Pre-turn assessment:
Short-term goals: Begin granary in Moscow
Mid-range goals: Begin the Statute of Zeus
Long-term goals: World domination.
Research status: Iron Working in 4. Next: Writing if we have iron, otherwise the wheel.
Turn 0: Preflight
Moscow is showing: Growth to size 5 in 1 with no overrun, building a spearman in 4. It's got one happy, two content and one unhappy citizens at this point. We've got one lux hooked up. It's also go two warriors and we're not at war with anyone. I change the build to a settler, which can be had in 6.
The worker will finish roading in 3.
Arabs won't trade mysticism.
Dutch won't trade the wheel.
Hittites won't trade the wheel.
Celts won't trade the wheel.
(All in all, a rotten round of trading.)
Dutch, Celts and Hittites have at least two cities each.
Treasury at 42 gold, -2 gpt
IBT: Hittite and Arab scouts move around close to Moscow. Barb Warrior south of the village steps north onto the hill.
Turn 1: 2510 BC
Scout south by the barbs renamed Scout 001. Unfortunately, he can only bust one more fog square to the south without becoming a human sacrifice. He steps one south (next to the barb) and then north again.
Other scout (out by the Arabs) renamed Scout 002. He goes 1 S towards the Arabs. He spots gold and determines that the Arabs also have two cities. A warrior is fortified in Medina. Next move: 1 W. The Arabs have cultivated two squares and mined one. Looks like they're on the river, too.
Moscow now has two unhappy people to its one happy. . . We're running at 100% science with IW in two, so I opt to make a specialist. Whipping would cost 2 citizens and that doesn't seem like a good trade at this time. Pulling the citizen off the forest sets the settler production back to 9, so I pull a winery worker. That sets Moscow back to growth in 10, but that seems preferable to having the settler's production set back right now.
I create a scientist and fiddle with the science slider, giving us IW in 2 turns at -1 gpt.
IBT: Goth Warrior emerges from the fog to the North.
Celt warrior approaches Scout 002
Barb Warrior approaches Scout 001
Hittite Scout disappears into the fog.
Turn 2: 2470 BC:
Scouts run away from their respective threats.
Scout 002 intends to cross Arab lands and winds up right next to Medina.
Tinker with science slider, IW in 1 at breaking even.
Make a few calls regarding trade, to no avail.
IBT: Arabs call. They don't like our scout in their area. I grovel and promise to move him.
I find iron. It's not exactly in our territory, but not that far, either.
Goth Warrior moves in next to our worker.
Turn 3: 2430
Set research to The Wheel.
Make some calls. The Arabs have the most gold so I'll start with them. Unfortunately, they only have mysticism to trade and they want both Iron Working and Alpha for it. What I really want is the Wheel. Nah, let's see what the others will give.
The Dutch will give me the Wheel and 6 gold for Iron Working.
That doesn't seem like a great deal, so I go back to the Arabs. If I switch and ask what they'll offer for IW, they'll give me mysticism and 35 gold. Now, we're talking! I take the deal and head back to the Dutch. I'm going to go bargain shopping.
Oddly, the Dutch will be insulted by IW for Wheel +6 gold. I shuffle around but am unhappy with all of the deals that William will go for, so I'll come back to him after I've depreciated Mysticism and IW by selling them off.
The Celts (with the next largest treasury) offers The Wheel +4 gold for IW. I take it and go back to the Dutch.
The Dutch have only 6 gold and no techs, so they'll have to buy IW somewhere else.
I move the worker SE to the BG to begin mining.
Wake one Warrior from Moscow to go sit on him.
Scout 1 1 NE.
Scout 2 1 S (out of Arab territory), then 1SW.
Moscow is back up to more unhappy than happy. Convert the scientist to an entertainer, rather than create another scientist.
Writing in 27 turns.
Treasury at 78, +4 gpt.
IBT: Goth moves onto the mountain. Arab scout runs north.
Turn 4: 2390 BC
Worker begins Mine.
Scout 001 runs 2 N.
Scout 002 notices that the Arabs have a stack of two workers.
Scout 002 moves 2 SW.
Warrior moves onto worker.
Whipping down to a cost of 1 citizen, but that's 20% of our population at this point.
IBT: Arab Settler Pair headed SE out of captial.
Celtic veteran warrior appears on our borders.
Turn 5: 2350
Fortify warrior on worker.
Moscow one from growing.
Scout 001 moves NE. Let's bust some Dutch fog.
Lone Dutch settler spotted right next to iron.
Scout 002 goes 2 SE.
IBT: Dutch settler moves onto iron.
Arab pair moves SE.
Turn 6: 2310
Scout 002 -- 2 E. Spots more iron down by the Arabs.
Scout 001 -- 1 E, 1 NE. Can now see Amsterdan.
Make some calls:
Nobody has any tech or gold.
Check on Moscow:
3 unhappy, 2 happy and 2 turns to a settler. One clown and one scientist will do the trick.
IBT: Bill calls. He's mad. I apologize and offer to move troops. Gee, Bill, while you're here, let's see what you've got to trade. Answer: 6 gold, no techs.
Turn 7: 2270
Scout 002 -- 1 South. Spots a Barb camp (Khosian) right next to an Arab warrior. Steps 1 SE to watch the fracas.
Scout 001 -- 1 E to get out of Dutch lands. Steps on the Dutch iron hill to figure out where the settler went. The Dutch are about to found a city with both horses and iron in its radius. It is 5 tiles due SW of Amsterdam.
Writing in 15.
IBT: Arabs kill a Barb.
Moscow builds a settler. Set to Warrior.
Dutch found The Hague.
Turn 8: 2230
Wake Moscow Warrior. Send N with Settler.
Scout 001 moving N out of Dutch lands (which expanded to encompass him when the Dutch founded The Hague).
Scout 002 -- 2 SW.
Wake Warrior guarding worker. Celtic warrior still standing there, but we're not at war and I need the warrior in Moscow for MP.
Zoom to Moscow. One happy, one content, one unhappy and one clown.
The Celts have Masonry.
IBT: Barb warrior moves onto a mountain.
Barb warrior down by Scout 002 moves next to him.
Turn 9: 2190:
Tech summary:
Celts are up Masonry
Hittites up Horseback riding and down iron working.
Arabs are even.
Netherlands are down Mysticism.
William has 31 gold and will give 30 of it for Mysticism. Not yet. I want to wait and see if he'll trade tech later.
Mursilis doesn't seem to want to trade anything.
Neither of the other two can or will trade now. No trades made.
Scout 002 makes good use of the 2-movement trait and runs into the mountains along the coast. (Those brave souls who run away live to fight another day, right?)
Scout 001 moves out of Dutch territory, then 1 back in. (They had some fog I just had to bust).
Writing in 20, Warrior in Moscow in 3.
IBT: Barb moves inside Moscow's borders.
2 Dutch warriors head NW.
Mine finished.
Turn 10: 2150
Move Settler Pair onto the tile to settle next city.
Begin road.
Move Settler 002 -- 1 N. The Arabs have settled Damascus
Iron Working and Mysticism have been traded around. We're now down Horseback riding and Masonry.
Trades attempted, none successful
Summary:
We're down Horseback Riding and Masonry.
We're ready to found our second city, but that honor goes to the next player.
Our units consist of:
Settlers: 1
Workers: 1
Scouts: 2
Warriors: 2
The granary is up and running and Moscow can begin pumping settlers any time now.
Moscow gets a warrior in 2, but this can be cut to 1 by moving a citizen to the newly mined BG.
Writing in 19.
Treasury 68, -3 gpt.
Screenshot:
Save is in the next post.