jb1964
Hunter of Fish
Soul, I couldn't leave you hanging...
Turn 0 1325 AD
Antium and Cumae are going to riot.
Mayan wines are on the market and are said to be quite nice. Industry to the Maya in return for wines 5gpt, 14g, WM and Free Art.
Industry to Babs for 64gpt, 3g and WM. They wont part w/ Nationalism.
Peace w/ Abe since we can treat him as an afterthought and his island of Detroit is a ways from our coast. The Hittites wont fare so well.
All are ships are in the northern waters. Ill start filtering them down to greet the Babylonians in 20 turns. Then well have spices and silks.
I dont expect to hold those cities so settlers and cash will be the order of the day.
Research pulled back to 60%. Med still in 3 turns. Treasury at 180g w/ +140gpt.
Turn 1 1330 AD
Hittite spear puts up a good fight but dies. Theres another one under it but were out of movement.
Change Veii from Academy to factory. This is a great spot for the Academy but well have fewer overall build turns in this order before we start making armies.
Note to team great job MMing the cities.
Turn 2 1335 AD
We need to irrigate the daylights out of the former Hittite, and soon to be former French, lands to hire specialists. I doubt well be able to much else.
BTW, the Hittites just became a memory.
Pompeiis going to be a heckuva city.
BTW, everyone hates us.
Turn 3 1340 AD
Medicine comes in and we set our sites for Corporation.
IBT: Aztecs dont like us in their waters.
Turn 4 1345 AD
Railing and making things.
IBT:
Turns 5 & 6 1350 & 1355 AD
Railing and making things.
IBT: Corporation finishes and we set our sites on Electricity at a little slower pace.
Turn 7 & 8 1360 & 1365 AD
IBT: Trade steam to Monte for dyes, 41g, 28gpt, WM.
Turn 9 1370 AD
More rails and trying to MM cities, especially size 12.
Rush a few temple near the French boarder.
Trade steam to Joan, before Monte does, for some gold.
IBT:
Turn 10 1375 AD
More building and positioning troops.
Notes: Feel free to change anything.
We have the tech lead but a few civs have Nationalism.
We're strong in comparison to all civs with the exception of the Babs, weak! Maybe I should have worked a little more on units? Well, we have 10 more turns on our deal w/ them so we still have time to prep.
Turn 0 1325 AD
Antium and Cumae are going to riot.
Mayan wines are on the market and are said to be quite nice. Industry to the Maya in return for wines 5gpt, 14g, WM and Free Art.
Industry to Babs for 64gpt, 3g and WM. They wont part w/ Nationalism.
Peace w/ Abe since we can treat him as an afterthought and his island of Detroit is a ways from our coast. The Hittites wont fare so well.
All are ships are in the northern waters. Ill start filtering them down to greet the Babylonians in 20 turns. Then well have spices and silks.
I dont expect to hold those cities so settlers and cash will be the order of the day.
Research pulled back to 60%. Med still in 3 turns. Treasury at 180g w/ +140gpt.
Turn 1 1330 AD
Hittite spear puts up a good fight but dies. Theres another one under it but were out of movement.
Change Veii from Academy to factory. This is a great spot for the Academy but well have fewer overall build turns in this order before we start making armies.
Note to team great job MMing the cities.
Turn 2 1335 AD
We need to irrigate the daylights out of the former Hittite, and soon to be former French, lands to hire specialists. I doubt well be able to much else.
BTW, the Hittites just became a memory.
Pompeiis going to be a heckuva city.
BTW, everyone hates us.
Turn 3 1340 AD
Medicine comes in and we set our sites for Corporation.
IBT: Aztecs dont like us in their waters.
Turn 4 1345 AD
Railing and making things.
IBT:
Turns 5 & 6 1350 & 1355 AD
Railing and making things.
IBT: Corporation finishes and we set our sites on Electricity at a little slower pace.
Turn 7 & 8 1360 & 1365 AD
IBT: Trade steam to Monte for dyes, 41g, 28gpt, WM.
Turn 9 1370 AD
More rails and trying to MM cities, especially size 12.
Rush a few temple near the French boarder.
Trade steam to Joan, before Monte does, for some gold.
IBT:
Turn 10 1375 AD
More building and positioning troops.
Notes: Feel free to change anything.
We have the tech lead but a few civs have Nationalism.
We're strong in comparison to all civs with the exception of the Babs, weak! Maybe I should have worked a little more on units? Well, we have 10 more turns on our deal w/ them so we still have time to prep.