DMOC
Mathematician
- Joined
- Aug 23, 2007
- Messages
- 5,594
Looks like I'm up (I will be busy tomorrow so I wanted to make sure I got my round done ASAP). I played 27 turns by the way.
Inherited Turn - Will stick with hunting as we do have deer.
Turn 1 (49/2775 BC) - Our warrior (wow who created those weird names
) kills a barbarian lion! Woo hoo! But more desert...
Turn 2 (50/2750 BC) - More bad news: we meet Joao II (Imperialistic/Expansive).
Turn 3 (51/2725 BC) - Joao II converts to Taoism, but he didn't found it. Also, we are the second largest civ while Mao is first.
Turn 4 (52/2700 BC) - Warrior done. Will grow to size 4 then start worker/settler as working the gold results in the capital taking too long to grow to size 5 for my liking.
Turn 5 (53/2675 BC) - Hunting in, choose Writing (8 Turns) so that we can get open borders for more income (not for the libraries of course) in the future. Writing also leads to a lot of other techs.
Turn 6 (54/2650 BC) - Our western exploring warrior gets a promotion available. I choose Woodsman I.
Turn 7 (55/2625 BC) - Tribal village in the north gives us Horseback Riding.
Turn 8 (56/2600 BC) - Zzz
Turn 9 (57/2575 BC) - Warrior done, start worker (capital is at size 4). My plan is to finish the cottage the current worker is building, then chop the riverside forested hill to speed up the worker, then have one chop for settler while the other one builds roads to copper site.
Turn 10 (58/2550 BC) - Zzz
Turn 11 (59/2525 BC) - Worker starts to chop.
Turn 12 (60/2500 BC) - Zzz
Turn 13 (61/2475 BC) - Writing in, I will select Masonry, even though we won't be building stuff from it. I selected it because it is a prerequisite of Construction for catapults. Oh yeah, we also meet Julius Caesar (Organized/Imperialistic) who is pleased with Joao II and cautious with Mao Zedong.
Turn 14 (62/2450 BC) - Zzz
Turn 15 (63/2425 BC) - Warrior up north kills panther and is promoted to Woodsman I. Our worker is done chopping the forested hill and the production of our second worker will be done next turn.
Turn 16 (64/2400 BC) - Worker done, start a settler in the capital, due in 19 turns. I will be chopping two forests with two workers to accelerate it.
Turn 17 (65/2375 BC) - Zzz
Turn 18 (66/2350 BC) - Northern warrior officially sees Chinese border north of us (it was partially visible last turn). We need to discuss if we will be rushing Mao.
Turn 19 (67/2325 BC) - Masonry done, choose Mathematics due in 18.
Rationale:
Turn 20 (68/2300 BC) - Zzz
Turn 21 (69/2275 BC) - Double chop done, settler is due in 6. By the way, Mao has 2 cities and his land is great.
Turn 22 (70/2250 BC) - Send one worker to road and one worker to camp deer.
Turn 23 (71/2225 BC) - Zzz
Turn 23 (72/2200 BC) - Zzz
Turn 25 (73/2175 BC) - We meet Ramesses II (Spiritual/Industrious).
Turn 26 (74/2150 BC) - Zzz
Turn 27 (75/2125 BC) - Settler is done. Tentatively put hammers into a warrior. This can be changed by the next person if they feel like it. We also meet De Gaulle (Industrious/Charismatic).
I ended here. Here's an overview of the map with the west followed by east.
(France's borders claim the clams in the north.)
Here is where I propose settling our second city.
Our creative trait will get the copper soon enough, and the city will get several floodplains along with a luxury resource. It also improves a nasty desert tile in the center of the city.
So what should our plan be? Found the city (city location is debatable), then crank out some axes while teching towards Currency or Construction and aim for Mao is what I am proposing.
The save:
Inherited Turn - Will stick with hunting as we do have deer.
Turn 1 (49/2775 BC) - Our warrior (wow who created those weird names
) kills a barbarian lion! Woo hoo! But more desert...
Turn 2 (50/2750 BC) - More bad news: we meet Joao II (Imperialistic/Expansive).
Turn 3 (51/2725 BC) - Joao II converts to Taoism, but he didn't found it. Also, we are the second largest civ while Mao is first.
Turn 4 (52/2700 BC) - Warrior done. Will grow to size 4 then start worker/settler as working the gold results in the capital taking too long to grow to size 5 for my liking.
Turn 5 (53/2675 BC) - Hunting in, choose Writing (8 Turns) so that we can get open borders for more income (not for the libraries of course) in the future. Writing also leads to a lot of other techs.
Turn 6 (54/2650 BC) - Our western exploring warrior gets a promotion available. I choose Woodsman I.
Turn 7 (55/2625 BC) - Tribal village in the north gives us Horseback Riding.

Turn 8 (56/2600 BC) - Zzz
Turn 9 (57/2575 BC) - Warrior done, start worker (capital is at size 4). My plan is to finish the cottage the current worker is building, then chop the riverside forested hill to speed up the worker, then have one chop for settler while the other one builds roads to copper site.
Turn 10 (58/2550 BC) - Zzz
Turn 11 (59/2525 BC) - Worker starts to chop.
Turn 12 (60/2500 BC) - Zzz
Turn 13 (61/2475 BC) - Writing in, I will select Masonry, even though we won't be building stuff from it. I selected it because it is a prerequisite of Construction for catapults. Oh yeah, we also meet Julius Caesar (Organized/Imperialistic) who is pleased with Joao II and cautious with Mao Zedong.
Turn 14 (62/2450 BC) - Zzz
Turn 15 (63/2425 BC) - Warrior up north kills panther and is promoted to Woodsman I. Our worker is done chopping the forested hill and the production of our second worker will be done next turn.
Turn 16 (64/2400 BC) - Worker done, start a settler in the capital, due in 19 turns. I will be chopping two forests with two workers to accelerate it.
Turn 17 (65/2375 BC) - Zzz
Turn 18 (66/2350 BC) - Northern warrior officially sees Chinese border north of us (it was partially visible last turn). We need to discuss if we will be rushing Mao.
Turn 19 (67/2325 BC) - Masonry done, choose Mathematics due in 18.
Rationale:
- Mysticism is not needed as we are creative
- Archery is not needed as there is copper nearby
- Iron Working, while it will be necessary, is not a high priority because of copper
- Sailing is not necessary since we aren't planning on building the great lighthouse nor are we coastal.
- Alphabet could have been an option but I decide that we can get it later since Monarch level AI's shouldn't get Alpha this quick
- Metal Casting is ... well, way to expensive
- Aesthetics is only good for its wonders and trade value, neither of which we need at the moment.
- So I go for Mathematics.
It will lead to Construction and Currency, two of my favorite techs. Not to mention Code of Laws once we get Priesthood.
Turn 20 (68/2300 BC) - Zzz
Turn 21 (69/2275 BC) - Double chop done, settler is due in 6. By the way, Mao has 2 cities and his land is great.
Turn 22 (70/2250 BC) - Send one worker to road and one worker to camp deer.
Turn 23 (71/2225 BC) - Zzz
Turn 23 (72/2200 BC) - Zzz
Turn 25 (73/2175 BC) - We meet Ramesses II (Spiritual/Industrious).
Turn 26 (74/2150 BC) - Zzz
Turn 27 (75/2125 BC) - Settler is done. Tentatively put hammers into a warrior. This can be changed by the next person if they feel like it. We also meet De Gaulle (Industrious/Charismatic).
I ended here. Here's an overview of the map with the west followed by east.
(France's borders claim the clams in the north.)
Here is where I propose settling our second city.
Our creative trait will get the copper soon enough, and the city will get several floodplains along with a luxury resource. It also improves a nasty desert tile in the center of the city.
So what should our plan be? Found the city (city location is debatable), then crank out some axes while teching towards Currency or Construction and aim for Mao is what I am proposing.
The save:







as it's more fun 
