PROD Shadow - Sirian's TDG "Alternate Timelines"

Some Comments to my turn:

Yes i know the Granaries are powerful and i usually build them in the early cities (at least now :) ) but tend to build them late or none at all in father away cities or in cities near to an population treshhold. This bad habid leads in my sologames to cities which get their Granary after the Hospital :crazyeye:. So thats really a thing i have to work on.

The rush on Dover is clearly a sad unnecessary move but at the time i played this turn (a month ago) i didn't know that the cultur-war is only over equi-distant tiles.

I do know that building wonders in the capital is not good on higher difficulties (i said so myself in CT2 ) but this is regent so it should work.

Overall: I played this then turns immediattly after my official turn but without paying much attention and in great haste. I didn't expect to post it and really posted the report with great reluctance and only as an answer to Hotrods post.

Rowain
 
If you intend to not play a Shadow it may be better to say so then post a game that isn't getting your full attention. It doesn't do you any good to post games that maybe aren't your best.

I can say one thing about this game. It has improved my overall play considerably. I can win on Regent most games now and Monarch is not as difficult as I once imagined. Emperor is still difficult as Lee noted the jump in level isn't so much the game play it is the lack of mistakes and the ability to make the right decisions. This game has clearly helped me learn what and when and where. I used to play without focus.

Hotrod
 
@Hotrod: Wrong; If i play with full concentration I have little to fear from the AI but full concentration reminds me to much on work. I prefer to play games in a more relaxed state of mind. Which means paying attention to the thinks that make the big difference and not do the whole tinkering over small things which will only help to win some turns earlier. As for that my weaker turns and Sirians comments are what really helped me. On the other hand in the official turns (or during any SG-turns) i play full power and as concentrated as possible. You will (if you take the boring task to read my reports on Epic 8 +10) see that i tend to play concentrated and full in the start (till victory is a clear path) but tend to use more time to finish the game due couse i don't want to play full power all the game long.

Aside here are the turns from 450 till 550AD

450AD (0): Hmm again i get a game where a commercial civ learns gunpowder instead of banking. Warwick switched to Lib and rushed; London switched to University;

Nott. fin Lib starts Sistine;
Hastings fin Lib starts Uni;
Warwick fin Lib starts Granary;
Norwich starts Uni and fires Entertainer; Palace expands;

460AD:

York fin Cathedral starts Univ;
Liverpool fin Courthouse starts Market;

Babylon starts Sistine;

470AD:

London fin Uni starts Catapult;

Russia start Sistine; Babs start Hanging Gardens;

480AD:

Coventry fin MArket start Uni;
Palace expands

Russia start Hanging Gardens;
Wine-deal ends. So Theologie to France for Wines+WM+50gold;

490AD: Reducing Science gives Gunpowder in 1 +157gold;

Gunpowder learned Banking started (in 5 by +30)
Oxford starts Lib after Granary; Niniveh starts Cathedral and London continues to build Catapults;

500AD:

Disease in Liverpool
French start SunTzu;

510AD: Niniveh switched to Colosseum and rushed;

London continues Catapults; Niniveh fin Colosseum and start Cathedral; Disease strikes again in Liverpool;

520AD:

Canterbury fin Market and starts Lib;
Palace gets 2 expansions; Our geologist discover a new Iron-source (Contrary to Sirian i do like this feature and find it as realistic as it could get, but one man's heaven is another man's hell )

530AD:

London finish and start a new Catapult; Newcastle start a Lib after Marketplace ;

540AD: Science reduced to earn 164 gold and still get Banking;

Banking discovered Economie ordered (I want Smith especially as a commercial civ); Brighton starts a Lib and Exeter a Courthouse;

China fin Great Library;

550AD: London switched to Bank; Since China finished Great Lib i sell them Education to make it useless before they get more techs out of it and since i'm already selling it i sell it to Russia too: Edu to Mao for Chivalry+ WM+ 2 gold; Edu to Cathy for WM + 24gpt + 30 gold; Cathys gpt allows to increase science and save one turn and still get +10gold

Rowain

Rowain's shadow
 
I completely understand about the work. The games should be enjoyable not taxing. Sometimes though when things do get more intense that is just as much fun.

Hotrod
 
Sorry about taking so long, between vacation and then recovering from vacation and my fantasy football draft....

Anyway here is my turn:

0)450AD - I rush Birmingham's courthouse for 200 gold.

Between turns: Nottingham finishes a library and starts Sistine Chapel. Hastings finishes a library and starts a university. Norwich finishes a marketplace and starts a university. Birmingham finishes the rushed courthouse and starts a granary. The people admire us so much that they build another floor on the palace.

1)460AD - Misc Movement. I renegotiate peace with Joanie for 3 gold per turn, 41 gold (her whole treasury), and her world map. Bizzi only gives me 13 gold for peace. Mao only gives me 1 gold per turn and 3 gold. I rush Warwick's granary so that it will expand faster.

Between Turns: York finishes a cathedral and starts a university. Hastings cultural influence is said to expand. Warwick's rushed granary is finished and they start a marketplace. Liverpool finishes a courthouse and starts a marketplace. The Babylonians start the Sistine Chapel.

2)470AD - Misc Movement.

Between Turns: Dover's cultural influence expands. The Russians start Sistine Chapel. Sevastopol jumps to our side. They start a temple. The Babylonians start The Hanging Gardens.

3)480AD - Misc Movement. Joanie gives us 3 gpt and 23 gold for a renegotiated right of passage. Cathy is the only one who wants our new furs, but she has nothing. We cannot afford the premium of rushing Sevastopol's temple without at least one turn of work, so it will have to wait until next turn.

Between Turns: Coventry finishes a marketplace and starts a courthouse. Newcastle's influence expands. Our people admire us so much that they build another story on top of our palace. The russians starts building The Hanging Gardens. We have lost our supply of wines.

4)490AD - Misc Movement. I rush Sevastopol's temple for 236 gold. We will make up a good chunk of that by pulling our science down to 40% while still finishing our research on gunpowder next turn. It may not be much, but I get all of Cathy's treasury (5 gold) for renegotiating peace. Joanie and Bizzi are the only one's who don't have Theology. Joani will give us the wines that we lost between turns along with 9 her treasury of 9 golds and a world map that we probably already have for Theology. I think that the wines are worth it, since the leaders that I am most worried about (Cathy, Hammi, and Mao) already have it. I only get 10 gold from Bizzi, but at least it is us and at least it is something. We are the only civ that knows education and engineering.

Between Turns: We finish discovering gunpowder and start on music theory, so that we can start JS Bach's Cathedral (maybe even start a prebuild this turn). We bump science back up to 60% to finish it in 4 turns. Nineveh finishes library and starts a granary. Oxford finishes granary and starts a library. Sevastopol finishes the rushed temple and starts a granary. Maybe a courthouse would be better. Either one will take a long time or will need to be rushed. The French start building Sun Tzu's.

5)500AD - There is saltpeter in the hills north of Exeter, the hills south of Coventry, the desert NW of Leeds. All of which are not connected to our network. I will connect one() so that the others don't run out. There is another on outside Frankfurt, one in the mountains outside Shanghai, one in the desert outside Tblisi, and one in the hills in the middle of France. The only civ without saltpeter if Babylon, so we need to watchout for Hammi. Non of the other civs have a road to their saltpeter, but none of the sources are inaccessable. The saltpeter that Hammi could readh out for would be the one on his border near Coventry. Misc Movement. I sacrifice a couple turns toward Sun Tzu's in London to get the population to expand a turn early. We should be able to make up the turns with the extra turn of shields from more population.

Between Turns: The people admire us so much they add a wing to the palace.

6)510AD - Misc Movement. I change Reading's library to a marketplace. The city could use the smiley faces it will get from the marketplace, because the next population expansion looks like it will cause a riot. The marketplace is currently projected to finish in 10 turns vs the 15 for population expansion (although I am going to be irrigating more floodplains, so there will be more food soon). I'm able to drop our science rate to 50% and still finish Music Theory in three more turns. I reneg peace with Hammi for his treasury (5 gold) and his map.

Between Turns: The people add another wing to the palace.

7)520AD - Misc Movement. I trade some gems to Joanie for her teasury (16 gold) and map. I also trade gems to Mao for 3 gold per turn and his treasury (103 gold) and map. With all the extra money we now have (from Mao and the extras per turn) I rush Richmond's aquaduct so that it can expand, and Cambridge's courthouse.

Between Turns: Canterbury finishes a marketplace and starts a library. Richmond's rushed aquaduct is completed and a granary is started. Richmond's tiles are also rearranged to allow expansion. Cambridge finishes the rushed courthouse and starts on a worker.

8)530AD - Misc Movement.

Between Turns: We discover Music Theory and start looking at banking. I can discover banking in 4 turns only by running a 3 gpt deficit. Hopefully we can bring some more coins online thru population expansion and/or marketplaces. Speaking of marketplaces, Newcastle finishes a marketplace and starts a library. Sevastopol's influence expands.

9)540AD - Misc Movement. Looking at the Domestic Advisor screen shows that we are now running at break even. I finally have some workers near one of our saltpeter supplies (in the hills north of Exeter), so they move on top of the saltpeter, so that they can pave the way next turn. I was going to use them to improve Sevastopol's tiles, but for the moment, they have something more important to do.

Between Turns: London and Nineveh's cultural influence expands. Brighton finishes a marketplace and starts a courthouse. Exeter finishes a library and starts a courthouse. The people add a second story to one of the wings of our palace. "We have information the the Chinese city of Beijing has completed a great project, The Great Library."

10)550AD - Misc Movement. Cathy gives us 2 gpt and 17 gold for a renegotiation of our Right of Passage agreement. She also gives me 4gpt and 23 gold and her world map for our extra furs and our world map. Cathy and Mao both have chivalry, but they are the only ones. We have enough gold to rush Sevastopol's granary. It would happen a turn before it is scheduled to expand population, so I think it would be a good idea, so I do it. It leaves us with only 18 gold to spare. After discovering banking we may want to take a turn at zero science to get some spare change.

prod-shadow-zot-550ad.zip
 
Just noticed that the forum is available again, so here's my report...

450AD 0) Changed Coventry and Norwich to Cathedral; Warwick, Newcastle, and Brighton to Library; Oxford to Harbor; and Liverpool to Market. Rushed Exeter's Library for 120g and Richmond's Library for 184g. No trades made with the other nations.

-- Nottingham, Hastings finish Library, start Cathedral. Richmond finishes Library, starts Courthouse. Exeter finishes Library, starts Walls. Machiavelli states the obvious -- England is the most powerful nation, followed by China, Babylon, America, Russia, France, Germany, and Rome.

460AD 1) Galley heads for sea-lanes west of Russia. Work plains, grass, jungle at Norwich, Exeter, and Newcastle respectively. MM Exeter and Richmond.

-- York finishes Cathedral, starts Horseman. Palace expands. Babylonians start Sistine Chapel.

470AD 2) Work plains, grass, hills, grass, hills, grass at Norwich, London, Hastings, Oxford, Coventry, and Exeter. MM Richmond and Brighton.

-- Russians start Sistine Chapel, Babylonians start Hanging Gardens.

480AD 3) Work hills, desert, jungle at Richmond, Leeds, and Liverpool. MM York and Nineveh. Reduce Sci to 50% with Gunpowder due in 2.

-- Palace expands again. Russians start Hanging Gardens. "We lost our supply of wines!" message gives heads-up to renegotiate with Joan.

490AD 4) Work grass, jungle, grass, plains at London, York, Oxford and Nineveh. MM London and Exeter. From France- Get ROP, Maps, Wines, 4gpt and 83g for ROP and Engineering. Joan remains Gracious. From China- Get Maps, 9gpt and 36g for Engineering. Others too poor.

-- Gunpowder learned, Sci 60%, Astronomy in 5. We have three sources of Saltpeter. York finishes Horse, starts Longbowman. Nineveh finishes library, but there is now a FOOD SHORTAGE, so I rush a Worker for 80g rather than lose a citizen. Liverpool finishes Market, starts Worker.

500AD 5) Horseman heads for Brighton. Work plains, hills, hills, grass at Norwich, Richmond, London and Exeter. MM Oxford, Norwich, and Reading. Rush Oxford's Harbor for 68g in anticipation of Astronomy -- it would be great to have a vet Galley ready to explore the sea-lanes to the northwest.

-- Nineveh finishes Worker (no starvation), starts Granary (this shall not happen again!) Oxford finishes Harbor, starts Galley. Norwich finishes Cathedral (MM), starts Market. French start Sun Tzu's.

510AD 6) Horse arrives at Brighton. Work hills, hills, plains, jungles/gems, hills at London, Hastings, Norwich, Oxford, and Coventry. MM Canterbury, Newcastle, Liverpool, Brighton, Leeds, and Birmingham. Rush Oxford's Galley for 240g -- it has to cover some distance in the interim.

-- Newcastle finishes Library (MM), starts Cathedral. Oxford finishes Galley, starts Granary. Liverpool finishes Worker, starts Worker. Germans want to trade World Maps, I decline.

520AD 7) Galleys head for their respective territories. Work grass, desert, hills at Newcastle, Reading, and Coventry. MM Nottingham, Hastings, and Liverpool.

-- Nottingham finishes Cathedral and I have to make a decision. Nottingham has built all its available infrastructure, so I choose to start a wonder -- The Hanging Gardens. I MM Nottingham to give 24 shields per. Canterbury finishes Market, starts Catapult. Brighton finishes Library, starts Granary. Exeter finishes Walls, starts Court. Disease strikes Liverpool! (and will strike again).

530AD 8) Work jungle, grass, hills, plains, hills at Newcastle, Canterbury, Richmond, Nineveh, and Exeter. I check out the competition for The Hanging Gardens (and The Sistine Chapel as an alternate). Picking up Territory maps from Russia, Babylon, and China (1g ea.) I see that all rival cities are much smaller than Nottingham (Kiev-5, St. Petersburg-6; Eridu-3, Babylon-8; Xinjian-8) so even with a late start, the powerhouse that is Nottingham should still finish first.

-- York finishes Longbow, starts Worker. Liverpool suffers more disease. Liverpool finishes Worker (MM), starts Cat. No additional population loss here as Liverpool grew the same turn.

540AD 9) Work grass, plains, mountains, desert, jungle, bg, grass/dyes at Newcastle, Norwich, Hastings, Leeds, Liverpool, Dover, and York. Reduce Sci to 50% with Astronomy due in 1. MM Leeds and rush Richmond's Courthouse for 172g.

-- Astronomy researched, Sci 60%, Banking in 5. York finishes Worker, starts University. Richmond finishes Court, starts Aqueduct. Palace expands a final time. Chinese Beijing finished The Great Library, little good it will do them with Education already known.

550AD 10) The western Galley sets sail on the high-seas, with the eastern Galley still heading north. Work jungle, plains, hills/saltpeter, hills at Liverpool, Nineveh, Coventry, and London. MM London and Canterbury. The final round of diplomacy goes thusly: From Russia- Get Maps, 7gpt, and 5g for Gems; and Get ROP, and 53g for ROP. From China- Get Maps, 11g, and Chivalry for Education -- just a little friendly nudge to Mao, courtesy of TBC. "Well Mao 'ol boy, this Library of yours sure LOOKS nice!" :lol:

Be seeing you...

---> TBC (Tickled -- Baiting China)

TBC's Shadow - 550AD
 
IT 450AD: Map brokering nets ~20g. Brighton to granary. More food at Newcastle, Nottingham, Norwich. York to university. Richmond to courthouse and higher shields, taking a forest tile from Birmingham. Reading to courthouse. Leeds to temple. Liverpool to market. Exeter to courthouse. Warwick to library. More food at Canterbury (to grow this turn, picking the shields up anyway with the extra citizen). Finally, Oxford to harbor. (We NEED to have a harbor to ensure we don't get stuck with a reputation hit if a war breaks our trade route to France).

The general priority of my changes lies in production power. Courthouses dramatically improve growth curve at distant cities. Food increases lead to faster population growth, which we have the luxuries to support size 12 cities now, so the sooner they get there, the better. York's cathedral can wait. Exeter's library the same: no overlap with the only rival city with culture, so get the courthouse first. Warwick, the library CAN'T wait, even over a granary, as that city has fallen behind in culture vs both its neighbors. Leeds still needs a cultural building at all, and the rest is maximizing commerce benefits.


460AD: Nottingham builds library, starts uni @24spt, due in 9. Hastings builds library, swapped to max food, starts longbow @14spt. (Most efficient unit to be building, 14*3=42). Norwich builds market, put on max food, starts uni. 3-worker stack near Hastings moves to clear a jungle.

470AD: Babs start Sistine? Three AI's have Theology, I sell to Joanie all she's got. Russia moved three units close to the border. Could be patrols, or could be aggrssion. I shift troops toward that border. I also swap Leeds to harbor and rushbuy for 184g and swap Oxford back to granary. Also swap Dover to granary.

480AD: Looks like a false alarm, no further aggressive moves from Cathy. Leeds starts worker. Swap Brighton to incense tile for one turn to let granary complete before city grows again. Irrigation work being done on London's mined BG tiles (deja vu?). Science to 100%, gunpowder due next turn.

490AD: Discover Gunpowder, start Astronomy. Science to 50%. Buy Joanie's wines for 17gpt and RoP (which saved ~3gpt). Hastings trains longbow, starts another. Bow and pike sent south to Ninevah, which is now losing the cultural war with Lagash and is starving. (Oops). We have three saltpeter within our borders. I move to connect the one at Exeter, and will also connect the one at Leeds.

500AD: Ninevah builds library, starts worker (to reduce population, end the food deficit, and improve more tiles). We COULD spend a fortune rushbuying more cultural buildings down here, but at the moment I'm not inclined to do that. Oxford builds granary, starts market. Liverpool builds market, starts courthouse. Leeds train worker, start another. York build university, starts cathedral.

510AD: Disease strikes Liverpool.

520AD: Canterbury builds market, starts library. Newcastle builds library, starts market, swapped to max food. Hastings trains longbow, starts pike. Leeds trains worker, starts one more. Sold gems to Mao for 9gpt. Planting a new forest at Newcastle on a normal grassland just cleared out of the jungle.

530AD: Ninevah trains worker, starts cathedral.

540AD: Discover Astronomy, start Navigation. Disease strikes Ninevah. Hastings trains pike, start uni. Leeds trains worker, starts caravel. Nottingham changed from uni (with one turn left) to Copernicus. Science to 70%.

550AD: Exeter builds courthouse, starts walls. Three of the AI's have Chivalry now. That could spell trouble from them, but they are all broke, so we will have time before they can muster any force of knights. We need to put some more energy to defense next round, though. I hold off buying Chivalry for the moment. I renew our trade deal with Babylon, and have to add some gpt as prices have gone up a bit.


Sirian's Shadow - 550AD


- Sirian
 
Hi everybody! I've been shadowing this game for several weeks now, and have finally played through 550 AD. :) For each round, I've played, written my report, then read the other reports, so I've come as close as possible to simulating the shadow version of this game.

I started as a rank Civ newb; I haven't played much Civ at all in the past, and even the basic Civ and SG stuff I've been trying to learn. So, if I seem utterly hopeless in the first few rounds, hopefully things get better as I go along. :blush:

I've just zipped up all my saves up to this point, and I think I'll put them in here as one big .zip file, rather than having to deal with each one individually.

-Griselda :whipped:
http://www.civfanatics.net/uploads2/Prod_Shadow_Griselda.zip
 
PROD round 1

turn 1
-Moved scout to hut, got warrior code.
-Built London right where settler was. Upon reflection, I probably should have moved the settler away from the hills a bit.
-London's laborer was content. Am I correct in assuming that the city will go into unrest unless I make her happy by the end of the turn? I moved the ent. slider to 20%, making her happy, and the science slider to 50%, leaving me with +1 gold per turn.
-Began researching bronze working.
-Moved worker to the SW (or is it S?), to the grasslands

turn 2
-Worker starts irrigating grasslands SW of London, where the laborer is working. Upon reflection, this is silly in despotism, and I should have moved to the plains and irrigated them instead.
-Scout begins exploring in a counter-clockwise fashion outwards from his position. He sees some dyes over in the forest.

turn 3
-Scout moves to the mountain and sees cattle, plus another river.

turn 4
-Scout heads S (or SW?), and sees 2nd cow.

turn 5
-Scout continues.

turn 6
-Warrior is complete, and fortifies the city (should I be using him as a scout at this point too?)
-I didn't know what to start, but started on a granary because I see lots of nice land and luxuries, and no other civs just yet. I can always switch to a military unit in case of emergency.
-Worker finishes irrigating his square (what a waste!), and I ask him to build a road in the same spot.
-Scout heads S/SE, and sees more dyes in that direction.

turn 7
-Scout moves S/SE.

turn 8
-Scout moves S/SE.

turn 9
-Worker finally moved to the plains.
-Scout moves S/SE - there's gold in the hills.
-Moved entertainment slider down to 10%, laborer is still happy at that setting now, because the road is complete I guess. Science stays at 50%, which somehow still leaves me with 1 gold per turn.

turn 10
-Worker begins irrigating plains.
-Scout moves into mountains next to the gold.

(I assume I end my turn, and then save/report before moving on? London's population grows.)
 
(0) 3500 BC
- Finish ceremonial burial, and start bronze working.
- London grows to size 2 and new laborer heads to square that worker is improving.

(1) 3450 BC
- Turn science back to 100% before I forget.
- Move East scout East, see the sea, then move NW.
- Move West scout West, past Russian worker.

(2) 3400 BC
-East scout goes North, sees whales, then NW along the coast.
-West scout goes West onto a hill

(3) 3350 BC
-York completes Scout, and begins worker. I see that York will grow in 5, and complete a worker in 5. Will that work? Guess I'll find out!
-Move scout NW onto the mountain, and see cattle. Wow, that game spot is on a forest with 4 adjacent bonus grasslands, by a river, and close to cattle and wheat! I begin merrily counting chickens before they're hatched, and think that there's room for 2 really nice cities up in that area; one by the river, with the game and the cattle, and the other in those nice coastal grasslands, in range of the wheat. OK, now back to the realities of 3350 BC...
-East scout goes W to hills, and sees flood plains into a delta.
-West scout goes SW to mountain.

(4) 3300 BC
-North scout goes North 2.
-East scout goes North 2.
-West scout goes 1 South, and 1 West, and sees the coast.

(5) 3250 BC
- North scout goes NW to mountain, and sees the goody hut 2 sq. west.
- East scout goes East 1, and North 1.
- West scout goes South one, and SE 2.

(6) 3200 BC
- London's worker completes a mine, and begins a road on that square.
- North scout goes 2 squares West to hut and gets 25 gold.
- East scout goes East 1 and North 1.
- West scout goes SE 2.

(7) 3150 BC
- North Scout notices the blue lines (Did they show up last turn? I missed them if they did), and heads North one and NE 1, looking for a unit to contact.
- East scout goes NW 1 and N1 and sees some dyes.
- West scout goes South 1 and SE 1.

(8) 3100 BC
- York was able to complete a worker the same turn that it grew, and I begin a warrior, since whatever civ is blue isn't too far off really.
- I send York's worker one square West to the grassland. The dyes are tempting, but, considering the citizens are content, they can wait.
- Bronze working is 1 turn from complete, so I turn science down to 50%, and this will save 4 gold.
- North scout heads NW 1, when I realize that I should really scout a bit on the south side of the blue civ's borders, since they're pretty close to my land. So, I backtrack and head back to where I started (d'oh!)
- East scout heads North 2.
- West scout heads East 1, hoping to see a bit of Russia's land from the SW side.

(9) 3050 BC
- An annoyed Germany contacts us, so I assume they're the blue civ. They want me to give them ceremonial burial in exchange for warrior code. Maybe we can work something out, would you care to hear my counter-proposal? In that screen, I notice that they also have bronze working, but not other techs. I trade ceremonial burial for warrior code and 10 gold (all they have), and Germany is not cautious.
- I complete bronze working and need to choose a new area to research.
- I don't think Sirian mentioned anything about Russia's techs, so I contact them and take a peek. They don't seem to have anything interesting.
- OK, still need to choose a research project, so I go for iron working. I've already spent time going for bronze, so I might as well keep going in that direction for now.
- I turn science back to 100%.
- North scout goes 1 East, and sees Berlin.
- East scout goes West to the hill, and tries to catch a glimpse of Germany's Eastern border.
- West scout goes South 2, and sees fish.

(10) 3000 BC
- London's worker begins to make a mine on the bonus grassland.
- East scout goes NW 2.
- North scout goes W.
- East scout goes South 1, and sees a "land bridge" type thing over the water. He heads SW 1 and sees that it does indeed appear to open up into a larger land mass.
 
(0) 3000 BC
- I moved the London laborer from the mined grassland to the forest, delaying London's growth for one turn, when the granary will be in place.

(1) 2950 BC
- Granary is finished in London, so I set it to settler factory. ;) I moved the laborer back onto the mined grassland.
- London's worker is ordered to start another mine on the bonus grassland.
- The warrior moves towards York.
- I notice we're at -1 gold per turn with science at 100%, due to corruption in York. I decide that it's a small price to pay in the name if science, so I leave it at 100%.
- East scout heads on a southwesterly fogbusting mission. My intention is to loop him back towards us and uncover the area to the south of London. For this turn, I moved W1, N1.
- North scout wants to see the east side of the Germans' land. 1E.
- West scout gets 25 gold from the Vandals.

(2) 2900 BC
- Warrior moves to York and will fortify there next turn.
- London has grown, so I move York's laborer off the bonus grassland and onto the Plains. I move London's new laborer off of the forest square, and onto the bonus grassland: 1 extra food per turn for my settler factory.
- London has 1 unhappy laborer, so I move ent to 10%, science to 90%. I'm still running at -1 gold per turn. Writing takes forever, or at least it seems to after an the easy first techs.
- East scout goes W1, then N1 to hut. He got a map of the region, and sees a red border and some ivory. I don't know who that is.
- North scout goes SE2, and sees a German settler.
- West scout goes E1 to the hill.

(3) 2850 BC
- York's worker is finally done (I went worker then warrior in my second round shadow, so it seems really strange to have the worker just now complete). I move him onto York's bonus grassland, because I still think that's more important than getting the dyes connected right now. London's not going to be growing too much more while we're building settlers anyway, so unhappiness is manageable.
- York starts building a warrior for London.
- East scout goes S2 looking for the red civ's units, but sees none.
- North scout is trapped by the German settler; he can't go the way he wants without ending in Germany's borders. He also might not be able to get back out of Germany next turn, if the settler founds a city, and I don't want to anger the Germans. so, I send the scout North along the coast. If it's a lake, I'll go around it. If not, I'll explore to the North.
- I see a light blue civ, and send my West scout 1E to investigate.

(4) 2800 BC
- York worker begins to mine the bonus grassland.
- North scout goes W1 to a mountain.
- West scout goes E1, still sees nothing of the baby blues other than the border.
- The scout formerly known as East is now known as the "South scout". He goes S2, but still sees no units down there.

(5) 2750 BC
- North scout goes N1, sees a hut, then goes NW1 towards it.
- West scout E1, still no sign of that civ.
- South scout backtracks to the NW, since he's not going to circle below the civ without checking to its north (OK, should have gone North looking for units in the first place). He sees an unpopped hut; can't believe this red civ didn't pop it!

(6) 2710 BC
- London completes a settler and starts a new one. Looking at the map, I think that the space directly south of the game would be the best spot for a third city. It's by a river, with tons of good squares nearby, and it won't be taking any squares from York. Corruption could be a problem, but I can't build a city closer to London while avoiding jungle, staying on the river, and with guaranteed good land. So, I start moving the settler towards that square.
- With London back to 2, I move science back to 100%.
- South scout gets the hut, and out pops a warrior. I can send that warrior to London, and when York's is done, I can send it to the third city.
- I see a Babylonian worker, and send for Hammurabi. The babs don't have masonry, pottery, alphabet, or any new and interesting techs. :P
- I move the new warrior W1 by accident, thinking the scout had one more move. He sees a Russian scout.
- Cathy trades me the Wheel for Alphabet and 10 gold. I had been hoping to get the wheel to trade to the other civs before Russia did, but then I realized that the other civs don't have anything worth trading. They all have 10 gold and no techs that I need. I don't want to move them towards horseback riding for free! I notice when I press the "D" button that I can start diplomacy with China, so I'm guessing that's who the baby blue civ is. They don't have anything interesting either. Suckers.
- West scout goes E1 and SE1, still sees no Chinese units.
- North scout goes N1 to the hut, and the Gepids give him a map of their tundra.

(7) 2670 BC
- London's worker is done with the mine, and starts a road on the same square.
- South warrior goes N1.
- South scout goes W1, SW1.
- North scout is out of new land now that he has a map. He's gonna head back south and explore what's left of the area Southeast of Germany. He begins a long southerly trek through the mountains.
- Settler goes NW1.
- West scout SE2 along "China"'s borders.

(8) 2630 BC
- York finishes a warrior, and starts a worker. That warrior moves west to meet up with the settler.
- Settler moves NW, and sees cattle and horses!
- North scout "..."
- South warrior still heading through the mountains towards London.
- West scout keeps moving around "China"'s borders.

(9) 2590 BC; being climbed on by 4 year old.
- South scout W1
- Everyone else continues to head to where they were going, and sees nothing of interest.

(10) 2550 BC, 4 year old more impatient.
- London worker finishes road. 3 improved squares is sufficient for the time being, and lots of improvements will be needed in new city's land, so I send that worker towards the settler. Is that weedy?
- York's worker finishes a mine, and starts a road.
- Settler moves into the spot where I would build if it were my turn next.
- Warriors and scouts "..."
 
I don't think I'm too happy with the way that this one went. Bad luck coupled with bad decisions, and I feel like there was a lot of wasted time. Glad this wasn't an official round for me!

(0) 2550 BC
- I see the Babylonian warrior nearish London, and we still have no military even close. I try to be a more cautious player, so I switch settler to a spearman. This will waste 5 shields, but IMO that's better than risking my capital on a single warrior.

(1) 2510 BC
- London finishes Spearman and starts settler.
- Workers finish near York, and there's so little to do and so much time! Strike that, reverse it. I send two to York, where they'll be reassigned next turn. I don't know what I did with the third, ack! I wake him next turn from where he was slumbering.
- North warrior goes West.
- Settler builds Nottingham, a happy birthday indeed!
- Nottingham starts a temple.
- East warrior goes NW.
- East scout goes N1.
- North scout goes NW2.
- South scout goes NW1.

(2) 2470 BC
- Vandals approach Nottingham!
- Cuman warrior also shows up near Babs, and this guy proceeds to be a major thorn in my side the whole round.
- York sends its narcoleptic worker to Nottingham. Then, I worker goes NE 1 to the dyes. One goes SE 1 to forested river.
- East warrior goes fogbusting- NW1.
- Nottingham warrior goes SW1.
- South scout W1.
- Ack! A York laborer is working on a shared square. Bad governors! I send him back to the mined square. London once again works in that mine. I bet they all are writing "London rules, York suxors" and "York rules, London suxors" graffiti down in the mine shafts. Wait, we still don't know how to write! Maybe they're drawing it.
- East scout N1, sees 2 wheat.
- North scout N1, NE to hut, gets a local map.

(3) 2430 BC
- Worker arrives at Nottingham cattle ranch.
- One your worker clears the jungle with dyes, the other the forest. It will take them forever, but I don't want to wait to get either. On hindsight, the best way would be to double clear the forest quickly and build a road, then send both to deal with the jungle.
- York's warrior goes west towards York.
- South scout goes NW, sees more dyes.
- North scout goes SW, checking out China a bit more closely.
- East scout goes North 2.

(4) 2390 BC
- Nottingham's warrior kills the attacking vandal War, and I get to add a second floor to my palace.
- Nottingham cattle ranch begins construction on a mine for their property.
- York warrior gets closer to York.
- South scout NE; I finally notice that barbarian is chasing me, but I'm not sure what to do about it. I waste many turns being indecisive.
- North scout goes West 1, sees a horse.
- East scout N1.

(5) 2350 BC
- York's conscript warrior arrives in York.
- South scout goes NW, trying to stay ahead of warrior.
- North scout goes W1.
- East scout goes NW1.

(6) 2310 BC
- London makes settler, and starts barracks. I'll need more military soon, and I might as well start them as vets.
- Settler is aiming for that valley southeast of London. There's a small hill with gold next to 2 bonus grasses. That might be a nice place for a new city, plus it would be by the gems. It's a long trek through the mountains to get there, though.
- South scout goes NW.
- North scout W1, NW1, and sees a Chinese worker.
- East scout goes N1.

(7) 2270 BC
- Settler goes SE1.
- North scout goes E1.
- East scout goes N1, sees top of landmass, goes S1.
- I turn science down to 50%- writing will still finish in two turns, but I'll get +4 gold per turn instead of -1.

(8) 2230 BC
- Anglo warrior approaches York from the East. I send York's conscript warriors NW, onto one worker. I should be able to defend both from there.
- Settler goes SE1.
- South scout goes towards London. I need to kill his little friend somehow.
- North scout goes NE1.
- East scout goes E1, S1.

(9) 2190 BC
- Writing done. :) I start on Horseback riding.
- Do I want embassies? Yes, I think I do. Russia seems to be the most advanced scientifically, so I put an embassy in Russia. Moscow is size one, has a warrior, and is building a warrior. Its only improvement is a palace. That sounds like good news to me, but now I wish I could afford to make a German embassy as well.
- York's warrior moves S1 to take on barbarian, wins, and becomes a regular warrior.
- Settler SW1.
- East scout goes S1, sees Alemanni's barbarian encampment thingy to the South, and a Warrior to the West. It's a trap!
- North scout goes S2.
- I turn science to 80% so that I'm at +1 gold per turn. I want gold to make a German embassy, and it might take me a bit to get a road out to the Nottingham Acres Ranch. 80% science just slows horseback riding by 1 turn.

(10) 2150 BC
- York warrior back to York.
- Nottingham worker builds a road at the cattle ranch.
- South scout goes SE1, trying to lure the barbarian off the settler.
- Settler goes SE1.
- North scout goes SE1.
- East scout is buried ceremonially. :(

I counted badly, and accidentally thought that 2110 was turn 10. I won't report much on that turn, but since it's officially "closed", I will say that things look bad for my poor settler from both directions. I also did my diplomacy in this turn, and I'm not sure if the results are any different in 2110 than they would have been in 2150. The main new development is that the Babylonians and the Germans now have mysticism

- Polite Russia has 35 gold and is only behind in writing.
- Annoyed Germany has 15 gold and mysticism. They don't have masonry or writing.
- Annoyed Babylonians have mysticism but no gold. They need alphabet and the wheel.
- China has 0 gold, and needs the alphabet and ceremonial burial.

I decide that I'd rather trade to Babylon since I think they're weaker than Germany, so I trade them the alphabet for mysticism.
 
(0) 2150 BC
- Moved London laborer onto bg, and let York keep the extra tile for now.

(1) 2110 BC
- Hastings repels barbarian attack.
- NE Scout moves S1 towards York. I'd like to send him down to fogbust a bit in the SE area; I still think that's a good area to build a city but the foggy tiles coupled with recent barbarian activity has me a bit nervous.
- York spear N1 towards barbarians.
- Nottingham worker goes S1.
- Nottingham scout goes S1, SW1.
- South scout waits, while South warrior goes 1 SW towards barbarian.

(2) 2070 BC
- Spearman moves towards bar, scout goes S1.
- London grows. I moved lux slider to 10% lux 80% science, and York's laborer to the forest tile. London's new laborer goes to the shared bg tile.
- Nottingham's worker began a road on the horse tile.
- North scout S2.
- South warrior dispersed Cumans for 25 gold.
- South scout S1.

(3) 2030 BC
- Nottingham finishes a warrior and starts a settler. That little hill near the second cattle East of Nottingham might make a nice little city.
- Hastings finishes a worker and starts a warrior.
- Hastings worker moves 1 NE to wheat.
- The scout near York goes S1.
- North warrior goes E1 towards London. They could use some MP action.
- Nottingham area scout sees another barbarian camp. The warrior that just moved is close enough, I'll probably move him over to deal with that next turn (is it better to move all scouts first in the turn whenever possible to avoid backtracking like this?).
- South scout goes SW1 and warrior heads towards mountains south of London for upcoming settler escort duty.

(4) 1990 BC
- Worker clears forest near York- 10 shields towards York's temple.
- London finishes settler who heads south towards the fish.
- London starts barracks. It seemed to soon to make another settler, because I wasn't quite sure where I want to build, though maybe London with its high food shouldn't be the city with the barracks? Anyway, when we're not making settlers and workers, the decent shield production will be nice for other units too, and we might as well be making veterans while we're at it.
- Yorkish scout heads S1 again, slooow going in this terrain.
- By accident, York's worker begins making a road on the cleared forest square, when I'd wanted to mine it. I haven't been saving every turn because I know I'm bad at cleaning up all those saves in the folder, so reloading would be PITA and might change barbarian outcomes since I'd have to go back a few turns. So, I decide not to worry about it, and I have the other worker in the square begin the mine.
- Nottingham warrior begins to cut back NW towards the barbarian camp, and the scout backs off S1.
- Spear goes E1 to barbarians.
- Hastings worker begins to irrigate the wheat.
- South warrior moves NE1.
- South scout goes SW2.
- Remembered that London's population had decreased, so moved lux slider back to 0%, but left science on 80%.
- Settler moves SE1.
- York laborer moved back onto the shared bg square.

(5) 1950 BC
- York finishes temple. :) I start a spearman there.
- Existing spear takes Angle's camp. I think I got 25 gold off it, but don't see that in my notes.
- North warrior goes W1.
- North scout waits for warrior to clear the way. A wasted scout turn or 2 is better than a wasted scout.
- My south scout can see a Jute warrior. Maybe the South warrior is still needed down here to bust some barbarians. South warrior moves SW1.
- South scout moves NE1 away from Jute.
- York sure has a lot of work to do to clear possible good squares from the forest and jungle, and if London will be allowed to grow for a bit, it won't be able to use that shared tile. I switch York to a worker.
- Settler goes SE1 and is close to my scout who's' been heading slowly this direction.

(6) 1910 BC
- South warrior SW1, south scout N1.
- Settler and accompanying scout move S1.
- Nottingham's warrior W1 while accompanying scout waits.
- Spearman moves towards York.

(7) 1870 BC
- South warrior defeats Jute warrior, and heads SW1 looking for the Jute camp.
- South scout moves SE1. Maybe I can get some scouting done to the south while the warrior takes care of the Jutes.
- Settler and scout move S1. I'm not trying to protect the settler with the scout, and it's too late to scout ahead, but this is still the general direction I want to scout to head, and maybe I could do some evasive stuff with the scout in case of emergency?
- Spear moves W1.
- York's worker to York.
- Nottingham's warrior W1, scout NW.
- Hastings grew, and I move its laborer to the coast square.
- I move the science slider down to 70% for 3 gold per turn, expect Horseback Riding in 1.

(8) 1830 BC
- Horseback Riding complete, and the road to the horses is also complete. :)
- York finishes a worker, and starts granary. Maybe with all these workers there'll be some nice land by the time a granary is in place.
- 2 York workers move NE to dyes.
- Spear moves W.
- Hastings worker build road on irrigated wheat.
- Settler moves to the mountain SE of fish, scout moves SE1.
- South scout S1.
- South warrior W1. He was injured in the battle with the Jute warrior, but he says he can make it.
- Nottingham worker mines the horse square while he's there.
- Nottingham warrior sacks the vandals' camp for 25 gold.
- Nottingham scout moves West 2.
- Since I've discovered horseback riding and have some gold for an embassy, I decide it's time for a diplomacy round. Russia is polite and has 10 gold. They are behind on writing, mysticism, and horseback riding. Germany is cautious and has 15 gold. They are behind on masonry, writing, and horseback riding. Babylon is annoyed and has 0 gold. They are behind on the alphabet and horseback riding. The big surprise is China- they have iron working! It appears from my screen that they need alphabet, ceremonial burial, and horseback riding (that's all that's listed that I can trade to them, but I do you need the "step one" techs even to trade for techs further up the tree?). They will trade me iron working for alphabet and 70 gold, or alphabet and ceremonial burial. I wouldn't even discuss giving them contact at this point, since they could trade iron working to one or all techs and catch up with them, plus the others would have iron working. So, I take the alphabet and ceremonial burial trade. China is now polite towards me. I establish an embassy in Babylon. Their capitol is size 1, and building a spearman. Embassy in Germany- size 1 and making a settler. Good thing Nottingham's settler will be done first, they might be after the same general spot that Nott's settler will be going for. No more gold for a Chinese embassy at this point.
- I see that there is iron just west of London, and also south, near my settler. I had goofed anyways and was thinking of building on a mountain :weed:, but if I move SW next turn, I can found my city there, get the fish, and have a good chance at keeping Babylon off that iron. Of course, there is iron west of Babylon, too, but that doesn't mean I have to give up this iron without a fight!

(9) 1790 BC
- Nottingham completes settler, and starts temple.
- Nottingham Settler moves E1.
- 2 York workers clear the jungle under the dyes.
- Spear moves NW1 to meet settler, and also to keep an eye out for German units in the area.
- South settler moves Sw1, scout moves to settler.
- South scout S1, and sees a river delta.
- South warrior moves W1, and sees Jute camp.
- North scout S1, sees there is still space between Russia and the lake.

(10) 1750 BC
- Spear NW1.
- York worker finishes mine, and heads SE to London's forest.
- North settler NE1.
- North warrior E1.
- North scout S1.
- South warrior with 2 hitpoints attacks Jute warrior in camp. My warrior takes the first hit, but emerges victorious! He gets 25 gold, and has probably earned a trip home for R&R while he heals.
- I use the gold to create an embassy with China. Beijing is size 1, and making a spearman.
- South scout moves S1.
- Canterbury is founded in the south, and starts a warrior. Its laborer works on the fish square.
- The "settler scout" moves East 1 and sees Goth's camp. Could be some action in Canterbury's future until that's taken care of!
- I moved York's worker to nonshared, mined square by the river.
- One last diplomacy check. Most civs remain unchanged, but China now shows itself behind in writing, mysticism, and horseback riding. I'm assuming writing and mysticism didn't show up on the last round because they didn't have alphabet and ceremonial burial?
 
OK, trying to move to reporting the highlights and focusing on what's really important about the game and my planning. I doubt anyone can really picture exactly where my scouts are when I say "1SW" anyway. At least my notes from this round are shorter; let's see if they're any easier to type up!

(0) 1750 BC

diplomacy check
Germany- 0 gold, 4 techs behind
Russia- 0 gold, 3 techs behind
Babylonians- 0 gold, 3 techs behind
China- 0 gold, way behind on tech but has iron working.

I noticed from many of the shadow round fives that trading away contact wasn't as disastrous a move as I'd have expected it to me. I mean, I know it's inevitable that these dumb civs will bump into each other sooner or later. It was hard for me to make sure I wasn't taking advantage of spoilers- China wouldn't give up iron working for ceremonial burial and the alphabet, but they would give it for alphabet and contact with the Russians, so I took that. At least none of the other civs have money, but they do have techs they can trade for iron working.

I take a quick peek around my inherited empire- almost everybody is building a settler! I'll need to think about where I want to build cities! By the time settlers are done, I'm really going to want some more military units, plus I'll need workers to improve the new cities' tiles. Most of my scouts and warriors seem to be over in the SW. This is great for barbarian bashing, but not so good for defense at home.

(1) 1725 BC
- Nottingham settler continues SE. That tile between the dye and the game seems like a decent one, so I continue to head there.
- Spearman moves SE towards gemmed area where I'd like to expand once settlers are ready.
- Hastings worker moves SE.
- London will grow in 1, so I leave London's spearman in town for MP.
- Scouts see *lots* of cattle west of Babylon, plus horses. I wish there was some way for me to get down there; it's not so much that I need the land as I'd just prefer not to let them get it, but I'm not sure that there's much I can do other than grow SW as much as I am able to.
- NE warrior NW to barb camp.

(2) 1700 BC
- York finishes a settler and starts a barracks.
- York's settler moves NW, heading for that hill East of Nottingham.
- Nottingham's worker begins to clear the forest along the river.
- Nottingham settler continues to move south.
- Hastings worker begins to clear forest on the square where he was.
- Hastings laborer is unhappy. I need to move slider to 20% lux- 60% science to combat this. Math in 11 now.

(3) 1675 BC
- Canterbury makes warrior. I want a worker, but the town is too small, so I start another warrior. The settler from Nottingham uses the new warrior for an escort, heading SE1.
- York's settler moves NW1.
- Scout sees Ashur- the Babylonians are really going to be the civ to contend with, aren't they?
- Western warrior sees Hun camp.

(4) 1650 BC
- London builds settler, and starts spearman. Sirian is probably right about the square S of the fish putting too much pressure on Babylon, so I think I'd like to make a city a little bit south of there in that golden hill surrounded by mountains. Settler starts heading there- 1E.
- Canterbury settler continues, with warrior escort
- York settler continues
- 1st warrior loses to #$*# Huns! Good thing I have a second one nearby, who waited for this war to move. Second warrior moves towards Huns.

(5) 1625 BC
- NE warrior defeats Gepid warrior, so last turn's defeat won't be a streak. :)
- I spot an Alemanni warrior near Nottingham.
- Scout remembers I have ROP with Russia, and sees a settler East of Moscow. Looks like I may have some new neighbors.

(6) 1600 BC
- Canterbury needs to get some good tiles online. The worker done near York begins to head to Canterbury via Nottingham area road.
- Coventry is founded East of Nottingham, and begins warrior.
- My second SW warrior is able to avenge his brother's death at the hands of the bloodthirsty Huns. I celebrate by turning science up to 80%.

(7) 1575 BC
- Between turns- Nottingham rebels the Alemanni attack.
- Warwick is founded south of Canterbury, and starts a spear.
- Hastings completes a settler and starts a worker. I know I said I was going to start making military units after settlers, but these tiles do need improvement. This ends up costing me in the Barbarian invasions.
- I no longer need to spend money for luxuries, so I turn science to 100%.
- Hastings settler moves SE. I'm headed for the forest just west of the bonus grasslands (NE a bit from where London's settler is going).
- My spearman disperses the Goths.
- The worker that's heading to Canterbury begins a road on the Nottingham tile where the other worker is working. This follows Sirian's "never move off a tile without a road" thing, but I wonder if in this situation the road can wait more than Canterbury can. I am getting to the point where quick efficient movement through my civ will be important, so I go ahead with the plans for a road.
- North warrior defeats Gepids. I realize that I now have 90 gold in treasury, but a quick round of diplomacy shows that the 4 civs I know have neither good techs nor gold. Their citizens must be living the good life, because they sure don't seem to be spending all their gold on science!

(8) 1550 BC
- Canterbury completes a warrior and I send it up to look for the Alemanni camp.
- I start a new warrior, because it will be done in 5 turns. The city will grow in 10, so I have exactly enough time to make one warrior followed by one worker.
- Ack, there's an Assyrian south of Warwick!
- The worker on the dyes begins to clear the jungle.
- The German worker begins to clear the forest, heading Warwickish. Wait! Did that say 48 turns? Stop! Next turn, I'll just have it build a road on that square.
- Scout spots a Babylonian warrior north of Nineveh. I'll have to keep an eye on that one. Wonder what they're up to?
- Science moved to 90%, math still in 2.

(9) 1525 BC
- Nottingham finishes settler and starts spear.
- Alemanni warrior leaves Nottingham area and moves towards undefended Coventry! Did the presence of the settler in addition to the nearby warrior chase him off? Coventry will build a warrior in 2, and Alemanni should arrive in 2. I don't know which will happen first, but I guess I'll find out (wouldn't want to think like that in a real SG, but here I think it's OK, plus what else can I really do at this point?).
- Southeast settlers are still moving right along, footloose and fancy free.
- West warrior moves 1 west, and sees a tile of land where he expected to see sea!
- Nottingham settler cautiously moves North with warrior escort.
- Science to 50%- math is still saying in 2 at all settings above, unless I misread something this or last turn?

(10) 1500 BC
- Warwick defeats attack.
- London finishes spear, and makes worker.
- Barbarians near Hastings, and no military close by! I switch Hastings to warrior- even if it won't be ready in time for the attack, as long as they only take a few gold I'll have a warrior there soon for defense.
- London's spear moves north to York (roads are good)
- Nottingham's escorted settler moves NW.
- Newcastle is founded south of Hastings next to the 4 bg tiles, on a forest.
- Science to 20%. Mathematics in 1.

I must admit, this is the second time I've miscounted the turns and played ahead one extra turn by mistake. This is a problem, and in the future I will write down the date that my turn is supposed to end as well as the number of turns. I will also say that I really enjoyed this round, and found it hard to stop playing even after I'd played what I thought was 10 turns. Because I'm months behind and deep in shadow at this point, I'm going to go ahead and report my turn 11. One thing happens that is somewhat spoilerish for my next round, which is unfortunate, but it is something I was aware of ahead of time, and I don't think it will change how I play round seven. With all the settler and barbarian movement, the landscape could look quite different in the "official" version anyways.

(11) 1475 BC
- Live and learn. The barbarians invade Coventry before the warrior is complete, and steal 11 gold. Still don't know what I could have done short of delaying something in Nottingham to avoid scaring the bars off, or perhaps getting more aggressive with the bar camp north of Nottingham sooner. My settler-warrior can see it now, so it will be taken care of shortly.
- Math is done, and I start literature. Science to 80%.
- Here's the possible spoiler for next round- the Babylonian warrior I spotted a few turns ago enters our territory! I ask Hammurabi to remove his unit, and he says that he will. I wonder if he is telling the truth.
- The Assyrians have horsemen now, and are heading towards Warwick (luckily Warwick is defended).
- Spearman from York moves East, looking for Burgundians.
- Western warrior moves west- there really is land over there, and I'll take him and my scout over there to see what there is to be found.
- I now have 8 cities, and 2 settlers in position to found next turn. I don't know what will happen to Hastings between turns, though. :( I hate to stop here, I really do, but I must. It will be interesting to hear how the rest of you fared.

-Griselda
 
(0) 1500 BC
- Looks good. :) Nothing new on the diplomacy radar. I plan to send the scouts and warriors around, scouting for barbs. Moving, but staying fairly close to home.

(1) 1475 BC
- Warwick founded where South settler was. I start a warrior.
- South warrior is moving towards Warwick.
- Oops! SE scout moves next to the Goth hut by accident! He's dead meat.

(2) 1450 BC
- Goths don't attack my scout for some reason. Scout backs off to the south.
- Nottingham harvests forest for 10 shields.
- York finishes spear, starts spear.
- New spear W towards Nottingham.
- Nottingham worker begins to irrigate game.
- Hastings spear takes barbarian.
- France has made Rheims. Can I still get my scout into the choke?
- Move York worker to plains square by river, and give London bg for this turn.
- Move Nottingham laborer off of game to mined square.

(3) 1425 BC
- London finished settler. It has 2 population, and will grow in 9, so I set it to make another settler in 10 turns.
- Hastings completes a warrior and starts a settler.
- Canterbury makes a spearman, and will grow in 5, so it starts a worker.
- I give York back the bg tile.
- Veteran warrior move towards Warwick.
- London settler heads North to meet the recent York spearman- heading for that hill east of Nottingham.
- Hastings warrior goes NE looking for barb camps.
- Hastings spear starts towards the southeastern area I want to settle, to pop that goth hut and build there.
- Newcastle is founded on the forest west of the 3 bg south of Hastings.
- Oops! Hastings laborer threatens to riot, and I moved both military units out of the city just this turn! I move lux to 20%, but I'll fix it soon.

(4) 1400 BC
- 2 barbarians approach Warwick.
- The people still seem to want to Forbidden Palace. Luckily, as a despot, I don't have to care what they want.
- Warwick warrior moves 1 square out of town, defeating one barbarian.
- Scout sees Angle hut; I'll send warrior.
- Hastings worker starts road where he is.
- Warrior moves back to Hastings for MP.
- Nottingham worker finishes road, and moves 1S to Canterbury tile.
- West scout reaches choke point, and fortifies. I later find out the French are already through, but it's the thought that counts, right? :)
- Lux back to 0%.

(5) 1375 BC
- Warwick warrior defeats barbarian.
- Nottingham makes spear, and starts settler.
- Spear stays in Nottingham for MP.
- Canterbury worker begins to clear jungle.
- Oxford is founded in 1375, way up north where I think you were headed. They'll already grow in time to make a worker, so I start a worker. The spear fortifies there.

(6) 1350 BC
- York finishes spear, and starts our first swordsman.
- Nottingham worker starts a road on the game tile.
- North warrior sees barb hut.

(7) 1325 BC
- The French are building the Oracle. Good for Joanie.
- Sakae barbs are going for Oxford.
- Liverpool is founded east of Nottingham. It still won't cover that iron near Germany, but I think I can fit another city over there. I start a worker.
- North warrior takes Burgundian hut.
- Science to 80%, literature in 2.

(8) 1300 BC
- My cultural advisor must be upset, all my city governors are now trying to build temples. Canterbury finishes worker, but will NOT make that temple. Temples might be nice down south, though. Canterbury starts a spearman.
- Canterbury worker moves E to jungle.
- D'oh! Only just now do I see France outside of their little box. They've also popped the barbarian camp I was headed for. So much for my choke point. I'm going to move that scout west and see if there's anything else worth seeing over in that area.

(9) 1275 BC
- Oxford repels Sakae
- I finish literature, and start code of laws. Might be nice to be able to make a courthouse before I settle on a FP location.
- London finishes spear. I thought I had started a settler! :weed: Turns are taking long enough that I really can't write right after I play, so often I don't know whether it's my game or my notes that are inaccurate. Maybe London was never going to grow in time to make a settler right away, so I made a spear instead? Anyway, *now* I start a settler.
- Nottingham worker done on game tile. Time to hook up horses, I think.
- Darn babs cleared out the S barbarian hut where my spearman's been heading (and my scout's been dodging) all this time. Now I know that at least France and Babylon have some money, so I should probably do a diplo check now instead of waiting until turn 10.
- Science back to 100%, code of laws in 9.

Diplomacy
- I sell the Babylonians ROP for their 25 gold. Now they're polite, though I cringe a bit at the thought of Babylonian units in my borders. They're only 2 behind on tech, and have 5 cities.
- France has 25 gold, and is now very close to the Babs. I sell them pottery for 25 gold. Better that I get their gold for a tech than Babylon.
- Russia has 25 gold, but I don't want to sell them the higher techs, which is all they need, or contact with the Germans, so they can keep their money.
- China has 25 gold, and just needs the Alphabet. They sure got their act together lately! They're also close to the French now, I think, so I sell them contact with the French for 25 gold. It would be silly to think that any of these guys would remain isolated for much longer now anyway. Right?

(10) 1250 BC
- Coventry finishes spear, and starts worker. Maybe a temple after, if I was still leader?
- Hastings worker finishes road, and moves to forest near Newcastle. Not only do I want to improve the square itself, but it's also taking forever to move units south, and I'd like to speed that up.
- I move one of Hastings' laborers to the pond square.
- I still haven't forgotten about that iron up north by Germany. I have a warrior who is theoretically moving to my ideal city location there- the hill by the river and flood plains. YMMV.
 
Lots of cities in temples and units conveniently placed in defensive lookouts made this a pretty quick round, which is good considering I'm still a couple of months behind everyone else. I definitely wasted a lot of time on very weedy worker moves this round, and I think Sirian is right in that now it's becoming essential to coordinate moves so that you're thinking of civ-wide rather than local goals. For example, making sure that settlers aren't crossing paths with other settlers depending upon where they were created, and coordinating workers to maximize efficiency (and customizing the squares to match with the city's production focus). I feel like I could have done a lot better with these things on this turn, but I suppose that happens sometimes. I also think it will be easier to focus, psychologically, when I'm caught up with the game and reading turns as they happen, rather than months later.

(0) 1250 BC
- Make sure to move every single one of Sirian's carefully places warriors and scouts. ;)
- I check diplomacy, but don't see anything too interesting.

(1) 1225 BC
- London makes settler and starts settler. I look around for possible sites for my next city:

A) NW of Warwick. We could get furs, fresh water, decent grasslands, but it would be a long way to move a settler. I wonder if this location will still be available when a closer city is able to make a settler?

B) West of Oxford. We could make sure to secure the last gems, and possibly the iron. Also, we could prevent Babylon from expanding into the area and grabbing the iron, the fish, or just the land in general. There's not much food but there is plenty of gold and shields.

C) North of York. We could get that iron deposit instead of Germany, but the flood plain could be risky?

D) NW of York, using that lone cow up there. It wouldn't cover the iron, but it would help to squeeze Germany a bit.

I decide that location "B" is the most important place to build right now.

- Warwick completes a worker, and starts a temple. I move the worker to Warwick's bonus grassland.

- Hastings worker goes West 2, and starts clearing the jungle.

(2) 1200 BC
- London irrigation worker moves 1S.
- Newcastle worker goes 1W to make a road? I'd sure like to get Newcastle hooked up, though perhaps I should be concentrating on bringing irrigation to the wheat?
- Warwick worker mines the shielded grass.

(3) 1175 BC
- Hastings makes worker and starts settler. I considered a library, but with such low shields that would take forever!
- Begun irrigating a square near London.

(4) 1150 BC
- Newcastle finished worker, and starts on a temple.
- York finished veteran spear, and starts swordsman. The new spear goes on lookout duty N of York.

(5) 1125 BC
- Nottingham completes temple but has a few more turns for cultural growth. I start a worker, but thinking maybe library afterwards?
- Start a mine neat Newcastle.
- Take York laborer off of the shared tile.
- Science to 80%; code of laws in 2.

(6) 1100 BC
- London finishes settler and starts a library.
- Settler goes to location "C", as described above.
- German worker starts a mine on London's iron.
- London doesn't need the shared tile now, so I give it back to York.

(7) 1075 BC
- Finish code of laws, and start philosophy. Might as well move towards republic since we're so close.
- Nottingham finishes a worker, and starts a library.
- Science to 90%; philosophy in 5.
- Nottingham worker to horses.
- Spear to mountain N of York to look out and wait for settler.
- Elite warrior sees barbarian, and defeats him. He goes to look for their camp.
- London's first settler moves into place.

(8) 1000 BC
- Liverpool founded on the grassland SE of the fish. I start a temple, but would like to move some military units down there soon.
- I reconsider on Hastings. I'd like to fill in my borders over there, so I switch to temple there too.
- I start a mine on the horse tile.
- Elite warrior sees bar camp.

(9) 1025 BC
- York finishes swordsman, starts spearman.
- Babylon is building the Oracle.
- Nottingham's culture expands.
- I see a Babylon settler by Liverpool. I guess they had been wanting to settle down there too.
- I wonder if Liverpool will grow/produce fast enough without a worker? I decide that I can't afford to use 10 turns and a laborer to get a worker now. The babs should be building nearby soon.
- Newcastle sends 1 worker to irrigate the plains.
- 1 to start line of irrigation to the wheat. This is weedy, as I'm not sure which squares are irrigatable. Boo.
- Elite warrior takes bar camp with his right hand tied behind his back, and will head back to his post.

(10) 1000 BC
- Warrior from London moves to Liverpool. Swordsman to London.
- Dover founded in the North, and starts temple. The spearman I'd moved up there goes to Dover.
 
(0) 1000 BC
-Love the Liverpool spot! Now I see how that was better than where I keep trying to settle in that area.

(1) 975 BC
- York build spearman. I'll build them another worker quickly, then switch back to spearmen.
- Hastings finishes worker and starts granary. Why? With all this food and a granary, I'm hoping that I can grow faster and start working higher shield squares in addition to the nice food ones.
- East warrior sees barbarians' boat.
- Hastings worker SE to mine hill.
- London worker completes road, but irrigation is not ready to that square. I send worker to the forest NE of London on the river. There's 2 squares up there that can be productive, plus it can help get that road to the East complete faster.
- York spear goes towards Nottingham.
- I'd like a scout to poke around China's area. I have the spear near Liverpool keep watch (don't need to be IN Liverpool quite yet when I can be in the mountains 1 square away), and send the scout on a long trek west.
- MM Nottingham so that it will still get the worker in 2 but will grow in 1 instead of 2.

(2) 950 BC
- Finish philosophy, and start republic. It seems like I'd like to know that fairly soon, especially with London growing and those irrigated grasslands nearby. Plus I'm about to irrigate some grass in Nottingham to get it to that wheat. So, I turn science to 100%. Republic in 19.
- West Hastings workers mine the grass.
- East Hastings worker mines hill.
- Other 2 Hastings workers go 1S to continue their road building.
- France is right by Newcastle, and I remember Sirian saying that could be affected by our blockade of that choke point? I wonder if that's affected by the position of the unit or the fact that it's fortified there? I don't test it really, I just move the scout 1.
- Dover is founded 1N of cattle. That incense spot looks a bit dry, and I don't know if I want to take the time to go more East towards Germany when I can found here by this cattle. Plus, I have the feeling that China will try to settle in the general vicinity, and I'd rather they didn't settle right here. :)
- Dover orders a worker.
- Warwick worker will mine some grass.
- More MM in Nottingham so that it grows in 3 instead of 4 without slowing worker.
- Was it this turn or last turn? Babylonians have built Eridu on the East coast.

(3) 925 BC
- York makes worker, starts swordsman. I notice nobody else seems to be building these yet (as of the end of the eighth round), and I'm wondering if I'm missing something about the spearman, other than the 2 fewer turns to build, that makes everyone keep building those instead of swords.
- Nottingham makes worker, and starts settler.
- Coventry completes temple and starts worker.
- France moves away from Newcastle. Were they reacting to me? I move settler back to choke just to see...
- Brighton founded, 3W from Coventry. Sounds like a nice place. I start a worker, who will be needed there!
- Nottingham workers- 2 move N to shielded grass. One moves S to horse.
- York worker SE to forest.
- German worker begins clearing forest E of London.
- 2 Hastings workers start on road towards Oxford.
- Russia has map making, but they want 2 techs or mathematics and 160 gold! That's too much, so I think I'm going to wait. I can't really recoup that price by trading it to other civs, considering that none of the other civs have much to offer, though a few have some gold by now. I'll keep an eye on the diplomacy, so that I'll see if others get map making, or if I'd have a chance to get it and sell to others first.

(4) 900 BC
- Nottingham worker builds a road on the horses and begin a mine on the bg.
- Spearman heads to Dover.
- York worker begins to clear forest.

(5) 875 BC
- WTH- York just completed another worker? I was *sure* I'd set it to swordsman. So sure, in fact, that I must not have noticed that it actually said "worker" this whole time. Boo. This time I start a swordsman for real.
- Hastings worker starts road.
- Babylonian warrior moves North.
- France moves a warrior next to my worker. I move the scout 1N. Either they are reacting to this, or I'm being overly paranoid.

(6) 850 BC
- Babylonians seem to have lots of troops in our area. I wish I could sell them map making.
- Also, there's a lot of France units nearby.
- Dover worker begins line of irrigation to the wheat.
- Extra York worker helps to clear the forest.
- Send 1 York spear to Brighton. Seems I've been turning enough York laborers into workers that I can get away with this. :P

(7) 825 BC
- Coventry finishes a worker, and starts another.
- Culture expands in Coventry. :)
- The Russians are building the Colossus.
- Here's where I really screw things up! I really don't like having foreign troops moving around in my borders, even though I know it's only because my borders just expanded. I mention politely to Hammurabi that he may want to relocate his warrior now that Coventry is such a beacon for culture, and he says that he will. No harm done, or so I think. More on this later.
- Coventry worker 1W, next to Babylonian warrior. Hey, we're still all friends, right, and I have work to do here! (no, not right, more on this later).
- Hastings workers west to continue the road.
- Spearman fortifies at Liverpool.
- Germans send out a settler who is by that iron deposit.
- China settler moves East from Chengdu.

(8) 800 BC
- York's culture expands.
- Ex-Hastings workers complete road to Oxford, and start a mine.
- Coventry worker clears forest under game.
- Hastings laborers to mined square.
- Warwick laborer to mine.
- Give London the shared tile to work.
- Babylon's units move out of our territory by the quickest means possible (this maroons 2 of his units with no way to go home. I didn't mean they had to do *that*!)

(9) 775 BC
- I don't usually mark between turns, because I figure it's obvious. Anything listed under one date will have happened after I hit "space" on the previous date. But, between turns here, the Hammer demands that we give them mathematics! I say no (politely), but they declare war anyway. Did I cause that to happen because I asked them to leave in 825? I sure wasn't going to start giving them stuff at this point.
- Babylon captures that worker that was next to their warrior.
- Russia then has her own request. They call up asking for Literature and 210 gold for map making. Well, I wasn't going to take it when it was cheaper, so I'm not going to take it now! No thanks.
- Hastings warrior 1SE onto worker. Coventry spear moves 1W onto worker.
- Time to see if we can get some aid in this war on the diplomacy front, I offer France math and 20 gold for an alliance vs. Babylon. I offer Russia math and 124 gold to ally vs. Babylon.
- I turn science to 70%, with luxury tax at 10% to straighten things out in Hastings (where the MP is now guarding worker).

(10) 750 BC
- Hastings warrior kills Bab's warrior. France warriors move South into my territory, hopefully heading for Babylon.
- York makes swordsman, and starts a horseman.
- Nottingham makes settler who *won't* be headed south! Start horseman.
- The people want to add a second story onto my house. Good people.
- I send Nottingham a spear to go with the settler.
- I'm thinking that I may still get a city in by that German iron. The German settler seems to have passed that spot.
- Babylonian warrior defeats Coventry spear! The outrage! Now, I have a worker at Coventry and no military at all. I hadn't expected that spear to lose to a lone warrior.
- I move the worker to Coventry, switch to spearman there, and whip. Still probably not in time.
- York worker mines new grass square.
 
(0) 750 BC
- Looks OK to me. My modem is down yet again so I can't reread the official report, but I did just read it earlier today.

(1) 730 BC
- Nottingham finishes spearman, and starts library.
- I send Nottingham spearman west to meet York's settler.
- W scout goes to bg square by delta, not that Russia would settle there anyways, but they keep settling in my spots. :(
- East spear moves 1N to city site.

(2) 710 BC
- Coventry finishes worker, and starts library.
- Coventry worker goes 1 s to hills.
- Canterbury workers mine the dyes.
- Hastings workers mine the hills.
- Oops, why did I sent that Nottingham spear west? I thought I had an extra happy face there. Set lux to 10%; next turn I can move the spear back.

(3) 690 BC
- York finishes settler and makes swordsman.
- Spearman moves back to Nottingham.
- Science to 100%, republic in 5.
- Oxford workers move to gems.
- MM Hastings for more food AND shields. Wonder what the governor was thinking?
- Whip temple in Oxford- now due in 1.
- Whip granary in Hastings, then switch back to temple, now due in 20.

(4) 670 BC
- London finishes settler, and is size 4. I consider making a barracks and letting the city grow a bit, but decide for a settler because I'd like to claim some more land to the NE while I still can.
- Oxford finishes courthouse and starts a library.
- Oxford workers start making a road towards the gems.
- Chinese warrior is next to Norwich.
- London settler is going to try to get some land to the west. I'm looking at a spot 5S of Newcastle, and 1W. If I could rush a temple there, I could get one of the furs still, plus that shielded grassland. Russia doesn't seem to have much culture.
- Norwich worker build road on cattle.
- Brighton worker mines grass.
- Liverpool whips barracks, switches back to temple, temple in 20.

(5) 650 BC
- Babylonians are building the Oracle.
- Canterbury finishes temple, and starts a worker.
- I whip again in Liverpool- temple in 1 but the laborer is unhappy. I set lux to 20%.

(6) 630 BC
- Liverpool finishes temple and starts warrior, may need him for MP.
- Russians dispatch another settler towards my newest chosen spot. I move my scout and warrior to cover my chosen spot plus one next door.
- Luxury to 10%- Liverpool has settled down, but now Nottingham is getting rather crowded.

(7) 610 BC
- Babylonians want to trade world maps. I decline. I also notice that they are now admirers of our culture.
- I see two Russian warriors near Newcastle. Hmm, maybe it's time to trade with Russia. I trade my world map for their world map plus all their gold (21). They are polite. Settler from London is now leaving Newcastle to the SW, heading for the spot I mentioned.

(8) 590 BC
- On their turn, the Russians declare war on us! They capture Newcastle, but ignore the settler next to it. Did I do something to cause this? Standing on the spots they wanted to settle? I take a look at diplomacy options, but Russia won't talk, and the other civs seem to want almost all my gold for a military alliance (and I have no idea how much help another civ would be in an alliance. Would they just declare war, or would they also come out and fight?)
- I finish republic, but choose not to revolt right now. I need to get some more military units built. But, many of my cities are finishing up high-shields projects. I decide to let them finish up, then gradually switch to military rather than waste a bunch of shields.
- Oxford's culture expands.
- Reading is founded on a desert tile East of Frankfurt, and starts a temple.
- London made a settler, and starts a spear. I think the settler will head to the area NE of Reading, though I haven't picked an exact spot.
- Workers clear forest NE of London, and start a mine.
- Norwich worker starts a mine.
- Settler who was by Newcastle veers S, and warrior in the area moves to Russia's new city on the lake, Sverdlovsk.
- lux back to 0%, and science to 70%. Did I mention I started construction last turn?

(9) 570 BC
- York makes swordsman, who goes west to the battle front.
- Elite warrior attacks Sverdlovsk, and loses to their warrior. Jerks. Now the scout and the settler better run S for their lives.
- Liverpool expands.
- MM growth in Liverpool to emphasize shields, growth in 10 vs 7 but with many more shields in the mean time. The 3rd laborer, after growth, can move back to the fish.

I hit next turn, and... it's 530 BC? I don't know what happened, but I stopped playing immediately and saved the file. I haven't done anything in 530, and I don't think I did anything too major that I didn't write down, I just lost some turn divisions somehow? It's hard for me to keep track of turns, even when I have it confirm at the end of every turn.
 
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