Sirian
Designer, Mohawk Games
IT 1865AD: I pore over the map and find that there is still some unclaimed land in the southeast, as well as scattered half-city dots on the fringes. There is also an unknown situation the the far northeast, beyond the formerly-barbarian Malinese city. I wake a unit from Tampa Bay and send him in to England to see what's up there. I cancel most of our "building research" projects and replace most of those with settlers or workers. Five settlers are ordered off the bat. I wake some troops in the southeast and shuffle them toward the frontier.
I add a second Artist at Cleveland and one or two other cities.
On the tech front, Cyrus is willing to trade both Biology and Railroads, while Frederick is willing to trade Railroads. We have Communism (monopoly!) and Electricity to offer both, and Cyrus lacks Democracy too.
* I can only get Railroads from Fred by giving both techs and breaking our monopoly. I could then trade Democracy and Communism to Cyrus for Biology.
* I can get Railroads from Cyrus by giving Electricity and Democracy.
I choose neither. I trade Electricity to Cyrus straight up for Biology, and I continue our research in to Radio.
1866AD: I trade Biology and Electricity to Fred for Railroads.
Unfortunately, the screens I took were corrupted, and in fact the game crashed on me before the end of this turn. I had to load from autosave and replay the turn. You've got a detailed text description of the trades, though, so that will have to do.
Our workers, where possible, begin construction of rails. Getting DC and NYC fully railed (on lumbermills) by the end of my round will be a priority. Boston is switched over from training Rifles to training Machine Guns.
1868AD: I sell Divine Right to France for 420g.
The first of the new settlers are completed. I order a sixth out of Buffalo and a Taoist Missionary in NYC. Although England is discovered to have two cities in the region that had looked empty, I send our new settler from Atlanta in that direction anyway, as there are still a couple of potential spots.
1869AD: Cleveland, sporting 750 total culture and two Artists, has taken back control over its first ring tiles!
We're checking in at a cool and commanding 50.00001% control.
OK, wow. I've actually spotted a worthwhile city location in the far northeast that is yet unclaimed. Two flood plains, two plains forest, a couple of desert hills, nestled in between the Mali city and England. Fortunately, somebody was already sending a settler this way on a hunch.
1870AD: The Horse Archer that was sent on long GoTo to a hut at the bottom edge of the map arrives. The hut is in forest and guarded by an Axe. Our odds are like 22% or something sad, but the HA has an unused promotion. I promote him to Shock, and the odds jump up to 3/8.
Losing odds, but this unit was sent a long way to conduct this mission.
I've got just one thing to say to you. Just one thing.
"Feeling lucky today, punk?"
Our unit is ordered in to battle.
...
...
...

Sometimes it's better to be lucky than good!
We are rewarded with a useless gift of map data, for a fully known map, but that's beside the point. Victory itself was the prize here.
I add a second Artist at Cleveland and one or two other cities.
On the tech front, Cyrus is willing to trade both Biology and Railroads, while Frederick is willing to trade Railroads. We have Communism (monopoly!) and Electricity to offer both, and Cyrus lacks Democracy too.
* I can only get Railroads from Fred by giving both techs and breaking our monopoly. I could then trade Democracy and Communism to Cyrus for Biology.
* I can get Railroads from Cyrus by giving Electricity and Democracy.
I choose neither. I trade Electricity to Cyrus straight up for Biology, and I continue our research in to Radio.
1866AD: I trade Biology and Electricity to Fred for Railroads.

Unfortunately, the screens I took were corrupted, and in fact the game crashed on me before the end of this turn. I had to load from autosave and replay the turn. You've got a detailed text description of the trades, though, so that will have to do.
Our workers, where possible, begin construction of rails. Getting DC and NYC fully railed (on lumbermills) by the end of my round will be a priority. Boston is switched over from training Rifles to training Machine Guns.
1868AD: I sell Divine Right to France for 420g.

The first of the new settlers are completed. I order a sixth out of Buffalo and a Taoist Missionary in NYC. Although England is discovered to have two cities in the region that had looked empty, I send our new settler from Atlanta in that direction anyway, as there are still a couple of potential spots.
1869AD: Cleveland, sporting 750 total culture and two Artists, has taken back control over its first ring tiles!



We're checking in at a cool and commanding 50.00001% control.

OK, wow. I've actually spotted a worthwhile city location in the far northeast that is yet unclaimed. Two flood plains, two plains forest, a couple of desert hills, nestled in between the Mali city and England. Fortunately, somebody was already sending a settler this way on a hunch.

1870AD: The Horse Archer that was sent on long GoTo to a hut at the bottom edge of the map arrives. The hut is in forest and guarded by an Axe. Our odds are like 22% or something sad, but the HA has an unused promotion. I promote him to Shock, and the odds jump up to 3/8.

Losing odds, but this unit was sent a long way to conduct this mission.
I've got just one thing to say to you. Just one thing.
"Feeling lucky today, punk?"

Our unit is ordered in to battle.

...
...
...



Sometimes it's better to be lucky than good!

We are rewarded with a useless gift of map data, for a fully known map, but that's beside the point. Victory itself was the prize here.
