Instruction Thread Mon 4/13 10pm AZ (-7) 0500 UTC Tue

From defense:
Pop any goody huts.
Destroy any barbs unless out numbered by three points.
Warrior: 1 point
Fort. Warrior: 2 points
Archer: 3 points
Explore rival territory unless FA is opposes and until war threat is issued.
 
City of Maeve, building the Colossus. Mines and roads are needed. I would really like the Incense hill roaded and mined. Happiness is critical. Please keep some mps there. Also, MM for shields where happiness is unaffected.
 
For city placement, please establish City #7 on Furiey's map NW of the Horses. If we are to place a second city this T/C, please use the City #5 spot on the same map.

Please name the Yellow city Molly (per Governor civplayah). We should probably change production in that city to a Temple now, before the Spearman is complete.
 
Play session started, quoting instructions.
From defense:
Pop any goody huts.
Destroy any barbs unless out numbered by three points.
Warrior: 1 point
Fort. Warrior: 2 points
Archer: 3 points
Explore rival territory unless FA is opposes and until war threat is issued.

City of Maeve, building the Colossus. Mines and roads are needed. I would really like the Incense hill roaded and mined. Happiness is critical. Please keep some mps there. Also, MM for shields where happiness is unaffected.

For city placement, please establish City #7 on Furiey's map NW of the Horses. If we are to place a second city this T/C, please use the City #5 spot on the same map.

Please name the Yellow city Molly (per Governor civplayah). We should probably change production in that city to a Temple now, before the Spearman is complete.

Turn 5 uploaded, see attachments.
Turn 7 uploaded...

Summary:
Philosophy researched. We receive Republic as a free tech.
Research set to IW, no beakers invested.
New city founded on site 7 in Furiey's map. Named Rhiannon (is this correct?)
The barbarians are still restless. Zearo is menaced by 3 barb horsemen.

Needs for the next turn set:
Confirm next city site. (settler coming in 2)
Confirm Iron Working as next research?
Revolution to Republic?

Spoiler chat log :

01[22:04] <!DaveShack> howdy
01[22:06] <!DaveShack> loading game...
[22:06] <Cyc> Hey DaveShack
01[22:09] <!DaveShack> woohoo, someone's actually here!
01[22:10] <!DaveShack> game is loaded, seeing what instructions are posted
[22:11] <Cyc> If you have any questions of Domestic (other than what's posted) just ask.
01[22:13] <!DaveShack> City 4 renamed to Molly and spear changed to temple
[22:15] <Cyc> good
01[22:15] <!DaveShack> doesn't look like anything else is needed preturn
[22:17] <Cyc> Instructions are scarce.
01[22:17] <!DaveShack> had to close a few windows
01[22:18] <!DaveShack> multitasking is good, small memory is not
[22:19] <Cyc> I'm filling my MP3 player.
01[22:19] <!DaveShack> end of preturn 0, 1450 BC, 45g -5gpt, philosophy in 8
[22:20] <Cyc> up to 8?
[22:20] <Cyc> what did we change?
01[22:21] <!DaveShack> Tara had lots of hammer overflow, could grow faster, same production time
[22:22] <Cyc> k
01[22:24] <!DaveShack> turn 1, the fogbusters move about a bit
01[22:25] <!DaveShack> workers build a road which will eventually connect horses
01[22:25] <!DaveShack> this road is used by Tara, philo is down to 6
01[22:25] <!DaveShack> end of turn 1, 1425 BC, 40g -6gpt
[22:26] <Cyc> Too bad about Cyc. :(
01[22:26] <!DaveShack> Turn 2, Tara finishes settler starts spear
01[22:26] <!DaveShack> yeah, who would have guessed the barbs would have horses so fast? :(
[22:27] <Cyc> They were probably outlaw Fomorach...
01[22:27] <!DaveShack> gotta pull up that settlement map
01[22:30] <!DaveShack> city 7 is SW-W of the horses, right?
[22:31] <Cyc> no
[22:31] <Cyc> WNW, let me pull up the map
[22:33] <Cyc> 3 NW, and 1 W of Tara
01[22:33] <!DaveShack> ok, that matches
[22:34] <Cyc> just SW of the 2nd Mountain
01[22:35] <!DaveShack> Moira set to a granary
01[22:35] <!DaveShack> settler and spear start toward location 7
01[22:35] <!DaveShack> end of turn 2, 1400 BC 34g -7gpt, philo in 6
01[22:36] <!DaveShack> turn 3
01[22:37] <!DaveShack> workers start a mine on the incense hill
01[22:38] <!DaveShack> end of turn 3, 1375 BC, 27g -7gpt, philo in 5
[22:38] <Cyc> good
01[22:39] <!DaveShack> turn 4
01[22:39] <!DaveShack> Molly grows and finishes temple
[22:39] <Cyc> "Left turn, Philo"
01[22:41] <!DaveShack> what to build in Molly? maybe a warrior to protect workers?
[22:42] <Cyc> Warrior sounds good
01[22:43] <!DaveShack> reminder: use the faster ship movement in sea tiles by dragging to the most distant tile it will go to in 1 turn ;)
[22:44] <Cyc> All good and well till you sink a ship...
01[22:44] <!DaveShack> End of turn 4, 1350 BC, 20g -8gpt, philo in 3
01[22:44] <!DaveShack> right now not even trying to make a suicide run, just going to check out the byzantine coast
[22:45] <Cyc> cool
01[22:46] <!DaveShack> turn 5
01[22:46] <!DaveShack> Tara finishes spear, starts settler (4)
01[22:47] <!DaveShack> Do we have a name for the new city?
01[22:49] <!DaveShack> saving turn 5
01[22:49] <!DaveShack> watching Headlines, back in 5 or so
[22:49] <Cyc> If it's coastal, Furiey had a name.
[22:51] <Cyc> You mean #7. Land locked.
01[22:56] <!DaveShack> by the horses
03[22:57] * Redsky (..........@262dee27.2c5db252.2ae78891.2fc699fcX) has joined #turnchat
03[22:57] * Redsky (..........@262dee27.2c5db252.2ae78891.2fc699fcX) has left #turnchat
01[22:59] <!DaveShack> turn 5 saved & uploaded
01[23:00] <!DaveShack> 1325 BC, 12g -6gpt, philosophy in 2
01[23:01] <!DaveShack> we can go to 90%, -3gpt, philo still in 2
[23:02] <Cyc> k
[23:02] <Cyc> 80%?
01[23:02] <!DaveShack> drops it to 3
[23:02] <Cyc> k
01[23:02] <!DaveShack> hitting enter
01[23:04] <!DaveShack> a barb galley attacks our curragh (now 2/3)
01[23:05] <!DaveShack> 3 barb horses come out of the fog 3w of the horse city, menacing our fogbusting warrior
[23:06] <Cyc> Man!
[23:06] <Cyc> Take that "ATTACK" sign off my back...
01[23:07] <!DaveShack> will ships heal in unclaimed waters? don't remember if they have to return to a town or not
[23:07] <Cyc> no
[23:07] <Cyc> Just in Harbors
01[23:08] <!DaveShack> the warrior is Zearo, and moves to a hill
[23:08] <Cyc> Go Zearo!
01[23:08] <!DaveShack> an additional barb warrior is now in view
[23:09] <Cyc> From Zearo to Hero!
01[23:09] <!DaveShack> end of turn 6, 1300 BC, 9g -3gpt, philo in 1
[23:10] <Cyc> cool
[23:10] <Cyc> drumroll......
01[23:10] <!DaveShack> Philo complete, select Republic
01[23:11] <!DaveShack> We learn the secret of Republic
[23:11] <Cyc> great!
01[23:11] <!DaveShack> select?
[23:11] <Cyc> yes
[23:11] <Cyc> options?
01[23:11] <!DaveShack> masonry (4), IW (7), Lit (12), maps (14), horseback (6), poly (14)
01[23:12] <!DaveShack> IW is probably a good idea here, for settler after next
[23:13] <Cyc> Mathematics?
[23:13] <Cyc> Bronze Working
[23:13] <Cyc> IW
[23:13] <Cyc> sounds good
01[23:16] <!DaveShack> trade option : philo to Byzantines for masonry + 75g
[23:17] <Cyc> no
[23:18] <Cyc> We are going to Republic, no?
[23:18] <Cyc> Our Commerce will improve vastly.
01[23:19] <!DaveShack> yes, but not sure how that affects trading
[23:20] <Cyc> we don't really need the 75 gold now
[23:20] <Cyc> Masonry is nothing
[23:20] <Cyc> the trade was good in Depotism
[23:21] <Cyc> Why would we want Byzs to have Philo
[23:26] <Cyc> Still with me?
01[23:26] <!DaveShack> yup
01[23:26] <!DaveShack> checking combat odds -- doesnt look like we want to attack the barbs
[23:27] <Cyc> I would fortify and pray
[23:31] <Cyc> Well, I'm going to bed.
01[23:32] <!DaveShack> I think I'll stop
01[23:32] <!DaveShack> need the people to decide on timing of the revolution
[23:33] <Cyc> ok, see you in the forums.
01[23:33] <!DaveShack> thanks for staying up :)
[23:33] <Cyc> my pleasure
02[23:33] * Cyc (4bd797ff@d0a9903.6b45bb2.mibbit.com) Quit (Quit: http://www.mibbit.com ajax IRC Client)
 

Attachments

dg1300bcphilopick.jpg


dg1300bcrepublic.jpg


dg1300bchomemedium.jpg


dg1300bcbyzantiummedium.jpg


dg1300bcbarbwestmedium.jpg
 
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