el_filet
Prince
Start game with random civ, opponents and climate. Restless barbs, no cultural links or scientific leaders.
Turn 1:
get hittites
scout reveals ocean in the south
move settler NE to make room for cities S
worker on cattle
"start" on wheel
Turn 2:
found Rat26->rax
irrigate cattle
Turn 4:
hut gives us cb
Turn 7:
road cattle
Turn ~12:
road toward sugar
up lux
Turn 13:
map from hut
Turn 14:
switch rax to granary, theres no food until monarchy...
Turn ~19:
incense in the north
Turn 21:
up lux to keep capital happy
Turn 24:
granary->warrior
Turn 26:
warrior->settler
mine->road on sugar
25g from hut
Turn 27:
Herodotus tells us we are with:
iro, inca, arab, english, babs, egypt and mongols.
arabs and mongols are top dogs in power, we are last.
Turn 28:
hut nets us WC
Turn 29:
science to 30%
Turn 30 (~30):
settler->worker
wheel in, we have horses east.
chose bw, maybe min on writing is better
not moving any units, because i think we should decide on gameplan first.
Lineup:
El Filet: just played
ThERat
TheOverseer714
Greebley
Donny Brook
Own
Elephantium
alternated veterans and newcomers/comebacks
sending the scout for huts was a risk paying off, but i think we should call him back now.
land in the south is ok, but i think we have to establish a front N of the huge ridge. horses are high prioritiy too, so suggest we go red, blue, green, pink, brown. with these cities in place, we force attackers on flatlands, with only defended cities and one or two units on mountains next to brown.
the worker being built is meant to connect cities asap.
PS: had to reload the autosave on turn 30, because i carelessly disbanded our scout instead of saving the game. (ctrl-D+enter)
my first shot got me the greeks and a starting position with wines. unfortunately the germans wiped me off the map around turn 23. building a hoplite instead of a warrior might have done the trick...
Turn 1:
get hittites
scout reveals ocean in the south
move settler NE to make room for cities S
worker on cattle
"start" on wheel
Turn 2:
found Rat26->rax
irrigate cattle
Turn 4:
hut gives us cb
Turn 7:
road cattle
Turn ~12:
road toward sugar
up lux
Turn 13:
map from hut
Turn 14:
switch rax to granary, theres no food until monarchy...
Turn ~19:
incense in the north
Turn 21:
up lux to keep capital happy
Turn 24:
granary->warrior
Turn 26:
warrior->settler
mine->road on sugar
25g from hut
Turn 27:
Herodotus tells us we are with:
iro, inca, arab, english, babs, egypt and mongols.
arabs and mongols are top dogs in power, we are last.
Turn 28:
hut nets us WC
Turn 29:
science to 30%
Turn 30 (~30):
settler->worker
wheel in, we have horses east.
chose bw, maybe min on writing is better
not moving any units, because i think we should decide on gameplan first.
Lineup:
El Filet: just played
ThERat
TheOverseer714
Greebley
Donny Brook
Own
Elephantium
alternated veterans and newcomers/comebacks
sending the scout for huts was a risk paying off, but i think we should call him back now.
land in the south is ok, but i think we have to establish a front N of the huge ridge. horses are high prioritiy too, so suggest we go red, blue, green, pink, brown. with these cities in place, we force attackers on flatlands, with only defended cities and one or two units on mountains next to brown.
the worker being built is meant to connect cities asap.
PS: had to reload the autosave on turn 30, because i carelessly disbanded our scout instead of saving the game. (ctrl-D+enter)
my first shot got me the greeks and a starting position with wines. unfortunately the germans wiped me off the map around turn 23. building a hoplite instead of a warrior might have done the trick...