I think this is going to be briefer than my usual reports. Buce and Phaedo have quite accurately assessed our situation. We've had some great luck (iron within our territory when we only have 2 cities, plus Celt neighbors who have no iron), and some bad (see previous posts). I'm going to play out these turns to see how quickly we can put Operation Irish Spring into effect. (Since we're counting on Brennus to help relieve Willie of his surplus military, and since we'd also like to come out of this one feeling brisk and clean.)
IT Not much. Dutch warriors head west for no apparant reason. The settler moves away from the cow.
Turn 1 (2110BC) Worker finishes roading a mined BG and moves over to road another. Once that's done he'll be in the right position to go hook up our silks. None of our three neighbors is willing to sell us a thing. Play hide and seek with the settler,and move ours toward the goal.
IT The settler moves south, away from the cow.
Turn 2 (2070BC) See above.
IT Willie moves his warriors around for no real reason I can see. Settler continues on down the coast. Maybe he knows of an oil deposit down in the tundra.
Turn 3 (2030BC) Luck holds for now. Continue to move our own settler into place. Osaka grows and I move the iron guard into his city apartment, rather than turn on the beer taps. Figure that if we're in that much trouble that we need to guard our iron before it's hooked up, we're likely not going to be living long enough to collect Social Security.
That's five Dutch axemen in our neighborhood, by the way. If Willie's going to get froggish, he's going to do it this turn or the next.
IT The Dutch invasion disappears -- the mystery axemen head back east.
Turn 4 (1990BC) Willie must have met someone rich, as his treasury has suddenly jumped to 191g.
Oh, and Blue Dot may now be renamed Tokyo.
I move our hide and seek warrior east to see if we can map out some more of Willie's territory. Might as well see how he's fixing things up for us.
Turn 5 (1950BC) More fog-busting. Move worker over to road the silks. Rax complete next turn.
IT
Turn 6 (1910BC) Had to think about whether to chop first or road. Realize that if we chop in 4 then the shields will hit just as the archer completes, rather than as we start on the next one. Decide to road in 6 instead.
IT
Turn 7 (1870BC) Celts are now the rich boys, suddenly at 206g. We need to get invited to more parties.
Willie is at only 6 cities, Murray has 7, and Brennus has 8.
IT
I think I missed a turn here when nothing was happening.
Turn 9 (1790) Tokyo finishes its MP warrior and starts on a worker. We start mining for iron. As soon as the next archer finishes, I'm going to pop out more warriors for upgrades. In fact, I change production in Osaka from an archer to a warrior to finish in the next turn.
IT See above.
Turn 10 (1750BC) Kyoto is currently putting out 7 shields per turn. Is it better to have a 2 turn warrior with 4 wasted shields, or an archer in 3 with only 1 shield flushed? I'll go with choice 2. The next best player can switch over to a warrior or a spear if that seems the wiser choice.
Okay, I think that we're on track with Operation Irish Spring so far. Our military might is now 6 warriors, and 2 archers. The iron will be hooked up in 5, and then our work crews are going to have to start making some serious roads with a quickness. Our spy in the Netherlands has so far avoided the boot, due to some gaps in Willie's culture expansion. It looks like taking Horsetown and then the next village over will also net us some furs for the winter.
Here's a pic of Japan today.
And here's the
>>SAVE<<
EDIT -- And I believe that the tusker now has his turn at the command chair.