Jokemaster
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- Joined
- Nov 15, 2010
- Messages
- 544
Super surprised that no one has posted such a thread yet.
GOTM183. Small landmass, unknown amount of civs. French are in the game. Deity level. Landmass 1! Conquest seems likely, moreso if no purple.
4000 BC: Pop hut: CHARIOT. Nice! Thebes built.
3900 BC: Memphis built.
3850 BC: Hut: Warrior Code. Bummer.
3700 BC: Alphabet > BW. Neither techs were available. Hut: Barb horseman. I do kill it, but chariot in yellow HP.
3600 BC: Hut: Pottery. This is actually going very poorly hut-wise, outside of the first pop.
3400 BC: BARBS AGAIN. Don’t remember what was my action.
3300 BC: Hut: Settlers. That’s better… (42, 44) might serve as a potential SSC. 3 trade specials.
3200 BC: Kill marauding Barb horseman with Chariot. BW > CoL.
3100 BC: Heliopolis built as SSC. Hut: Archers. Supported. Seems like I started in a rough, but wide (relatively speaking) and isolated peninsula. Ideal for landing. But I only see 3 civs on F9…
2800 BC: CoL > CB.
2700 BC: Huts: Archers, and 25g.
2600 BC: Civil disorder in Memphis. 5 cities.
Interturn: Meet Persians. Peace. No tribute.
2550 BC: Persépolis spotted.
2400 BC: Pi-Ramesses built. ¸
2350 BC: CB > Monarchy. Techrate 10 turns. Swap Heliopolis worker to gold: techrate 7 turns.
2200 BC: Giza built.
Interturn: Find Persian city of Pasargades. Undefended. I could, but I won’t. Seems like the French are offshore… maybe?
2100 BC: Persians force me to move Archer unit. Damnit. Thebes starts HG.
2050 BC: Hut: Settlers. That’s great! Faraway and I get to pick where.
2000 BC: Monarchy > Currency. Will swap in 1850 BC. Byblos built with faraway settler.
STATUS AT 2000 BC: (Beginning of 41st turn)
Population: 60.000 Cities: 8 Government: Despotism Total advances: 7 (researching Currency)
Gold: 20 T4L0S6 Income/Cost per turn: 6 income, 0 cost. Production: 20MT 0 polluted tiles
Wonders: None built. Currently working on HG.
Foreign relations: Peace with Persians.
NOTES: So it seems like a 3-civ game. Persians found, French missing. Need to expand (of course) locate the French, and build a road network alongside key wonders. Road network will be super important because of the rough terrain between my mainland and the Byblos region/further north. But that might take a while.
1900 BC: REVOLUTION.
1850 BC: Monarchy. T3L0S7.
1750 BC: El-Armana built. Hut: Currency!
1700 BC: Trade unavailable, choose > Map Making instead.
1550 BC: Map Making > Trade. Things have slowed down a bit.
1450 BC: Hut: NONE Archers. Dangit. Close to the French, and they aren’t offshore. Persians have neither BW or Warrior Code.
1350 BC: Hut: NONE Chariot near what I assume France. Hieraconpolis built.
1150 BC: Barb archer attacks my archer on a mountain. Survives and is vet. Asyut built. Hut: Barbs. Hut: Barbs.
Interturn: One barb disappears, the other loses to an archer on mountains. Nice.
1050 BC: Barb archer loses to settler on mountains. Excellent. Avaris built. Oops, went past the black hat threshold… HG still a few turns away.
1000 BC: Second van is en route to Thebes. Memphis settler builds the first route of many for the kingdom. Hut: NONE Archers. The game is really telling me to go for EC… but what’s the point at this stage?
STATUS AT 1000 BC: (Beginning of 61st turn)
Population: 320.000 Cities: 13 Government: Monarchy Total advances: 10 (researching Writing)
Gold: 14 T3L0S7 Income/Cost per turn: 6 income, 0 cost. Production: 36MT 0 polluted tiles
Units: 2 Settlers, 19 Warriors, 4 Archers, 2 Chariots, 2 Caravans. All but one of the offensive units are NONES.
Wonders: None built. Currently working on HG.
Foreign relations: Peace with Persians.
NOTES: So it seems like a 3-civ game. Persians found, French missing. Need to expand (of course) locate the French, and build a road network alongside key wonders. Road network will be super important because of the rough terrain between my mainland and the Byblos region/further north. But that might take a while.
I literally did not need to change any of my notes at all whatsoever… says something about this game. French still missing. Did make some good on shield output, but still subpar. Will send El-Armana settler to work on the road.
GOTM183. Small landmass, unknown amount of civs. French are in the game. Deity level. Landmass 1! Conquest seems likely, moreso if no purple.
4000 BC: Pop hut: CHARIOT. Nice! Thebes built.
3900 BC: Memphis built.
3850 BC: Hut: Warrior Code. Bummer.
3700 BC: Alphabet > BW. Neither techs were available. Hut: Barb horseman. I do kill it, but chariot in yellow HP.
3600 BC: Hut: Pottery. This is actually going very poorly hut-wise, outside of the first pop.
3400 BC: BARBS AGAIN. Don’t remember what was my action.
3300 BC: Hut: Settlers. That’s better… (42, 44) might serve as a potential SSC. 3 trade specials.
3200 BC: Kill marauding Barb horseman with Chariot. BW > CoL.
3100 BC: Heliopolis built as SSC. Hut: Archers. Supported. Seems like I started in a rough, but wide (relatively speaking) and isolated peninsula. Ideal for landing. But I only see 3 civs on F9…
2800 BC: CoL > CB.
2700 BC: Huts: Archers, and 25g.
2600 BC: Civil disorder in Memphis. 5 cities.
Interturn: Meet Persians. Peace. No tribute.
2550 BC: Persépolis spotted.
2400 BC: Pi-Ramesses built. ¸
2350 BC: CB > Monarchy. Techrate 10 turns. Swap Heliopolis worker to gold: techrate 7 turns.
2200 BC: Giza built.
Interturn: Find Persian city of Pasargades. Undefended. I could, but I won’t. Seems like the French are offshore… maybe?
2100 BC: Persians force me to move Archer unit. Damnit. Thebes starts HG.
2050 BC: Hut: Settlers. That’s great! Faraway and I get to pick where.
2000 BC: Monarchy > Currency. Will swap in 1850 BC. Byblos built with faraway settler.
STATUS AT 2000 BC: (Beginning of 41st turn)
Population: 60.000 Cities: 8 Government: Despotism Total advances: 7 (researching Currency)
Gold: 20 T4L0S6 Income/Cost per turn: 6 income, 0 cost. Production: 20MT 0 polluted tiles
Wonders: None built. Currently working on HG.
Foreign relations: Peace with Persians.
NOTES: So it seems like a 3-civ game. Persians found, French missing. Need to expand (of course) locate the French, and build a road network alongside key wonders. Road network will be super important because of the rough terrain between my mainland and the Byblos region/further north. But that might take a while.
1900 BC: REVOLUTION.
1850 BC: Monarchy. T3L0S7.
1750 BC: El-Armana built. Hut: Currency!
1700 BC: Trade unavailable, choose > Map Making instead.
1550 BC: Map Making > Trade. Things have slowed down a bit.
1450 BC: Hut: NONE Archers. Dangit. Close to the French, and they aren’t offshore. Persians have neither BW or Warrior Code.
1350 BC: Hut: NONE Chariot near what I assume France. Hieraconpolis built.
1150 BC: Barb archer attacks my archer on a mountain. Survives and is vet. Asyut built. Hut: Barbs. Hut: Barbs.
Interturn: One barb disappears, the other loses to an archer on mountains. Nice.
1050 BC: Barb archer loses to settler on mountains. Excellent. Avaris built. Oops, went past the black hat threshold… HG still a few turns away.
1000 BC: Second van is en route to Thebes. Memphis settler builds the first route of many for the kingdom. Hut: NONE Archers. The game is really telling me to go for EC… but what’s the point at this stage?
STATUS AT 1000 BC: (Beginning of 61st turn)
Population: 320.000 Cities: 13 Government: Monarchy Total advances: 10 (researching Writing)
Gold: 14 T3L0S7 Income/Cost per turn: 6 income, 0 cost. Production: 36MT 0 polluted tiles
Units: 2 Settlers, 19 Warriors, 4 Archers, 2 Chariots, 2 Caravans. All but one of the offensive units are NONES.
Wonders: None built. Currently working on HG.
Foreign relations: Peace with Persians.
NOTES: So it seems like a 3-civ game. Persians found, French missing. Need to expand (of course) locate the French, and build a road network alongside key wonders. Road network will be super important because of the rough terrain between my mainland and the Byblos region/further north. But that might take a while.
I literally did not need to change any of my notes at all whatsoever… says something about this game. French still missing. Did make some good on shield output, but still subpar. Will send El-Armana settler to work on the road.