Inherited turn:
16 turns 'till Monarchy.
Two barbs closing up on archer.
Capital switches from Oracle to Archer
Turn 1 (1225 BC)
Tiwanaku finishes barracks. Starts Archer.
Bismarck having troubles with Immortals and archers, last in score.
Berlin pillaged completely.
We are lucky we are with Cyrus and Lui, probably the best allies we can have
, computer knows how to play them really good. Cyrus has excellent early UU.
I don’t know if we chose to be with them or is it random.)
Turn 2 (1200)
Archer kills one of the barbs.
Two workers next to forest hill finish cottage. They go to hill to chop forest
and speed up archer and next settler.
Turn 3 (1175)
Workers start chopping.
Turn 4 (1150)
Other barb closes on our archer
Monarchy in 12.
Turn 5 (1125)
Archer (now exp 7/2) kills barb warrior.
Barb archer shows up northeast of our capital.
Two workers stay on hill and mine.
Send new Archer from Cuzco to protect workers.
Settler in 12.
Turn 6 (1100)
Barb archer enters forest. Our archer goes to hill.
Turn 7 (1075)
Our Archers kills barb archer. Stays on the hill as another archers shows two
squares away.
Tiwanaku finishes Archer. Starts another archer.
I send our 7/2 archer south to explore. Of course there is a barb city there.
Turn 8 (1050)
Tiwanaku expands and iron is just outside its border...
I switch its grow/production from 9/12 to 18/4
Workers start road from hill to capital.
Turn 9 (1025)
Our 7/2 archers enters barb city territory south. City is on a hill, not on the best location
and there are three archers. Will have to wait a little bit b4 we take it out.
Turn 10 (1000)
Archer on the hill stays there to heal.
3 workers start building a road to the north, toward our next city
(which we need to get as soon as possible)
Turn 11 (980)
zzzz
Turn 12(960)
Workers continue to road…
Turn 13 (940)
Tiwanaku build archer.
Starts Stonehenge (done in 14). Cheap and we need prophet.
Workers continue to road, and there is a barb city two squares away from our
next city (so that one to will have to be razed as well).
Turn 14 (920)
nothing much
Turn 15 (900)
Settler done, sending it north.
Starting q-warrior.
Turn 16 (880)
Found north city – Machu Picchu.
Turn 17 (860)
1st barb axmen shows up.
Send our 7/2 archer on hill next to him. Promote to guerilla I.
two workers start chopping obelisk for newly founded city.
Switch 2 heredity rule.
One worker start chopping forest next to capital for archer and overflow goes for
Temple (or whatever next player wants).
Turn 18 (840)
Our guerilla archer on jungle hills kills barb axmen (1.3/3).
Start sailing (6) ( we were suppose to get this earlier).
Turn 19 (820)
Cuzco will grow to 5 next turn
Two workers finish chopping obelisk
Start archer, two workers will start another chopping for that town
(Next player can change production if he don’t like archer)
Maybe better to play on safe side since we have axmen showing up.
I send newly created q-warrior to go to Machu picchu (we only have one archer there
and there are 3 archers in barb city next to it)
Turn 20 (800)
Cuzco finishes archer.
Stonehenge in Tiwanaku in 9 and grows in 8.
Sailing in 4
--------------------------------------------
I played more on the safe side but I don’t feel lucky
on open vs. axmen.
My suggestions after Sailing are-> Writing , Code of Laws.
After Tiwanaku is done with Stonehenge, it should go for Pyramids.
We also should try to get catapults and IW as soon as possible.
In my test game with same settings (which I won) I was the one who built pyramids and
I never went further then Civil service. This game should be over before we exit Medieval period. WW is going to be so high (40 angry faces without Police State), that any research beyond that point is impossible. Also, since Bismarck in only one without religion, I suspect he will go for Oracle, to get Theology and Christianity.
Anyways good luck