0 4000 BC
We are on a Bonus Grassland (BG) tile, so we don't want to settle here. If we do, we lose the bonus.
A city tile will produce two food and one shield, regardless of terrain, so a better place for us right now is a plains tile or a hill.
We are also at the bend of a river and three BGs are across the river, and one where we are standing. While I don't expect trouble for a while, the river does give a defensive bonus.
The real choice is where to move the settler: SW or NW. Moving W means giving up the ability to grow to size 12 without an aqueduct.
It looks like more open land to the NW, so I move the settler NW. And see a lot more water, like a coastline, but I cannot tell if is salt or fresh water.
Worker01 begins a mine; finish in 6, and will then road that mine.
[IBT]
1 3950 BC
Where we are at will include 3BGs in the inital 9 city tiles and the first cultural expansion will give us at least one more.
So we build our capital city of Skeeve, and wow! Two more BGs are revealed! And a fish and a wheat tile, too.
Skeeve will grow in ten turns and complete an rWarrior in 5 turns.
On science, we know Warrior Code and Masonry. For the Republic Slingshot (which I assume we will try for) we need to learn Alphabet (tier 1 and Curraghs), Writing, Code of Laws and then Philosophy and pick up Republic as our free tech. We should be able to trade Alphabet and Writing for other techs, once we meet other people.
We learn Alphabet in 50 turns at 50% science. As we get more commerce (more and larger cities) this number will drop.
I set the science slider to 100% and we get Alphabet in 30 turns.
We can check F10 to see who else is around, but I prefer not too. No real reason not to check; I would just rather find out as the game unfolds. This is a personal preference issue for me. I don't consider using F10 to a cheat or hack or anything like that. It is just an option I don't like to use.
Two words of explanation.
One: I named the capital Skeeve in reference to the works of Robert L. Aspirin and his Myth series of books, which begin with 'Another Fine Myth'. Since this game is Myth01 and the thread starter is mythmonster, it seemed to fit.
Two: I normally name units early in the game, but by the time we get to 1000 BC it isn't needed as much. The early turns are so critical and the worker turns so important, it helps discussion to name them.
[IBT]
2 3900 BC
Worker01: mine in 4.
Skeeve: rWarrior in 4.
[IBT]
3 3850 BC
Worker01: mine in 3.
Skeeve: rWarrior in 3.
[IBT]
4 3800 BC
Worker01: mine is done! I forgot about our Industrious trait, which speeds up worker tasks. Mined completed, we begin a road, finish in 2.
Skeeve: rWarrior in 2.
[IBT]
5 3750 BC
Worker01: road in 1.
Skeeve: rWarrior in 1.
[IBT]
6 3700 BC
rWarrior completes on the IBT but no pop up to change the build. Opened up Preferences and checked/selected the box 'Ask for Build Orders after Unit Construction'.
Also select 'Show Food and Shields on Map'. Other preferences look okay.
Open up the city screen. Our first citizen had been working the BG NE of the city, but the one that is mined is SE of the city. Moved the citizen to work that tile. Production increass from 2 to 3 and commerce increases from 4 to 5.
Open the city governor screen for Skeeve. Change 'Emphasize Production' from No to Yes and change 'This City' to 'All Cities'. Check the box 'Default Setting for New Cities'.
Skeeve: rArcher -> rWarrior in 4.
Warrior01 (new in Skeeve): not needed for crowd control, so let's go exploring. We'll move Warrior01 first to do some fogbusting, which will help us make a better decision on what to do with Worker01. Move Warrior01 SE (along the road) and then E across the river onto a BG. Some fog is lifted, but no luxuries in sight.
Worker01: E across the river, to mine and to road.
[IBT]
7 3650 BC
Skeeve: rWarrior in 3.
Worker01: mine in 4.
Warrior01: E into forest.
[IBT]
8 3600 BC
Skeeve: rWarrior in 2.
Worker01: mine in 3.
Warrior01: S onto mountain. Sees a sugar tile and Silks, 2S of this mountain.
[IBT]
9 3550 BC
Skeeve: rWarrior in 1.
Worker01: mine in 2.
Warrior01: S, from mountain into plains.
[IBT]
Skeeve: rWarrior (02) -> rWarrior in 4.
10 3500 BC
Skeeve: rWarrior in 4.
Worker01: mine in 1.
Warrior01: S, plains into Silky forest.
Warrior02 (new in Skeeve): SE (along road) and E across the river. Where Warrior01 turned S, Warrior02 will go N.
[IBT]
Culture expansion and the tile that Worker01 and Warrior02 share is now Chinese territory.
11 3450 BC
Skeeve: rWarrior in 2 (not 3, since the new citizen is working the newly mined BG).
Skeeve is now producing 5spt.
Worker01: road in 2.
Warrior01: S from Silky forest onto mountain; sees a goody hut and volcano.
Warrior02: E into forest.
[IBT]
12 3400 BC
Skeeve: rWarrior in 1.
Worker01: mine in 1.
Warrior01: SW to goody hut. We wake 3 angry guys in white underwear.
Warrior02: N onto hill.
[IBT]
One barbarian heads north, towards Skeeve. Second attacks Warrior01 and dies, but promotes Warror01 to veteran. Third warrior dies attacking Warrior01.
Skeeve: rWarrior (03) -> rWarrior in 2.
13 3350 BC
Skeeve: rWarrior in 2.
Worker01: S, making a road towards the Silks.
Warrior01: W, forest onto mountain.
Warrior02: N, hill to mountain.
Warrior03: SE and E, will protect Worker01 from the wandering Barbarian, and then explore.
[IBT]
14 3300 BC
Skeeve: rWarrior in 1.
Worker01: road in 2.
Warrior01: S, mountian to mountain, sees another Silk.
Warrior02: N, mountain to mountain.
Warrior03: S and joins Worker01.
[IBT]
Skeeve: rWarrior (04) -> settler in 6.
We have money problems. Too many units.
15 3250 BC
Skeeve: settler in 6.
Worker01: mine in 1.
Warrior01: S, mountian to hill.
Warrior02: N, mountain to mountain.
Warrior03: fortify.
Warrior04: fortify.
[IBT]
16 3200 BC
Skeeve: settler in 5.
Worker01: S.
Warrior01: W, hill to mountain.
Warrior02: N, mountain to hill.
Warrior03: wake, S with Worker01.
Warrior04 (in Skeeve):.
[IBT]
17 3150 BC
Skeeve: settler in 4.
Worker01: road in 2.
Warrior01: NW, mountain onto plains, hoping to draw the attack of the last barbarian.
Warrior02: N, hill into forest.
Warrior03: fortify.
Warrior04 (in Skeeve):.
[IBT]
Barbarian fortifies.
18 3100 BC
Skeeve: settler in 3.
Worker01: road in 1.
Warrior01: attacks fortified Barbarian cWarrior, and wins.
Warrior02: N, forest into plains (sugar).
Warrior03: disbanded in the field.
Warrior04 (in Skeeve):.
We have five units (one worker and four warriors). City support is despotism is 4 units per city, regardless of size. Any excess cost 1 gpt for support. We have had 5 units for 3 turns, due mostly to the wandering Barbarian, which Warrior01 just killed.
So to get our money back to an even keel, I disband Warrior03. His need is over. Warriors 01 and 02 can continue to explore. I could have have disbanded Warrior04, still in Skeeve, but didn't. That could needlessly complicate the settler build. Plus, we do need some protection in our capitol.
If we do not disband one unit, we will have three more turns of negative gpt, bringing us to 4 gold in our treasury when Skeeve builds the settler. Then we have -2 gpt for unit support. It will take three turns to move the settler to the Silks and build a city. After 2 turns we have no gold and then units furtherest from the capital are disbanded until balance is reached. Which would mean our explorers would die.
Disbanding Warrior03 now prevents that from happening. We stay at 7 gold for three more turns, then we lose only 1gpt for three turns until our second city is built. Then our city support increases to 8 and we are fine.
[IBT]
19 3050 BC
Skeeve: settler in 2.
Worker01: road completed, SE onto grass.
Warrior01: W, desert to desert.
Warrior02: N, plains to plains.
Warrior04 (in Skeeve):.
[IBT]
20 3000 BC
Skeeve: settler in 1.
Worker01: SE, grass to Silky forest, to road for second city.
Warrior01: W, desert to mountain.
Warrior02: N, plains to hill, sees Wine (but very far away from Skeeve).
Warrior04 (in Skeeve):.
[IBT]
What Warrior02 Has Found 3000 BC
The Greater China Empire 3000 BC
And the save is
>>HERE<<.