Well I played 10 turns, because I forgot to check if we had dropped from 20. If its 20 still I don't mind playing 10 more!! Equally I'm happy to pass it on so I can finally start my NCFred game!!
OK then.
As the dawn rises on a new day in the lands of the Khmer, the common folk have little idea that thier lives will be thrown in to anarchy for many years by the kings astute reading of his doplomatic situation!
210: We decide we would like to be Jewish and convert promptly.
The diplo situation before....
....and after.
Mighty Suryavarman II decides that espionage efforts should be consentrated on his closes rivals.
I reconfigure the Hague to work the sea tiles instead of the mines to whip it in the near future.
I check through all our cities and notice Jaya and Raja have their govenors switched on. Naughty. I turn them off.
I hit enter.
211: Our new found faith allows us to OB with Sulieman. I send a spare worker to the Dam and another to Hari to build a farm on top of one of the cottages there. I see this as a military city ATM so more pop will mean more hammers. I hope this action does't diplease anyone to much.
212: Math> Currency. Worker to hill near Thom to start a mine. Thom finishes its Monastary and starts on a Missionary to spread the Confusian faith far and wide - it appears our Glorious Leader is only paying lip service to the Jewish faith after all....
The road to the marble is complet and the construction time for the GL drops to 17 turns.
213: Start a cottage near Thom.
Start a farm on the grassland tile by the marble.
I whip Jaya's granery and the Hagues galley.
Archer arrives at Wat and the old archer is sent off to explore the Devious Chinese lands.
214: I send our galley W to explore and start a spy in the Hague.
In Yaso workboat is completed and sent to investigate the islands to our E. Suryavarman feels they would make an lovely holiday resort for people to "discover" themselves, thus providing some lucrative trade routes.
Jaya starts on a Jewish monastary.
I realise that the worker near the Hague is set to build a road to Raja! I stop him and send him ahead to get started on a fur camp ASAP. With sailing we don't need to road the city to get the fur - will need to road the camp though.
I drop our science slider to 20%(!) to stop us losing money.
Heres some pretty screens.
Must have been cut off by the war with Sulieman.
I check out what JC is saying. Hmmm....
Then I notice this! Double Hmmm....
Looks like he has Iron after all.
215: Toku drops by with this request. Shove it Toku!
Start a forest chop for the Dam.
Yaso grows and I assign the new pop as a scientist.
Start a fur camp. I whip the monastary in Hari. With JC "hands full" its probably going to have better things to do!
Our roving axe gets to our potential city site.
216: Hari starts an axe - we lose 3 hammers from the overflow.
Thom hits its happy cap so I change the corn tile to a plains farm to stop growth.
Qin sure wants that incense, he has four workers to get it hocked up!
217: Hari: Axe> Axe
218: Conf spreads to Raja and we start to make +1 gold per turn! Oh yer baby!
219: With JC in a war footing and him apparently having Iron I make this trade. I could have got calender instead but I think we need cats - also brings us closer to our UU!
I send a worker to Wat.
Chop for the Dam complete - the worker finds a nice canal side cafe and chills with a phatty boom batty. Only 3 turns till the GL is in.
220: The Dam worker, now high on "life", thinks that after all that destruction he should give something back and starts a farm/hippy commune.
I start a chop for Wats courthouse.
Farm at Hari done.
After 200 years of hard work Suryavarman II decides its time to compile a short set of works to record his growng empire.
Our capital
The Chinese lands.
Our exploring ships.
Diplo
Tech
Power. Sadly I can't tell which colours are whom etc, so I don't know where we stand! Help please!
@ Bleys
If you fiddle with worked tiles you can put us back in the black but I decided growth was more important than the cash in the very short term - Yaso will grow in 3 turns and can then work a 3 commerce cottage.
I'd consider whipping the Jewish monastary in Jaya as well and then pumping out missionarys with the whip when appropriate.
I'd send the spy to explore JC's land and find/pillage his iron.
Reassigning EPs might be good so we can steal some techs/cause some havoc. I'd leave Sulieman alone as hes fighting the evil Buddists ATM and doesn't need the distraction. JC and Qin would be natural targets -JC has alot of techs!
Markets and a few more courthouses might be a good idea.
I can't decide what would be the best tech path. I'd guess HBR for our UU but CS for chain farms could be nice, as would MC! I think HBR edges it.
One last thing, getting our UB in the lower food cities would be pretty sweet for the +1 food! What a lovely UB....
Hersa Wiki link to an article about the Khmer empire if anyones interested.
http://en.wikipedia.org/wiki/Khmer_Empire#Suryavarman_II
Enjoy!
he roster:
1. Krick19 > On deck
2. Groogaroo
3. Schwartz
4. S.ilver
5. Rex rgis of Ter
6. Grandad > Just played
7. Bleys > Up
The save.