A new Pokemon Trainer enters the game!
Turn 1 (65)
Must... see what is in the fog
The settler moves towards the warrior who is going to be needed for fogbusting rather than taking the risky route along the West coast
And the warrior who was fortified for some reason moves towards the settler
No idea why we were going to build a workboat in the capital... need to wait for a border pop in the copper city before we can work the clam. I switch to a warrior instead since the capital is undefended.
Turn 2 (66)
Uh-oh, a barb archer
There's a clam here
Not sure why I didn't move this guy through the forest... he ends up next to a barb warrior, oops
Turn 3 (67)
I spot a bit more land across the sea
And this warrior goes clubbing in between turns
He wins but is reduced to 0.9 strength.
Turn 4 (68)
A barb is spotted near the copper site, good job I didn't move the settler up the West coast.
I move the settler to where the warrior is just to be extra-cautious.
I've got the worker on road building duty since we have improved tiles to work when the capital pop grows.
Not much happens for a few turns. I'm moving the injured warrior towards a forested hill to heal.
Turn 6 (70)
Warrior is built in the cap. Go for a barracks next.
Clamstone Copse is founded. We could rename this to a more Pokemon themed name. I start with a warrior first build.
Capital grows to size 4
Turn 7 (71)
More barbs, an archer this time
Turn 8 (72)
The warrior survives the archer attack, takes heavy damage
You can see where the other warrior is on the forested hill, healing.
Turn 9 (73)
Sailing is done, mysticism next. I bump the slider to 100% to get it done in 7 turns.
Turn 10 (74)
Ooh we get a great random event, tin on the mine (+2 production), so the mine is now worth 6 production.
Nothing exciting happens for a while...
Turn 12 (76)
2nd border pop for the capital. The warrior I built is on defence duty North of the capital. The worker is roading towards the copper city through the forest.
Gary has a settler on the way, warrior nearly finished healing on the forest hill.
Turn 13 (77)
But when Asoka settles the city, he bumps the injured warrior out through culture, right next to the barb warrior, which kills him, oops.
The warrior is finished at Clamstone Copse, I decide to put some hammers into a workboat before mysticism is done when a monument is needed.
I'm also building a worker in the capital (after the barracks was finished).
Then not much happens until the end of my turns, handover turn is turn 80.
Resource map:
Mysticism finishes at the end of the turnset, I pick writing as a stand in tech, but Iron Working could be a better choice.
I switch Clamstone Copse to build a monument.
The worker from the capital is on the way.
I didn't see a need to revolt to slavery this turn set.
Here's the save, Brian is up next I believe: