Inherited Turn 66, 2350 BC (or thereabouts)
And so begins the reign of Whosit. Pharoah Whosit, or maybe Helio Whosit. OK, Helio-Pharoah Whosit, it sounds distinguished.
My rise to power was hastened as the previous ruler was overthrown for sitting around and eating truffles all day (though they are very good truffles) and never actually doing any ruling. We have a schedule to keep, people! No, don't ask me what it is. Yes, it's real. No, I'm not lying. What?! OK, you? You're executed. Any more questions?
Let's see, research, research. I will go ahead and start on Alphabet (whopping 59 turns) in the hopes of eventual back-fill. Perhaps with more cities, research will eventually pick up.
Suddenly, I realize something: The decor could use more chains. And I think I'd like a revolution to celebrate my Helio-Pharoah-hood. Let's have a revolution. Which caterer should we use?
I also name one of our warriors, who will be scouting south, Ajax the Plumber.
OK, I think everything is in disorder. Let's move on.
-End Turn-
Turn 67, 2325 BC
Things are moving again. We'll have a new city soon and the Granary can be whipped in Randomania. I think I'll wait and get some overflow into a second worker. Then we'll probably want a Barracks and some more soldiers for defense and scouting. There's far too much black on this here map. Black was out of fashion last season, I swear.
-End Turn-
Turn 68, 2300 BC
We hear word that the Koreans have found a large source of black pearls. Didn't they hear what I said last turn?!
-End Turn-
Turn 69, 2275 BC
Nuthin' new under the sun.
Turn 70, 2250 BC
Something new:
After much debate, I couldn't help resist naming it after . . . me. I was considering "Heliopolis," but . . . .
Also, we have some uncouth guests. Hopefully they'll go away.
The new town's additional 2 income increases research time, but . . . Because we never acquired any back-up funds, turning the slider down now means that Alphabet won't be developed for another 74 turns.
-End Turn-
Turn 71, 2225 BC
Ajax learns more about southern lands. Problem is that we may have to settle ON the wheat to get everything, but that's OK because it is unirrigated Desert wheat. Yech.
-End Turn-
Turn 72, 2200 BC
Whip the Granary in Randomania, just for something to do. 2 turns left, overflow of 40. Did I wait too long? I really have much to learn still about the whip. Will go into a Worker, anyway.
-End Turn-
Turn 73, 2175 BC
The (surviving) people in the capital love their new granary so much that they'll put a worker together in 4 turns.
Turn 74, 2150 BC
Ajax proves that he was much better at plumbing than at fighting . . . . Hooking up that copper is no a priority.
It's just as well, I suppose, because on further consideration, I have no idea what a "plumber" is.
-End Turn-
Turn 75, 2125 BC
Forest chop finishes at Heliohille, but still a few turns more for the monument.
-End Turn-
Turn 77, 2075 BC
Randomania: Worker < Barracks (14 turns)
Time to mine some hills! Our capital could use some more production, ya know. And commerce, too. Well, mine the hills, cottage the truffles, much to do.
Oh, dear, and I run Wolf's Bane right into a bunch of archers . . . .
-End Turn-
Turn 78, 2050 BC
And, goodness, he survives! But just barely.
Augustus of the Khmer wants open borders. Naaaah.
Heliohille: Monument < Workboat (22 turns)
Wolfy gets Woodsman II and comes home to heal a bit.
-End Turn-
Turn 83, 1925 BC
Workers doin' work, Barbs wandering about . . . . The usual.
-End Turn-
Turn 84, 1900 BC
Wolf's Bane spots dark borders to the north. Seems the barbarians have set up shop out there.
-End Turn-
Turn 86, 1850 BC
We receive word that Catherine of Egypt founded a city called "Heliopolis" somewhere. Well, copying the name of
my city, are you?
I'm making an executive decision to play until the copper is hooked up. Hopefully that won't bother anyone. Most of these turns are still pressing "enter" and I daren't expand until we have some more boots, or axes, on the ground.
-End Turn-
Turn 87, 1825 BC
Time for some experienced, er, Warriors in Randomania!
In other, less important news, Wolf's Bane makes first contact with a strange race that calls itself the "Mongolians" led by some weirdo named "Suryavarman II" to our west, across the great sea. I'm sure they'll be of little importance.
-End Turn-
Turn 88, 1800 BC
Someone builds a Great Wall far away. What's so great about a wall? We have a very nice Granary . . . .
-End Turn-
Turn 89, 1775 BC
Our people hear of legends that the Waters of Life can be drawn from certain springs within our borders (unfortunately, not within any BFC). Well, there go my private water holes. Someone's getting axed for this.
-End Turn-
Turn 91, 1725 BC
Start a Settler (11 turns) in the capital after 2 warriors have been built. Should be available when we need it.
Turn 92, 1700 BC
Heliohille finishes its workboat and starts a Granary. I forgot to whip something into it. Oops.
Shuffle a tile in Randomania to get the settler in a turn faster. 8 turns now.
-End Turn-
Turn 93, 1675 BC
Heliohille's magnificent culture has expanded. Got a warrior out fogbusting on a hill. South worker ready to start mining/roading (should have gotten the road in ahead of time, but was building a farm, sorry). North worker is free. Could put a cottage or two down, could start roading somewhere. I think I will end here 'cuz I've played way too long and the copper is as good as had, anyway.
Oh, our workers are now Ron an' Jon. Our hill-warrior is Kenishi the Bald. And I learned that, so far, I'm 100% more likely to win a fight when the odds are not in my favor.
Anyway, I tried to have some fun with this report, hopefully it came out entertaining.
I think we should try to settle Wheat town (on the wheat). The bonus city-square food and the crabs will help feed the furs and we can eventually get whales, all good for happiness and income. There's a plains hill in range for a bit of hammers, otherwise, coastal tiles for income and a grassland or two that could support cottages. Short version: Looks like it could make a good commerce town. We would need hunting, though, to make camps for the beavers (an 8 turn diversion from Alphabet).
I somehow laid down a dot by accident south in the black that I can't take off, so ignore it if you see it.
New Roster:
-Sweetacshon
-Sengir
-Mighty Dwaarf
-Whosit (just played around)
-sturick (at last)
-Open (unless OjimiJam shows up soon)
Hopefully I didn't steal much of sturick's thunder, though I imagine he had a different idea in mind.