1. looks like we are in agreement. so far anyway...
2.got it. opened save.
3.concerned save does not show as much as 'dot map.' the clams are still in the 'fog.' mecca building settler and map shows worker. turn log indicates worker is chopping. i don't find a worker anywhere. do i have the correct save file? based on turn log looks like save is the save before turn set occurred.
will not do anything until i hear back if this is correct save.
edit: just checked. save is same as cos's. @frankor, i will play when correct save (if you still have it) is posted. if you don't, you can replay your set as best you can attempting to stick to your, bla bla bla... you know the drill. i think we all do...
that's cool man. i'll play it tonight when i leave the office. it's currently 7:40am. i'll propably leave around 6pm, so i'll play after 7pm. that means 12 hours.
2. 2 barb archers die attacking
worker finished chop>send to silk/forest NE of mecca
3. send worker to mecca for saftey
4. 1 barb archer dies
5. 1 barb archer dies
1 barb warrior dies
worker return to silk/forest
6. whip settler
work>chop
7. 1 barb archer dies
mecca finished settler>archer
settler sleep until more defenders
8. 1 barb warrior dies
9. 1 barb warrior dies
10. finally, a chance to
11. mecca finished archer>rax (wanted to be ready for axes, but now remember should have gone stonehenge)
worker, setler, archer from mecca join archer/warrior SW of mecca (will be referred to as convoy)
12. judaism founded in another land
move convoy w toward copper
13. 3 barb warriors die
14. still moving convoy
15. 1 barb archer dies
found medina>archer
16. upgrade one archer to CD3 in medina
have worker wait so units can heal in medina before defending the mining project
17. polytheism>masonry
3 barb warriors die
move worker and 1 archer (promoted wth combat) to copper
worker begins mining
18, 19, & 20. finally a lull in the flood of barbs.
i think that's all. sorry for taking so long team. please forgive me. been crazy at work. i don't think i worked less than 12 hours any day this week.
Xtream Rockstar --> on deck --> Death Knight -- all that he touches dies
Frankcor --> just played --> Abdul Sqq - the Servant of the Truth
Cosmichail --> just played -- >Salah Al Din - Righteousness of the Faith
Codeman --> just played --> Sayf Al Din -- The Sword of the Faith
Adamlan -- autoskip --> abducted by Aliens (seen on unsolved mysteries)
Pigswill -- UP--> Member of Parliament has diplomatic immunity -- Sir Quentin == The Twilight Knight
Rather than go through a turn by turn account I'll summarise.
Mecca kept building barracks (poprushed 1360bc) and archers. Changed Medina to Stonehenge back in 1540bc. In 1000bc Stonehenge BIDL (still 10 turns away).
Lots of barb activity : lost 1 warrior, killed 7 warriors, 8 archers. Started giving our archers geurilla promotions to fogbust on hills, they could do with moving out further.
Haven't yet connected copper to Mecca (busy chopping for stonehenge after copper mine and road to Medina); should only require 1 road to connect via river to Mecca. We still have no axes built.
Started researching monotheism after masonry, hoping for GP slingshot for theocracy.
Losing stonehenge gives us an interesting situation. Judaism FIDL 1760bc. We have two cities with limited commerce so chance of theology from straight research very low indeed. No religion and no SH means no GP points; so I reckon we can kiss theology goodbye. This leaves DR for Islam as next available religion.
Best chance at this point I think is expanding to cover the island; look at writing, alph, lit for GL. Turn Mecca into science city.
This is the first time I've tried emperor and it sure is more challenging than prince!
hi guys im so sorry ive had no spare time at all my grandma recently dying with my mums b day ive had no time 2 post at all nd as well im goin on my hols on tuesday bak on saturday by then i shud hav alot of free time so plzzz dont kik me off the roster sorry
I played 20 turns, watching 5 barbarian warriors, 5 archers, and yes, even 2 axemen commit glorious suicide at the hands of God's warriors.
With the loss of Stonehenge, we gain 123 gold. At our current burn rate, that's over 40 turns of 100% research -- better than a golden age!
Early in my regency, Thucydides (how'd you like to grow up with that handle? some parents can be really cruel) wrote a book:
We are very honored to have made the list!!
With 5 turns remaining, we discovered Monotheism:
I didn't revolt. It's high upkeep and we still don't have a religion so I left it to a group discussion on the decision. I started on Agriculture. We have nothing for our worker to do except make roads. I think Animal Husbandry should come next. If we want to whip, we're gonna need more food! If you think we should research a different path, then to hell with you ... er ... I mean, feel free to change it.
OH! We have a new city now. Well, it's not exactly ours yet:
Naturally, it's on a hill and defended to the max. We've got two axemen so far but we're going to need more and they're going to need lots of promotions. We might want to pull back some of our fogbusters to provide more training opportunities. Heh, we just got them pretty well distributed, too. Jute also messes up the magnificent plan I laid out in post 116 upstream, messing with pink dot, green dot and yellow dot. Not that I have any pride of authorship, oh, no, not in the least. (the bastids)
SpoilerGory Details :
Inherited Turn (1000 BC)
I don't see anything to change, so let's get started.
IBT:
At Mecca: While defending, Archer defeats (2.01/3): Barbarian Archer
Turn 1 (985 BC)
IBT: While defending, Archer defeats (3.00/3): Barbarian Archer
Well, there's this neat little trick, see -- you open the city screen and click on the cool hippie looking guy carrying a walking stick. A little while later, a settler magically appears! ::snarf::
Xtream Rockstar --> skip --> Death Knight -- all that he touches dies
Frankcor --> just played --> Abdul Sqq - the Servant of the Truth
Cosmichail --> UP -- >Salah Al Din - Righteousness of the Faith
Codeman --> on deck --> Sayf Al Din -- The Sword of the Faith
Adamlan -- autoskip --> he's back but won't be playing for another week
Pigswill -- --> Member of Parliament has diplomatic immunity -- Sir Quentin == The Twilight Knight
Yep that's not a good location so we'll have to move to get those floodplains. I'll play later on today, so this is "I got it"
Well, there's this neat little trick, see -- you open the city screen and click on the cool hippie looking guy carrying a walking stick. A little while later, a settler magically appears! ::snarf::
Archer takes out axe
We discover agrictulture start pottery for writing
T5
We can only grow to 4 right now, start mine near Mecca
T6
Start mine
move axe to wards Jute
Confucianism is founded
T7
zzzz
T8
Axe takes out archer
Medina finishes worker start settler
T9-T11
zzzzzzzz
T12
move axe to intercept axe near Jute
T13
Mecca finishes axe start settler
T14
Finish pottery start writing
T15
70% science
T16
Axe takes out axe
T17
zzzzz
T18
Barb axe approaches
T19
Moving to intercept axe but will loose mine
T20
Barb axe on mine poof
Mecca settler and Medina too we need to grow. Writing in 17 turns start library in Mecca and put up a scientist to up the science overall. I would use scientist for academy but we can see when we get there. He will likely at that point give Philosophy so good trading tech but with whom???
We are in a dilemma religion wise and only thing left is DR and we could beeline line it there ignore all else at great cost. It could backfire and another civ gets it just before we do so overall it's risky. Last option is taking the holy city of choice.
Xtream Rockstar --> skip --> Death Knight -- all that he touches dies
Frankcor --> just played --> Abdul Sqq - the Servant of the Truth
Cosmichail --> just played -- >Salah Al Din - Righteousness of the Faith
Codeman --> UP --> Sayf Al Din -- The Sword of the Faith
Adamlan -- autoskip --> he's back but won't be playing for another week
Pigswill -- on deck--> Member of Parliament has diplomatic immunity -- Sir Quentin == The Twilight Knight
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