MRG's Random Game of Randomness

I *think* I might have accidentally turned culture victory off out of habit. I'm not sure though since we can't check victory screen until the first city is settled. No objections for checking out our rivals.

Here are the saves for the other maps.
 

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Unless we want to go for a 20K game in the capital? Then I would move 1N to get (at least) one more mountain into the BFC
I *think* I might have accidentally turned culture victory off out of habit.
Even if we can't do a Culture-VC, would it be worth planting 1N anyway? That way, we could plant our next city 2S of Karakorum (i.e. 1S of the Settler's current position), allowing us to share the Cow between these 2 towns — and perhaps also make the second town our Settler-pump, instead?

I mean, if we're going to go on a Keshik-rampage (as a Republic!), then we don't need OCP'd towns, we just need (lots of) Pop7+ towns (for the 3 free units) with Barracks, ideally on Rivers (so that they don't need Ducts), so planting our core-towns at Cx(x)C, corruption-distance 3, would likely not be overly restrictive.
PS: is it ok to check F10 to see, who our rivals are? If we see, that none of them starts with Alphabet, we'd have a much better chance of getting the slingshot done... That would influence our decision about whether we should attempt it or play it safe.
Large map means 12 Civs, so it seems highly unlikely that we're the only Civ which knows Alphabet.

I've never yet managed the full Republic-slingshot on a fully-random (Std) map at Demigod, even with a River-start. I think I might have made the CoL-sling once or twice on an Archi- or Continents-map (but certainly never on a Pangaea-map!).
 
Yes, moving 1N anyway could be a good idea: would give us more space for further river towns downstream.

so it seems highly unlikely that we're the only Civ which knows Alphabet
Psst: we don't know Alphabet...
topsecret.gif

(Which is part of the problem...)

According to CivAssist, cultural victory is turned off. What a pity... :mischief: So that means indeed going on a Keshik-rampage we will...:trouble:
Culture Flips are on, as are Scientific Leaders (not that there's much of a chance that we'll be getting one...)

So I went ahead and checked our rivals friends:
friends.png

Only seven on a Large map?! That means we have enough free space around us. Under these conditions I would indeed go for a farmer's gambit and start an immediate granary.
Korea, Spain, Byzantine, Portugal all start with Alphabet. The bonus commerce in coastal towns for the three seafaring nations means fast research. -- I am beginning to think, we should play it safe... especially as on large maps the tech cost is much higher. (Don't know, whether that factor also applies to the AIs?! justanick usually knows these things...)
 
especially as on large maps the tech cost is much higher. (Don't know, whether that factor also applies to the AIs?! justanick usually knows these things...)
The map-size factor definitely multiplies the beakers required for an AI to learn a tech, but their tech-costs will still be the same as (what the human would need on a Large map at) Regent-level, whereas ours will be ~1.4x higher than the Regent-level cost, because we're playing at Demigod. The AIs also get discounts on (tech-)trades with each other.

And with fewer-than-the-maximum-number of AI-Civs on the map, I think that might mean that while we're still playing catch-up, we won't get as big a beaker-discount on widely-known techs, because (I think) that discount is affected by the absolute number of Civs which know the tech, rather than the proportion of total Civs which know the tech. But I could be wrong about that...

Having fewer Civs on the map than there 'should' be will definitely affect the Lux/Strat resource-availability, though — so we'd better find and claim some Horsies ASAP (Keshiks don't require Iron, right?)...
 
You are right about the resource-availability. So the fact that Keshiks don't require iron, could be a blessing. At first I thought, it is a handicap, because this kills the "disconnect/connect scheme" which I wanted to use for mass-producing Keshiks: pillage your iron, produce horsemen, connect iron, upgrade to Keshik, rinse & repeat. This is the most effective way to use both, your shield-production as well as your commerce, for creating a large Knight army... But with Keshiks we can't use it. But if we don't have access to iron to begin with, we may be glad about the Keshik not requiring any...

I played the first 20 turns as things were very uneventful. Summary:

  • T0: Worker to cow, scout to the vulcano, settler 1N
  • T1: Karakorum founded, starts building a warrior, worker irrigates.
    I decided against the farmer's gambit in the end, as we need 3 turns for growth with granary compared to 5 turns without. So the extra commerce from the military police and a bit of protection against barbs (which can be quite annoying on Demigod) seemed to be worth more to me.
    Research 100% on Alphabet. Hope we will soon get a contact who already knows it, to speed it up. At the moment it's a whooping 228 beakers. Hope we'll be able to do it in 30 turns.
  • T4: scout opens a hut in the east and finds Ceremonial Burial! That's a nice surprise indeed. I know, an expansionist civ cannot find barbs in huts, even on the higher difficulty levels, but I'm used to getting worthless stuff like maps or empty huts...
  • T5: worker starts road
  • T6: warrior finished, start granary.
  • T8: worker moves to BG 1S
  • T9: starting a mine to finish the granary asap and be able to build more units
  • T12: Karakorum growth to size 3, so we need to raise luxury to 10%
  • T15: mine is finished, start road
  • T17: Karakorum size 4, lux 20%
  • T18: road finished, worker moves to next BG
  • T19: worker starts road for speeding up our research.
MRG_1_3050BC.png


Outlook: the granary will finish next turn. I recommend another warrior for military police, and then we can build our first settler and settle 2S of Karakorum, as tjs282 indicated. Here the second town can share the cow for one out of three turns, when Karakorum doesn't need it. (Karakorum needs 10 food for growth, which can best be collected as 4+2+4. In the middle turn, Town2 can take the cow for faster growth. The next player please keep this inmind... ;) It is easily forgotten, if playing too hastily...)

Currently 19 turns left on Alphabet (which would mean a total of 38), but with the second town, this will go down a bit. Also, our scout currently follows the coastline, hoping to find one of the three seafaring nations, who know Alphabet. Even if we are not able to trade the remaining turns on Alphabet for the three techs we currently know, finding one of the seafarers will give us a discount on the remaining beakers for Alphabet!

scoutroute.png
 

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7 on a large map? Oops, I think I did randomized standard maps first and forgot to recheck the random when I switched to large. That resulted in the others being marked none.

I might be a little tired lol.
 
So I think, tjs282 is up next?

Idea for the next build orders: after another warrior and then a settler, a second scout might be a good idea, while Karakorum grows back to size for the next settler?! That scout could pop the hut in the west and then explore the west coast up north in search for the seafaring nations? Another worker would be useful as well.

The workers can improve more BGs and prepare roads towards the next town sites. (Rudimentary dot map can be created, once we know a bit more about the west.)
 
Ah, crossposting... :ninja:
I recommend another warrior for military police, and then we can build our first settler and settle 2S of Karakorum, as tjs282 indicated.
OK I gottit.

If I've counted right, Warrior + Settler from KK will take 7T total (we're already getting 6SPT at Pop4, and will get 7 SPT once KK grows to Pop5 — and 8SPT at Pop5 once the Worker is finished on his current tile).

So the next town will be founded in 8T, and I'm thinking the existing Worker should finish roading + mining (9T), then move 1NE to road + mine the other BGrass on this side of the River. Then (if I'm playing 20T as well?), swing back SW to cross the River and start mining + roading the (B)Grass-tiles between KK and the new town.

In the new town, during the first growth cycle (7T?) I'd be inclined to build a Scout (to go up the west coast) and start another Warrior (for MP/defence), and then maybe another Scout (to go south) before starting a Gran(?) here as well. Then alternate Settlers/Workers + Warriors out of both towns until we run out of space?

Possible plan for the next couple of sets?

upload_2022-5-5_22-9-28.png

Yellow circles show town-sites, black numbers show founding order. I'm thinking Site 2 would build Curraghs (once Alph is in, obviously!) for mapping any coastline the Scouts missed, and maybe finding the other Continent(s). I chose 3 because of all the riverside BGrass nearby, but not sure if it's a great idea being next to a Volcano (also goes for Site 5, but putting a town 1SW felt too close to KK). So maybe Site 4 should actually be a higher priority.

Yellow numbers show suggested order of tiles to improve (Barbs allowing, of course!)

I'll start playing tomorrow evening (Friday 6th), if everyone is OK with my plan, and we've agreed how many turns I should play.
 
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I think standard is first 20 turns then 10 turns after a certain point.

I think city spots should go in order of 1, 2, and 4. Spot 4 depends mostly on the unexplored tiles.
 
OK, I've played 10 turns
Spoiler Detailed turnlog, TLDR below... :
T 19, 3050 BC
Nothing to do...
IBT
KK: Gran --> Warrior (2T, wastes 3s on growth)
Treasury warning! (First of many!)

T 20, 3000 BC
Scout explores
IBT
Dark-blue Settler appears near our Scout!
Korea begins Pyramids!

T 21, 2950 BC
We meet Wang: he has 2 additional towns, Wines hooked (but no spares), 70g, Bronze, Alph and Masonry (so he's traded with someone)
We have nothing to trade, but at least our research on Alph is now down to 14T...
IBT
KK: Warrior --> Settler (5T, but growth in 3T)

T 22, 2900 BC
Can't drop LUX% yet, new Warrior just lets us carry on at 20%
Worker starts mining BGrass
Scout continues north; two Korean town-borders visible to the west, coastline to the east
IBT

T 23, 2850 BC
Scout passing Seoul to the west; Pusan has just been planted on the Silks we passed on Turn 19
IBT

T 24, 2800 BC
Second Wines seen just beyond Seoul's borders
IBT

T 25, 2750 BC
LUX% to 30% to prevent KK from rioting, and still allow it to finish the Settler. Maybe should have roaded the second BGrass instead of mining this one...?
GAME SAVED
IBT
KK: Settler --> Scout (2T)

T 26, 2710 BC
Settler + Warrior head south. Drat, forgot they had to cross a River, so Settlement will be delayed 2T
SCI% = 80, LUX% = 20% (should have left the Warrior behind). We're going to spend all our remaining gold before the next town is founded...
IBT

T 27, 2670 BC
Settler Pair arrive
IBT
KK: Scout -> Settler (4T)

T 28, 2630 BC
Worker 1NE
Ta-tu founded --> Warriors queued
Warrior back to KK, to keep LUX% at 20% at Pop5
Switch KK-prod. to Barracks while Scout pops the hut: we get 25g, allowing SCI% = 80% (Alph in 4T: we need about 40 beakers)
IBT

T 29, 2590 BC
Worker begins road
Northern Scout finally meets northern coastline
Western Scout E then N, to cover more ground
KK frees Cow, for TT to use
IBT

T 30, 2550 BC
NScout heads W
WScout heads N
KK and TT switch Cow
GAME SAVED
We have met Korea but had nothing to trade to them. They already had Masonry and a big pile o'gold, so may possibly/probably have met a third Civ on our Continent -- but we have not, yet.

(EDITED to add: While shutting down CAII, I just noticed that Korea now also has Wheel)

We founded our second town, and have another Settler due in 2T. That, plus meeting Korea, sped up our research on Alph: we are now only 2T away, and should be able to drop SCI% next turn.

Next target is presumably still Writing(?), but since Wang has likely already sold Alph to the mystery-Civ, it might then be better to go straight for a CoL-slingshot.

I'm happy to play another 10T tomorrow, if the team agrees. If not, the save is below...
 

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Play 10 more turns. I'll take over next for 20 turns and then we can switch to 10 turns at a time.
 
I think, 4 should have priority, because it's on a river and grow beyond size 6, while 2 can grow only after an aqueduct. So it's better to build the ones that don't need an aqueduct earlier, because they can make better use of the time for unrestricted growth. Perhaps there's even a food bonus up north, at least more likely than on the west coast, where at the moment it looks like we don't even have a single 2-food tile before harbors...

But it's still too early to decide, before we have more map knowledge. I'll post an updated dotmap later. Town 3 by the volcano I would do last. It's a bit too risky, perhaps we can even skip that location and instead move 5 closer?

The next settler in KK seems to have shield-overrun. So you might be able to give the mined BG to Ta-Tu for a while. (When it doesn't get the cow.)
 
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Here's an attempt at a dotmap for the first ring. Of course the discovery of food boni could still change that.
If we can settle 3 without cramping KK too much (anyone able to figure out the tile distribution so that all cities get 12 tiles?!), then I would go for that. Otherwise move it out one tile and switch the order of 3 and 4 around. But then we'd have two cities next to a volcano... Could go well all game, but could also destroy us two size-12 core cities at some point... :undecide:

dotmap.png


I would like to have 2 one further S, but then we can't bring fresh water to the coastal plains. :(

There is probably not much land in the south, so another scout might not be worth it. Once we have a spare warrior, it can go down there. (But by the time we start settling the second ring, we should definitely explore it. Perhaps the current warrior form Ta-Tu can already do it, it'll grow unhappy only at size 3, plenty of time to build another warrior.)
A granary in Ta-Tu probable isn't worth it. Perhaps we find a better spot in the second ring. On large maps, these are also still quite productive, enough for a worker pump, perhaps even a settler pump.

Edit: if the road finishes in time, we could do 3 before 1?!
 
Now played my second 10T
Spoiler As above, TLDR below :
T 31, 2510 BC
WScout finds mouth of northern river
SCI% = 50%, LUX% = 30% for +2 GPT
IBT
Alph --> Writing
KK: Settler --> Settler (5T)

T 32, 2470 BC
Settler E-NE to spot between the Volcanoes
Worker begins mining rBGrass
SCI% = 90% for Writing in 29T at -1 GPT (Treasury = 24g) -- until we found the next town
IBT
TT: Warrior --> Worker (4T, Pop2 in 1T)

T 33, 2430 BC
Kazan founded. We'll just have to settle the next ring at CxxxC...
WScout spots fortified Barb! :eek:
IBT

T 34, 2390 BC
LUX% = 20% (SCI% = 70%), Writing now in 26 T
WScout dodges first Barb, but is now outside a camp...
Axes shuffled to deter incoming Barb near Kazan
NScout meets America! Abe has 5 towns, Bronze, Masonry, Wheel and Myst, but 0g (presumably this is why Wang now has all the same techs, plus 120g...)
SCI% to zero temporarily, to see what the prices are like. Abe wants:
19g + 11 gpt for Wheel
11g + 9gpt for Bronze
7g + 11gpt for Masonry
21g + 10 gpt for Myst
Naaaah, we'll pass...
IBT

T 35, 2350 BC
WScout runs east to escape Barbs
KK + TT Cow-swap
IBT
TT: Worker --> Warrior

T 36, 2310 BC
WScout heads N again
TT Worker 1S
IBT
KK: Settler --> Archer (Warriors now waste too many shields)

T 37, 2270 BC
Volcano S-SE of Kazan is smoking! Good thing we didn't Settle there!
TT-Worker begins road
IBT
Kazan: Warrior --> Worker (5T, Pop2 in 5T)

T 38, 2230 BC
Settler-pair sent north, KK-Worker 1N to road after them
Kazan Axe to KK, SCI% = 90% (Writing in 18T at -1gpt, Treas = 18g)
Scout pops GH, gets maps, revealing GH near previous camp, and Barb-Horse 2 tiles away! He's gonna die...
IBT
Scout killed by Barb
Kazan's Volcano erupts, so does northern Volcano near our next town-site! But no damage done

upload_2022-5-8_23-41-34.png


T 39, 2190 BC
Settler-pair arrives
KK-Worker begins road
KK + TT Cow-swap
IBT
KK: Archer --> Settler (4T)

T 40, 2150 BC
KK-Warrior sent to TT
Almarikh founded --> Scout
GAME SAVED
We now have 4 towns, filling Lanz's spots 3 + 1. Almarikh was just founded, and there is a Worker building a road towards it (current tile will be finished in 2T). I set it to building a Scout because (1) the one I'd built just got killed by a Barb-Horse, and (2) the Volcano had polluted the only nearby BGrass, leaving only Grass-tiles (2 FPT but 0 SPT). Irrigating the nearby Plains should be a priority in this area (Almarikh's second shield will be unwasted).

The second Worker just south of TaTu has just finished his road, but is waiting for further instructions -- this was deliberate, because we haven't got many Workers yet, so every turn counts. I think it would be best to start building a road E from KK to the coastal Site 2, but maybe the team would rather mine the current tile, or road+mine the riverside Grass tiles; or build a road SE along the river, towards a potential 2nd ring site to the south?

With respect to potential second-ringers, though...

There are 2 pretty good second-ring town sites north of Almarikh: 3NW (CxxC, coastal Grass on river; gets a Whale, Fish and Volcano in the outer BFC; top left of my Spoiler'd screenie) and 2W-NW (CxxC, Hills on river; or we could go 1W-3NW, CxxxC, to get the Floods immediately, without border-expansion).

The latter site(s) is/are also at the head of a yummy-looking Floodplain-river-plus-Hills running a long way NE, then turning SE to a coastal Wheat. I think we should make plonking 7-8 towns (CxxC) along that river a high priority -- preferably before the Koreans get there and mess up our Settlement pattern...

Speaking of whom... We have now also met the Americans, WNW of Korea. In addition to the techs we know (Alph, Pots, WarCode, CBurial), both of them are up Bronze, Masonry, Wheel and now Myst (they are clearly tech-swapping: Wang has 120g, Abe has zilch). Without Bronze and Wheel, I don't know if either of them knows IronWorking or HbR yet.

We are now about 15T from Writing, give or take. SCI% could go to 90% when KK was at Pop4 (with 2 garrison-units), but LUX% has needed to go to 30% (or a citizen needs to be Geeked) if KK was to spend any turns at Pop6 without rioting.

This may improve once we have more roads/commerce nearby, and will certainly improve after we revolt!

Save is below...
 

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Got the save. I think the worker should go ahead and mine so we can get the shields for Ta-Tu. Since Ta-Tu is already building a scout I feel like Almarikh should build a worker instead. The scout Ta-Tu builds should follow the coast north. There's probably a third civ hiding around the coastline near America and Korea.

I've made a dot map on the next 4 cities to place. Spot 4 on the original dot map is next to two volcanoes. With two volcanoes already erupting, I feel like we should play it safe and avoid settling near there for now.

City Placements.png


An alternate to spot 4 is posted on this map to settle the flood plains up to the wheat tile. Leaning more towards this spot 4 than the one on the other map I made.

Flood plain cities.png
 
There's probably a third civ hiding around the coastline near America and Korea.
I have to say I think that's unlikely.

Our northern Scout has already crossed the north end of the continent, and (I think) he's about to be forced to turn south down the western coastline. If so, unless there's a narrow landbridge to the south/west somewhere, any fourth Civ would have to be south of America — but if that were true, I would have expected one of our Scouts to have met one of their barb-busting Axes/Archers (or a Scout) by now, and that hasn't happened.

With only 8 Civs in total on this Large Continents(?) map (@Lanzelot: did you happen to look at the map-parameters and Water% in CAII?), I think it's safe to conclude that it's just the three of us on this continent, with the other 5 Civs most likely spread over 1–2 other landmasses.

So we should definitely get Sites 2 (and 3?) Settled on the next round of turns, and start sending out suicide-Curraghs ASAP, to bring down our tech-costs (and maybe even offer some brokerage-opportunities).
An alternate to spot 4 is posted on this map to settle the flood plains up to the wheat tile. Leaning more towards this spot 4 than the one on the other map I made.
(Sorry but) I have to register a hard-disagree with both your suggested Site 4s!

I recommended Settling on the Hills NNE of Almarikh because that area is quite food-poor (but potentially shield-rich), and Mongolia isn't Agricultural. So most/all fertile land there should be left available to be irrigated (i.e. 2 FPT from a Hill-town, 3 FPT from the Grass, under Republic), to support the citizens working the Hills, Deserts and (later) Mountains — as opposed to Settling on it (providing 2 FPT from the Grass-town, and only 1 FPT from the Hills), which "wastes" 2 FPT.

Conversely, along Floodplain-rivers, obtaining excess FPT is rarely (if ever) problematic, but obtaining shields can be! So we should Settle primarily on Floodplains, and leave most Hills free to be mined. If we planted on my preferred site near Almarikh, your Site 4.2 could go 1N (yes, to the Hills, but there are plenty of them here!), and we might even be able to Settle your Sites 4.2, 5 and 6 with only 1–2 tiles between them (e.g. 2 tiles N–S or E–W, alternating back and forth across the river), while still allowing all 3 towns to reach Pop12.

Similarly, your Site 7 could possibly also go 1W or 1SW, which might in turn leave space for another town between it and Site 8 (a food-map would be really helpful here!).
 
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Don't be sorry! I expected constructive criticism. Your thoughts make sense. Here is another city placement proposal.

Flood plain cities 2.png


Since barbarians appear to be a thorn in this world, I plan on one of our cities building a barracks to pump out a few units to protect the settlers and attack their bases.
 
The hill 1 south of the spot you have 4 on right now might be better, it's also on the river and it's not really cramping Alamarikh at all, might just end up moving all the other spots closer.

Game's looking good so far. If you're still looking for more than 3 players, I guess I'd be down to jump in, it's been a bit too long since I've succession gamed.
 
The hill 1 south of the spot you have 4 on right now might be better, it's also on the river and it's not really cramping Alamarikh at all, might just end up moving all the other spots closer.

Game's looking good so far. If you're still looking for more than 3 players, I guess I'd be down to jump in, it's been a bit too long since I've succession gamed.

You are welcome to join! Posted at just the right time too. I'm almost done with my turnset. Lanzelot was set to go next so it's more up to him if he wants to play next.
 
Turn log

Spoiler :
Pre Turn 2150 BC: Worker set to mine tile

Checking our cities, KK is about to revolt. I chose a tile being worked on without a road to make a scientist. This makes Writing to be discovered in 12 turns (down from 14)

Switched a tile in Alma to have the citizen work on the future site of a road. Changed production from scout to worker.

Switched Kazan citizen tile to where the worker is building a road. Note to self: Remember to switch it back when KK is no longer in danger of revolting.

T1 2110 BC

IBT

Ta-Tu produces scout. Production set for barracks. Scout ordered the mountain tile NE. Used scout to go through America teritory and discovered the city of Boston. They probably will whine about that in the IBT.

Yup America tells us to move. I apologize. Worker completes part of the road to Alma

T2 2070 BC

Worker moved north to finish road to Alma.

Scout moved west out of American territory and will continue to explore the northern region

IBT

Kazan produces worker, production set to warrior.

T3 2030 BC

Worker from Kazan ordered to mine shared bonus grasland with KK.

Northern scout spies a lone barb warrior.

IBT

KK produces settler and will build another.

Volcano near Kazan erupts but there is no new damage.

T4 1990 BC

Switch a citizen in Ta-Tu to work the tile directly south of KK since it is no longer used due to the settler.

Settler ordered to move to spot 1.

Scout moves away from lone barb only to find a barb horseman. Joy.

IBT

Scout killed

T5 1950 BC

Switched Alma from building worker to scout as a result of the death. Moved a few citizen tiles around in cities.

IBT

Treasury low notification. The first of many.

T6 1910 BC

Road complete from KK to Alma. Worker ordered to mine tile it completed road on.

Mine complete south of Ta-Tu. Worker ordered across the river in order to improve bonus grassland.

IBT

Barracks completed in Ta-Tu. Production set for archer.

Volcano near Kazan erupts *again* It looks like it damaged the mountain tile next to it.

T7 1870 BC

Tabriz founded on spot 1. Production set for curragh.

IBT

KK produces settler and will produce another settler. Kazan produces warrior. Production set for worker.

T8 1830 BC

Settler ordered to move to spot 2. Warrior will move to Tabriz for MP.

The scout exploring popped open a hut. We now know Bronze Working. Nice. The next move after popping open a hut reveals a barb horseman. Not nice.

IBT

Scout dies

T9 1790 BC

Mine between KK and Kazan finished. Worker will now make a road to Tabriz.

IBT

Alma builds scout. Production set for worker.

T10 1750 BC

Road southeast of Ta-Tu completed. Worker ordered to mine.

I am finally able to lower science slider to 70% just in time as we have 3 gold. Writing will be discovered in 3 turns.

T11 1725 BC

Lower science slider to 50%.

Ulaanbaatar founded on spot 2. Production set for worker.

IBT

Ta-Tu builds archer. Set to produce another archer.

T12 1700 BC

Can't lower science slider any further. Writing will be researched this turn.

Mine south of Alma is complete. Worker going one tile NE to road and mine tile a citizen is working on.

IBT

Writing researched. Code of laws set to be researched next. Upped science to 90%. 20 turns to complete.

KK produces settler and will make another.

Kazan produces worker. Production set for warrior.

T13 1675 BC

Settler going to spot 3

Kazan worker ordered to go to the tile the worker is building the road to Tabriz. It's actually going to be complete this next turn, but I have a plan for both workers.

Scout finds a barb horse. Again.

IBT

Scout dies

Korea wants writing for mysticism. I don't take the deal. It doesn't seem worth it.

T14 1650 BC

I meant to do this when I discovered writing, but I forgot. Korea asking for it during the IBT reminded me.

Korea will trade Writing for The Wheel, Iron Working, and 10 gold. America will do the same thing but with 20 gold. I trade with America.

Korea now will only trade Masonry and 10 gold for Writing. I take it.

The road from Tabiz to KK is complete. Two workers are sent to *irrigate* the bonus grassland. Doing so will allow us to irrigate the plains next to the coast (once the forest is clear)

IBT

Curragh built in Tabriz. Production set for another one.

T15 1625 BC

Curragh is going to slowly explore the coast north of us. We do not have any horses or iron near us. I'm sending a warrior to explore south of us to see if there are any that exist.

IBT

Ta-Tu builds archer. Production set for another

Alma produces worker. Production set for another worker.

T16: 1600 BC

Ta-Tu worker mine is complete. Sent worker to another bonus grassland tile NW, but forgot it had to cross the river.

Road near Alma complete. Worker ordered to mine. Worker that Alma just built joins the old worker.

Irrigation near Tabriz complete. Workers ordered to the forest. Production changed from Curragh to granary.

IBT

Kazan produces warrior. Production set for another warrior.

Summerians have built The Colossus.

T17 1575 BC

Kazan warrior moves to KK with intent to escort the next settler to spot 4.

Hovd founded on spot 3. Production set for worker.

Workers near Tabriz are clearing forest.

IBT

KK produces settler.

T18 1550 BC

Warrior and settler sent to spot 4 on newest dot map.

Barb hut south gives us a conscript warrior.

IBT

Forest near Tabiz harvested.

T19 1525 BC

Workers building road after clearing forest.

IBT

Ta-Tu builds Archer. Production set for another archer.

Koreans are building The Oracle

Seoul builds The Pyramids

T20 1500 BC

Workers near Alma complete mine.


Handoff Notes:

- Our capitol KK will revolt once it hits size 5. There's no danger of that happening if we resume building just settlers.

- 2 workers are currently in Alma and need to complete a road to Hovd.

- 2 workers are building a road from Tabiz to Ulaanbaatar. The plains can be irrigated when time allows.

- A warrior and settler are headed toward the hills. The next player gets to choose where to place the city next.

- We have no iron or horses anywhere near us. I sent units to explore the southern area in hopes that one or both resources would be found. There are none.

- Building scouts is absolutely not worth the trouble with the amount of barbarians active in the world. We need to send curraghs instead to explore.

- Tabiz is set to build a granary so that we wouldn't waste shields clearing the forest. The next player can change production to whatever is desired.
 

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