Beorn-eL-Feared
Idiot riding pedals
Pre-turn: 500BC, T140: Clear a lot of signs, sorry, at one point you need to see the map
But I did add some where there was room, like a counterpart to the great northern jungle: the great southern trendkill 
MM Uruk to increase production of the settler - and I think increase gold too
little oversight 
Walk towards the wines with the settler, move the fogbusting warriors to increase their operational covering a bit down south, send the archer that was on a hill near our settler, along with the settler, towards the wines and use the Eridu worker to go mine a hill.
Notice we have 3 workers for 3 cities, which is minimal, and we're about to settle 3 more. That will have to be a part of my set.
Research on monotheism is going well and steady. I'm positively impressed that we are at 100% spending, although expanding will change things shortly :ExplicitRabbitReproductionSmiley:
T141: Great Spy in 149, will speed up when we reach size 7, aka the mandatory spy service age.
Finish chop, settlers due in 5 and 6. For some reason that defies my imagination, the auto-mm on Uruk insists on working a 4
plain hill instead of a 4
1
plain hill river.
T142: Settle Drunk Lagash => Ziggurat.
It was named Eridu by default, so I looked it up in IO's table,
Finish farming the wheat @Kish and work it. Workers migrate towards copper.
T143: Fred comes in with a demand, I cave in.
T144: On the plus side, our scout has reached the bottom end of his empire:
Also I realize that supporting a revolt will cost 1.7x the spy points we have on Qin, so I resume light spending towards that (~1/10th of our pool).
T145: Damn, they're demanding.
But the faster they tech up, the earlier we can start stealing. It'll get rather boring otherwise won't it!
Barb city has successfully hooked up its jungle grass tile with a road. Congrats!![Party [party] [party]](/images/smilies/partytime.gif)
T146: Amazing Eridu Settler => Spy
Settler moves to Happy Camper. Saw an Ethiopian settler convoy headed to golden highlands, moving the fogbuster back home and up to other adventures.
T147:Settle Happy Camp Ur => Ziggurat. It already has campers.
Uruk Settler => Granary. This won't solve its health issues but it will be less of a pain to grow. I have it micro'd to finish 1 turn before growth, maxing gold in the mean time.
T148: Kish copper mined and worked.
T149: Nothing special so I'll just drop the current researches:
350BC, T150: Good news come in bundles: copper is hooked and so are the rest of the resources, thanks to India roading all the way across.
I suggest we whip the granary in Uruk for overflow into a barrackless vulture, this will let us work better tiles - namely the cow - and it will free our workers from some tedious walking around. The worker near the cow is there to chop, which I thought would be convenient since we WANT those vultures, don't we?
... which is another way of saying sorry, I should've left it unmoved instead.
Metal Boats will be on site next turn, settle on T152.
We are all connected but keep in mind that this is through other nations and we might very well disconnect when wars are declared, which is a bad way to shoot oneself in the foot.
We still need those workers, 10 turns was just long enough to pop settlers - but Uruk and Eridu will need to get some out if our new cities are to be worth their weight in H.
Roster:
MtK
HT
MH
B - Hooked copper
IO - UP for more Prep work
AK - Probably no vultures fun yet
kol (hiatus)


MM Uruk to increase production of the settler - and I think increase gold too


Walk towards the wines with the settler, move the fogbusting warriors to increase their operational covering a bit down south, send the archer that was on a hill near our settler, along with the settler, towards the wines and use the Eridu worker to go mine a hill.

Notice we have 3 workers for 3 cities, which is minimal, and we're about to settle 3 more. That will have to be a part of my set.
Research on monotheism is going well and steady. I'm positively impressed that we are at 100% spending, although expanding will change things shortly :ExplicitRabbitReproductionSmiley:
T141: Great Spy in 149, will speed up when we reach size 7, aka the mandatory spy service age.
Finish chop, settlers due in 5 and 6. For some reason that defies my imagination, the auto-mm on Uruk insists on working a 4



T142: Settle Drunk Lagash => Ziggurat.
It was named Eridu by default, so I looked it up in IO's table,


Finish farming the wheat @Kish and work it. Workers migrate towards copper.
T143: Fred comes in with a demand, I cave in.

T144: On the plus side, our scout has reached the bottom end of his empire:

Also I realize that supporting a revolt will cost 1.7x the spy points we have on Qin, so I resume light spending towards that (~1/10th of our pool).
T145: Damn, they're demanding.

But the faster they tech up, the earlier we can start stealing. It'll get rather boring otherwise won't it!
Barb city has successfully hooked up its jungle grass tile with a road. Congrats!
![Party [party] [party]](/images/smilies/partytime.gif)

T146: Amazing Eridu Settler => Spy
Settler moves to Happy Camper. Saw an Ethiopian settler convoy headed to golden highlands, moving the fogbuster back home and up to other adventures.
T147:Settle Happy Camp Ur => Ziggurat. It already has campers.

Uruk Settler => Granary. This won't solve its health issues but it will be less of a pain to grow. I have it micro'd to finish 1 turn before growth, maxing gold in the mean time.
T148: Kish copper mined and worked.
T149: Nothing special so I'll just drop the current researches:

350BC, T150: Good news come in bundles: copper is hooked and so are the rest of the resources, thanks to India roading all the way across.

I suggest we whip the granary in Uruk for overflow into a barrackless vulture, this will let us work better tiles - namely the cow - and it will free our workers from some tedious walking around. The worker near the cow is there to chop, which I thought would be convenient since we WANT those vultures, don't we?

Metal Boats will be on site next turn, settle on T152.

We are all connected but keep in mind that this is through other nations and we might very well disconnect when wars are declared, which is a bad way to shoot oneself in the foot.
We still need those workers, 10 turns was just long enough to pop settlers - but Uruk and Eridu will need to get some out if our new cities are to be worth their weight in H.
Roster:
MtK
HT
MH
B - Hooked copper
IO - UP for more Prep work
AK - Probably no vultures fun yet
kol (hiatus)