very dismal game situation.
40 -- Discover currency 9traveling boat shows that this is only a three special spot...ARGH!)
100 -- (Vikes start Pyr)
160 -- BJ completes a Market
180 -- discover Trade
240 -- Now at size 6 with 10 shields per turn (max for a loooong while as long as there are no units to support.)
280 -- Hut = Horse (supported -- sent home for dismemberment)
360 -- discover Write
540 -- discover Myst
560 -- complete Marco Polo -- and stop play for a week + to reappear with fresh eyes for the great trading round... 10 techs going in...
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and after meeting and greeting we end up with all but one map (Vikes cut the talks short as they are Wonder building; never did get their map), another 13 techs and three alliances.
B) I can't believe that I'm starting this (reasons follow...)
C) (The thought occurs to me that maybe there was a concerted effort to see if we could play a GOTM without comments...well, sorry, I was kept out of the loop.)
I decided to go ahead & try this month's game as a One City Challenge due to my RL time constraints this month (and the first week of next month.) My nutshell comment -- glad I got out of this game alive!
Tried something new -- and I don't recommend it at all. Wandered and searched for a grand OCC start & settled (ahem) promptly (choke) at 2450 BC. Hit five huts along the way getting three None Archers and two None horses. The site had two Whales and a Buffalo (not Elephant's optimal location, but workable.)
-2250 -- discover Alpha
-2100 -- Hut = Horse (supported -- heading home for future disbanding)
-1850 -- Pop out a Settler for road work
-1750 -- discover CB
-1550 -- disband above horse towards a temple (don't need any more units and nothing else is available.)
-1150 -- Hut = Archer 9supported; also heading home for future shields)
-1050 -- discover BW
-750 -- discover Code
-500 -- disband supported Archer for shields
-375 -- discover Monarchy (revolt next turn, Monarchy the turn following.)
-275 -- Bejing is now at size three -- merge Settler back in (everything is roaded & irrigated.)
-175 -- Complete Colossus
-150 -- discover map (having walked over the entire rock by some time ago, we decided to get Map sooner vs. later.)
1 AD saved a very dismal game situation.
40 -- Discover currency 9traveling boat shows that this is only a three special spot...ARGH!)
100 -- (Vikes start Pyr)
160 -- BJ completes a Market
180 -- discover Trade
240 -- Now at size 6 with 10 shields per turn (max for a loooong while as long as there are no units to support.)
280 -- Hut = Horse (supported -- sent home for dismemberment)
360 -- discover Write
540 -- discover Myst
560 -- complete Marco Polo -- and stop play for a week + to reappear with fresh eyes for the great trading round... 10 techs going in...
-------------------------------
and after meeting and greeting we end up with all but one map (Vikes cut the talks short as they are Wonder building; never did get their map), another 13 techs and three alliances.