Indians, Japanese, French, English, Celts, Zulu and Arabs are also in this game.
0) 4000BC
Worker was already moved E, move settler NE.
1) 3950BC
Found Salamanca. Spot another river north, parallel to ours, with some hills beyond. So far so good. A lot of plains again though. There's a hut just outside our borders.
We all hate disease, so working the floodplains should indeed be reduced to a minimum. But our capital will get growth in 4 by working two irrigated floodplains, that would surely be nice. I'd like to work them at least at the beginning to grow quickly. When we get up in size a bit, switch to oases, which will be improved by then hopefully. WC is 34 or 26 turns right now, working the oasis or FP respectively.
But I would also like to pop the hut before we get military. Hate to waste at least two worker turns for that though. One of Own's suggested first builds would be a worker. That would alleviate the wasted worker turns; we can even use the new worker to pop it. With a lot of food this time, I go for that.
The plan: worker first, then some warriors, work and improve FP for growth, pop hut, improve and work oases.
Science to WC at max, working the FP: ETA 26 turns.
Worker starts irrigation. Will work oasis for one turn only to have no food waste and worker out 1 turn early.
2) 3900BC
Nothing
3) 3850BC
Nada
4) 3800BC
Nichts
5) 3750BC
Finish irrigation, start road
6) 3700BC
Did the tile swap thingy. Thanks to growth next turn, worker will come in in 2.
7) 3650BC
Lux to 20%.
IT
Worker finishes road
Salamanca: Worker > Warrior
8) 3600BC
Must find optimal worker turns configuration...
Both workers have to move to an unroaded tile, Salamanca grows in 4, so stacking the workers will result in mined oasis right on time, then one worker will remain to road while the other will pop the hut...
Do it!
Science to 100% again, WC in 15 now.
9) 3550BC
Workers start mine
10) 3500BC
Rien
IT
Border expansion
A pinkish scout approaches from the east, next to our precious hut...
11) 3450BC
Meet the Arabs (again). They're up WC and CB only, no gold and one extra city (obviously, meeting at turn 11). They are annoyed. What did I do?
I can't believe this. One turn to go on the mine. That scout will pop the hut and get a tech. Or worse, they could get unlucky on purpose, just to annoy us, and pop some barbs. Well, you all now my predilection for messing with scouts from the last game, so I decide to delay the mine just a bit...
The Zapotec tribe also likes to mess with scouts. They're not the softies our workers are though. Well, I'm sure no-one will mind that our first mine will take 3 extra turns. I'm beginning to see why Bucephalus was so enthusiastic:
12) 3400BC
Lux to 10%. Our warrior stays on the look-out. Hutpopper starts road. Our city governor had the kindness to work a forest on growth. Switch FP citizen to oasis for warrior in 1. Lux to 20% because of that.
IT
Salamanca: Warrior > warrior
13) 3350BC
Science to 100% again. One citizen on FP, one on forest.
14) 3300BC
Stare at the screen again to pull off more MM tricks. Need to work the oasis right now to get both growth and warrior at the earliest time possible. Costs one beaker.
IT
Mine and road finish.
A Celt reg warrior approaches from the south, west of the incense.
15) 3250BC
They have BW, CB, 10g, and one extra town (yep, this is what you call early contact). Maybe I should have mentioned to Buce that we don't like early contacts in AW
.
Worker starts oasis road. Hutpopper moves to other oasis.
IT
Celt warrior fortifies.
Salamanca: Warrior > warrior
16) 3200BC
Start another oasis road. Arab initial rush may be near. We're loosing gold now.
17) 3150BC
Niets
IT
Oasis road finished, WC time drops to 3 turns. Excellent timing.
18) 3100BC
Switch warrior to barracks as archer placeholder I'd say. Initial Arab rush will consist of about 6 warriors, so it will be close. We'll have 4 troops at least, and can attack out once at least.
Worker goes for a chop next. Hopefully for a settler, but chances are slim.
Research to 80% for break-even, WC still in 2.
IT
Incoming: 5 reg Arab warriors approach from the east. Zapotec holds for now.
Second oasis road finished.
19) 3050BC
Not enough time to finish the mine, so move Hutpopper to the NW of Salamanca. Other worker starts chop.
Research to 50% for +2gpt, WC still in 1.
IT
WC > BW (tentative)
20) 3000BC
Switch Salamanca to archer in 1. Zapotec retreats. Hutpopper starts irrigation; we need the extra shield without loosing too much food, and I'm hoping the Celts will be a while. It's only a one turn difference with a road too, so should be ok.
I'm going to stop here. Nothing has been invested in BW. I sure would have felt better with some spears against the initial rushes; some exciting turns coming up.
My opinion for the next turns:
- The chop will come in three turns, put that in another archer, and grab another shield to get it in 2 turns after the current archer. Food MM will be messed up a bit, can't be helped I think. Irrigation NW of the city will come too late.
- Keep research high. If we're going to build a wonder, I'd rather have the SoZ than the GL.
- Even though Buce played ahead so that we didn't have to, we still got some spoiler info I think: if this is a good start for the Iros, we must have horses. Or maybe he was referring to the Ivory, but I don't think so. He doesn't like building wonders in AW. (Desperately trying to read minds here.) So, go for HBR? The Wheel is more expensive (20 turns vs. 13 turns for BW right now), and then we still have another tech to go. I'd go for BW first. We don't need mounties yet.
- Try to get a settler out, and settle on the hill on our side of the river. I don't think we'll be able to afford that in the next 10 turns though.
After that:
- Take a peek from the hill south of our second town to see where we can found Ivory town.
- Explore north (should be empty lands, judging from the minimap)
- Seal off our south
- Grab the Incense
- I'd like the SoZ, so we have to squeeze in masonry and mathematics. I'd do that before IW, unless we don't have horses.