Verarde
Pondering Wearing A Hat
Turn 0 -- 150 BC
MM Babylon.
Move Bowman in Iron Range to Sugar 1N of Shuruppak.
Change some builds to Workers.
Move some extra bowmen to Red Man Tobacco.
Gift Korea to the MA. They got Feudalism. :/
IBT:
Silky Red Pajamas receives its 10 shields from forest chop.
Spain boots us out of their territory.
2/2 Barb Horse v. 4/4 Bowman in Shuruppak.
Victory, down to 3/4.
2/2 Barb Horse v. 4/4 Bowman 1N of Shuruppak.
Victory, full health.
Turn 1 -- 130 BC
Mr. Ed: Horseman -> Library (6 turns)
Iron Range: vBowman -> Library (7 turns)
Forest Clearing: Barracks -> Library (10 turns)
We get a palace expansion! I add some steps.
We also hear that the English are building The Great Library.
Move some guys to the staging point, workers work, etc.
Gift Ottomans to the MA. They got Engineering! Trade Feudalism for Engineering and 13 gold.
Switch research to Monotheism.
IBT:
Barb comes out from the west near
Barb comes off the mountain
2/2 Barb Horse v. 4/4 Bowman 1N of Shuruppak.
Victory, 2/4 health remaining.
Another horse comes out from the fog and parks itself 1NW of Shuruppak. :/
Turn 2 -- 110 BC
Seaside Shores: Medieval Infantry -> Library
Silky Red Pajamas: Library -> Barracks
Backwater: Worker -> Bowman
Move 2/4 Bowman into Indian Food, take 4/4 Bowman outside of Miss Scarlet and move next to horse to try to draw fire. Take 4/4 Bowman from east and put 1N of Shuruppak to defend from barb.
Found Iron River Resort 1SW of Iron Hill, barb horseman is revealed 1SW-1W. Bowman fortifies.
Iron River Resort -> Worker
Move Bowman 2NW of mr. Ed to draw its fire, reveals 3 barb horsemen 2W-1SW of Mr. Ed on a hill. I halt the settler inside Mr. Ed until they are taken care of.
Explore. More people move to staging point.
IBT:
Didn't realize that the barb was in range of two undefended workers. A slave and a homebred. :/
Other barb pillages our spices. :/
Turn 3 -- 90 BC
Chaos ensues in Mount Ellipi. I fix it.
Red Snappers: Harbor -> Bowman
Corse: Worker -> Bowman
The Carthaginians are building The Great Library.
4/4 Bowman v. 2/2 Barb Horseman
Victory, spices cleared, 2/4 health.
Worker heads to reconnect.
Found In The Middle 1S-2W of Seaside Shores. Starts on a worker.
Clear the Barb away from Iron Range.
MM Red Bulls to avoid disorder.
I take the Babylon warrior and place him in Mr. Ed for extra defense. Babylon's undefended, but gets a Pikeman next turn anyway.
IBT:
Barb Horse comes from northwest of Iron River Resort.
The 3 barb horses move next to the bowman 2S-1SE of Mr. Ed. Good, drew them away.
Turn 4 -- 70 BC
Babylon: Pikeman -> Marketplace
Red Bulls: Settler -> Settler
There Is No Cow Level: Settler -> Library
Move people around for defensive purposes against barbs, manage workers.
MM Iron Range to avoid disorder.
IBT:
The triple horses retreat back to where they were.
AS, I guess.
Iron River Resort
2/2 barb v. 4/4 bowman
we win, 3/4 health
Turn 5 -- 50 BC
Nothing is built.
4/4 bowman v. 2/2 barb horse
victory, 4/4 health
3/3 curragh v. 2/2 barb galley
victory, 1/3 health
not much else going on.
IBT:
All three barbs attack the bowman in the foest. He survives with 1 health and is promoted to l33t.
Other barbs move around.
Turn 6 -- 30 BC
Iron Range: Library -> Bowman
Skirmish. Victory.
IBT:
I am really stupid. I forgot there were horses...and all progress on the granary was lost...and they killed some people, and took some gold. And :suicide:
The good news is, that all of those barbs are gone now. Perhaps it was a worthy sacrifice.
Turn 7 -- 10 BC
Mr. Ed: Library -> Bowman
Red Man Tobacco: Library -> Barracks
Miss Scarlet: Worker -> Bowman
And the Koreans are building The Great Library.
I found the barb camp. Heading to destroy.
Clear out a barb near Iron Range.
IBT:
zzzzz except for a barb horse from the west...there's another camp?!
Turn 8 -- 10 AD
Seaside Shores: Library -> Bowman
Forest Clearing: Library -> Bowman
Move people around and such to avoid/defend from barb horse. move towards barb camp.
IBT:
barb horse passes right by.
Spices are hooked back up! Mount Ellipi will be growing again soon!
Turn 9 -- 30 AD
Red Bulls: Settler -> Settler
Iron Range: Bowman -> Bowman
Shuruppak: Barracks -> Worker
Sippar: Barracks -> Library
Light Bay Horses: Worker -> Library
We're down to 73 gold, losing 52 gold per turn. I have to cut science down to 20% for now. We need to decide what to do, We have exorbitant unit costs. We're still losing 18 gold, and Monotheism is down to 14 turns from 7. :/
move more people around.
IBT:
The barb comes off his hill and attacks one of my three (!) settler/bowman parties to the west. Successful defense, no health lost.
Turn 10 -- 50 AD
Mount Ellipi: Marketplace -> Bowman
Mr. Ed: Bowman -> Bowman
The Spanish are building Sun Tzu's. (!)
Then we hear that the Spanish have completed the Mausoleum of Mausollus.
Ottomans are now building Hanging Gardens.
Inexplicably, our vBowman cannot defeat a puny 2/2 barb warrior. Wow.
Move people around...and done.
I have to go to bed now, so no save. I'll load it up tomorrow, and give a mini post set report.
MM Babylon.
Move Bowman in Iron Range to Sugar 1N of Shuruppak.
Change some builds to Workers.
Move some extra bowmen to Red Man Tobacco.
Gift Korea to the MA. They got Feudalism. :/
IBT:
Silky Red Pajamas receives its 10 shields from forest chop.
Spain boots us out of their territory.
2/2 Barb Horse v. 4/4 Bowman in Shuruppak.
Victory, down to 3/4.
2/2 Barb Horse v. 4/4 Bowman 1N of Shuruppak.
Victory, full health.
Turn 1 -- 130 BC
Mr. Ed: Horseman -> Library (6 turns)
Iron Range: vBowman -> Library (7 turns)
Forest Clearing: Barracks -> Library (10 turns)
We get a palace expansion! I add some steps.
We also hear that the English are building The Great Library.
Move some guys to the staging point, workers work, etc.
Gift Ottomans to the MA. They got Engineering! Trade Feudalism for Engineering and 13 gold.
Switch research to Monotheism.
IBT:
Barb comes out from the west near
Barb comes off the mountain
2/2 Barb Horse v. 4/4 Bowman 1N of Shuruppak.
Victory, 2/4 health remaining.
Another horse comes out from the fog and parks itself 1NW of Shuruppak. :/
Turn 2 -- 110 BC
Seaside Shores: Medieval Infantry -> Library
Silky Red Pajamas: Library -> Barracks
Backwater: Worker -> Bowman
Move 2/4 Bowman into Indian Food, take 4/4 Bowman outside of Miss Scarlet and move next to horse to try to draw fire. Take 4/4 Bowman from east and put 1N of Shuruppak to defend from barb.
Found Iron River Resort 1SW of Iron Hill, barb horseman is revealed 1SW-1W. Bowman fortifies.
Iron River Resort -> Worker
Move Bowman 2NW of mr. Ed to draw its fire, reveals 3 barb horsemen 2W-1SW of Mr. Ed on a hill. I halt the settler inside Mr. Ed until they are taken care of.
Explore. More people move to staging point.
IBT:
Didn't realize that the barb was in range of two undefended workers. A slave and a homebred. :/
Other barb pillages our spices. :/
Turn 3 -- 90 BC
Chaos ensues in Mount Ellipi. I fix it.
Red Snappers: Harbor -> Bowman
Corse: Worker -> Bowman
The Carthaginians are building The Great Library.
4/4 Bowman v. 2/2 Barb Horseman
Victory, spices cleared, 2/4 health.
Worker heads to reconnect.
Found In The Middle 1S-2W of Seaside Shores. Starts on a worker.
Clear the Barb away from Iron Range.
MM Red Bulls to avoid disorder.
I take the Babylon warrior and place him in Mr. Ed for extra defense. Babylon's undefended, but gets a Pikeman next turn anyway.
IBT:
Barb Horse comes from northwest of Iron River Resort.
The 3 barb horses move next to the bowman 2S-1SE of Mr. Ed. Good, drew them away.
Turn 4 -- 70 BC
Babylon: Pikeman -> Marketplace
Red Bulls: Settler -> Settler
There Is No Cow Level: Settler -> Library
Move people around for defensive purposes against barbs, manage workers.
MM Iron Range to avoid disorder.
IBT:
The triple horses retreat back to where they were.

Iron River Resort
2/2 barb v. 4/4 bowman
we win, 3/4 health
Turn 5 -- 50 BC
Nothing is built.
4/4 bowman v. 2/2 barb horse
victory, 4/4 health
3/3 curragh v. 2/2 barb galley
victory, 1/3 health
not much else going on.
IBT:
All three barbs attack the bowman in the foest. He survives with 1 health and is promoted to l33t.
Other barbs move around.
Turn 6 -- 30 BC
Iron Range: Library -> Bowman
Skirmish. Victory.
IBT:
I am really stupid. I forgot there were horses...and all progress on the granary was lost...and they killed some people, and took some gold. And :suicide:
The good news is, that all of those barbs are gone now. Perhaps it was a worthy sacrifice.
Turn 7 -- 10 BC
Mr. Ed: Library -> Bowman
Red Man Tobacco: Library -> Barracks
Miss Scarlet: Worker -> Bowman
And the Koreans are building The Great Library.
I found the barb camp. Heading to destroy.
Clear out a barb near Iron Range.
IBT:
zzzzz except for a barb horse from the west...there's another camp?!
Turn 8 -- 10 AD
Seaside Shores: Library -> Bowman
Forest Clearing: Library -> Bowman
Move people around and such to avoid/defend from barb horse. move towards barb camp.
IBT:
barb horse passes right by.

Spices are hooked back up! Mount Ellipi will be growing again soon!
Turn 9 -- 30 AD
Red Bulls: Settler -> Settler
Iron Range: Bowman -> Bowman
Shuruppak: Barracks -> Worker
Sippar: Barracks -> Library
Light Bay Horses: Worker -> Library
We're down to 73 gold, losing 52 gold per turn. I have to cut science down to 20% for now. We need to decide what to do, We have exorbitant unit costs. We're still losing 18 gold, and Monotheism is down to 14 turns from 7. :/
move more people around.
IBT:
The barb comes off his hill and attacks one of my three (!) settler/bowman parties to the west. Successful defense, no health lost.
Turn 10 -- 50 AD
Mount Ellipi: Marketplace -> Bowman
Mr. Ed: Bowman -> Bowman
The Spanish are building Sun Tzu's. (!)
Then we hear that the Spanish have completed the Mausoleum of Mausollus.
Ottomans are now building Hanging Gardens.
Inexplicably, our vBowman cannot defeat a puny 2/2 barb warrior. Wow.
Move people around...and done.
I have to go to bed now, so no save. I'll load it up tomorrow, and give a mini post set report.