preturn: ok so hmm no idea what's going on as I cannot see the log, time to get that defence ratio closer to 1.0.
Lot of tundra in this part of the world I see hehe. Well hopfully quiet turns and as I see most towns are on updatesd military, that is good hehe.
One thing I notice is that Rome has a lighthouse trapped in the queue.. I move that to front considering it's a long overdue building.
Also notice that where the fog buster is there's obvious room for a town to work those horses a deer and perhaps the stone. I'll pop a settler for there.
[1]860 AD
I started moving our fog buster south to explore the area we never bothered to scout and find something afoot!!! =)
[2]870 AD
Carthage and Antium grow to 10 and 8 with Antium finishing a barrackless prat... sigh... start it on a barracks in case anyone else wants to build military in this town haha. Carthage pops a prat gets an xbow. lot of x bow gonna come this turnset.
Sending a few troops south to what's inside... the town - 3x swordmen? ok free exp incoming for a few city attack 2's. . That town looks Marginal at best haha. Maybe there's a fishie hiding in the ocean.
[3]880 AD
Hammy comes up with this deal...
really not bad as we can use the cash. I take the deal
greece is 3 turns from currency so grab mono from him hahaha
Forge in cumae lives and can pump out 3 turn xbox 2 turn prats... hmm needs HE haha I set it on stagnant and start to hammmer out a garrison.
[4]890 AD
More towns growing.. Seems rome is already having health issues so slot a harbor after the light house... well after the upcoming caveral
Well see the entirety of that barb town and it's raze time hahaha. There's nothing there.
[5]900 AD
Big turn!
Compass comes while Rome finishes the worlds latest lighthouse...
harbor will have to wait as I slot in a 4 turn caveral for the round the world.
Tech is set to civil in 9... hammy is 13 turns from civil hehe.
Carthage starts a settler as we must plug that center before that creative civ to the north does it for us.
And the big fight!!!
one sword down hurt the prat tho.
[6]910 AD
Naep finishes it's forge set it on a barracks... this town is just ugly, not too sure what its ever going to amount to other than hooking silver up.
[7]920 AD
Barb town is gone and we get a fun 13 gold.. well got a free cr 3 prat out of the deal.
[8]930 AD
Hammy cancels pig deal so health is even uglier for rome and antium... barracks in antium finishes so slot a harbor as it's got health issues.
[9]940 AD
Greece is on a 4 turn machinery... he's teching fast.
and the power of a creative civ...
and a not so creative civ..
This is not looking pretty, we need drama.
So rome finishes it's caveral and moves onto a 6 turn harbor. The caveral shoots east into the uncharted.
[10]950 AD
Not much hehe
[11]960 AD
settler finishes in Carthage, start 2 turn walls since they are so fast and don;t require upkeep.
[12]970 AD
And I'll leave it here as next turn is big.
First Civil service is done so revolt time and tech path discussion not to mention irrigation paths
Second that settler is in the area and we need to plug that hole.. the SG needs to decide where to place the town I say 1 NE of horses (1 SW deer)
Pericles is teching like a mad man with engineering in 8 btw so he's going to be a major rival.
I placed cumae on max hammers to beat out the military btw so might want to mm that place a bit.
power is doing alot better.
Between Franks forges an cumaes hammers, a lot of military last 25ish turns.
Oh!!!!!! and Rome got a light house =p
These civs are killing us in culture imo we need to aim for drama sooner rather than later.
Can honestly say this game isn;t looking so great but I wanna see ralph pull the rabbit out of the hat
Cheers!
-Liq
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