DJ Bonebraker
a.k.a Laura
Ok, I'm grabbing the Save, and I'll post my progress once I'm done.
We're still going for the Republic slingshot, right?
We're still going for the Republic slingshot, right?


And with legions in the AA, you should be winning a lot. I've had wars go on for dozens of turns with little or no WW. And handling the unit upkeep is a good lesson in economics. Plus it's also nice not to have to tie down troops for garrison duty.
. Sent the rest of the warriors and naval scouts along their way... I can't believe how much jungle there is to the immediate south... Not only that, but there are also all those mountains and hills. Might be a good place to build "Hadrian's Wall" (line of forts), though.
SE warrior finds Bannanas in Jungle near hills with gold in them. Another possible distant future city site, if need be. MM Rome so that settler completion coincides with city growth.
. Warrior from Rome reinforces archer. Will attack barbs on next turn. Northern warrior confirms that NW island is indeed an Island (at least it's not attached to our continent). He also found the NW barb camp that spawned the Assyrian warrior that attacked him.
), and wipe it off the map. Rome warrior attacks and defeats W barb camp. Wake Archer and deal with remaining barb. Now the settler is clear to settle between lake and oasis.
Archer sent to future city site beside lake, and worker completes mining BG, and is sent to build a road to the oasis. Veii Settler sent to coastal square between two BG and near two cows to the north (4 turn settler factory anyone?
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I'm posting screenshots to give a general overview of where we are, as well as marked down some potential city spots.
lurker's comment: In Preferences turn on "Color Blind Help" for the civ names to show up.Hikaro Takayama said:I was also wondering how you got it so that the faction name is included in the cities? I've been wanting that feature for the FF mod, but even after I got the v 1.22 patch, it wouldn't do that for me, and none of the user preferences seem to enable that feature.

Mr David said:That's some great scouting and fog-busting. No contacts yet?![]()
Also, turnsets are played 20 turns for the start and then sets of 10 turns after. Small matter though.
Neapolis will not be a four-turn factory, almost indefinitely. It's shields will be corrupted. Maybe a six-turner at best. In retrospect, we should have settled it first to help rank corruption and it could have been one square SW to keep our spacing
Hopefully whoever is next will be able to find someone or something. I suggest once we get republic (which is when Neapolis could become a 4T settler factory, due to the increased yield from tiles and greatly decreased corruption), we start working towards map making, so that we can build the great lighthouse, because I don't see how we're going to make contact otherwise.You go play it next this is our roster:azzaman333 said:In my next turnset, ill send out some suicide curraghs to try and find another continent. If Conqueror_dude doesnt get the save working in the next 24 hours, i'll play it.

conquer_dude said:OH, IMPORTANT, build spearmen in the cities for defence, archers are not the best but, like anyone is gonna find us.![]()
