Mathias said:
I apologize for dictating, but I am picky about worker efficiency.
That sounds like the name of the early game to me; it's why I jumped at the chance to play the second set. I love maximizing worker turns.
So I think I played up to your expectations, except for the trades. Khan may get a sense of deja-vu from this...
Preflight (3000BC)
I stare long and hard at the alpha for bw and 34g trade on the table. I decide to do it. We may get behind on tech in the beginning because of this, but our unit support will force us to deficit our research, so we're gonna need cash. This might be controversial...
T1 (2950BC) Worker mines.
(I) zzz
T2 (2900BC) zzz
(I) London curragh --> worker
T3 (2850BC) zzz
(I) London grows
T4 (2800BC) Lux to 10%
(I) London worker --> warrior
Incan scout appears
T5 (2750BC) Lux back to 0%
Alpha to Incans for WC and 10g, it's the best we can get, and they must know the Russians. Another controversial trade, but given the first alpha trade, we gotta do this one.
Worker s to bg.
(I) zzz
T6 (2710BC) Worker mines.
(I) Writing --> CoL
London warrior --> granary
T7 (2670BC) zzz
(I) London grows.
T8 (2630BC) Worker w-n to bg
(I) zzz
T9 (2590BC) South worker mines, north worker roads
(I) zzz
T10 (2550BC) Worker to s bg.
(I) zzz
T11 (2510BC) Worker roads
(I) London grows.
T12 (2470BC) Worker mines
Lux to 10%
(I) zzz
T13 (2430BC) Spot Incan borders
(I) zzz
T14 (2390BC) Worker mines.
(I) London granary --> worker
T15 (2350BC) Worker to nw grass.
That's it, I hope I did good. I'm happy with my worker moves. We got the granary with no waste right before growing to size 7, which is pretty sweet. I set London to worker, for merging purposes; he'll be born next turn. After that worker is done, we can do an archer in 2 turns. Our military advisor says there's barbs about, but I haven't seen one yet. We're burning through the gold I traded for, it should last us into CoL. At some point we can trade writing for techs and more gold for the burn into philo.
I think we can time the colossus build to finish after we're in Republic.
We haven't found anything interesting on the map yet, except for some possible suicide runs. Looks like that southern island was a dead end, oh well.
Teh Save And screenies for lurkers...