[ ACK Alert, right up front! I looked for another post before game start, then played, and only right now see Sirian's dot map and comments!! I comment on these in a PS on this post ]
2550 BC (0) - Charis Theseus Minos of Crete was a man of no culture or couth,
in other words, perfect for the job. Actually, he was dog tired of the
phrase "no culture". The rest of these buffoons who surrounded them, the
English, the Zimbabweans, the Greeks... they were *SO* stuck up on themselves.
If you didn't go and pray in the right 'temple', if you didn't go to the
right 'school', if you didn't have the right pedigree from the right
university, you were labeled... a dirty cretan!! Not only that, these
fools fawned over pansy animals like the horse. They spurned the mightiest
and most glorious of all animals ever to grace the face of Crete... the
strong and mighty Minoan Bull!! It pleased Charis Theseus (called simply
"Bull" by his best friends) to know end that we were researching ways for
the glorious Minoan Axe Warriors ("Look into the MAW of Death", being their
motto) to actually RIDE these magnificent animals. They were getting close,
and heaven help all those who whined about "Culture" when they came on the
scene!!
'Bull' Charis was also very pleased with the clean geometry of the borders
of his new kingdom. Unlike the clumpy confusing borders of his foes,
the Crete Kingdom was neat, square... symmetric! It was in these high times
that the Bull surveyed all he ruled. Barracks, and more barracks under
construction. This brought a deep and satifying chuckle to the Bull.
Let others build their temples and libraries... we will have the last laugh
as they BURN to the ground!
Bull was a practical, as well as a military man. Might there be any way
to help out the food situation for all his cities (and he hoped one day
to rule many). His advisors suggest they look into the ways of Masonry
and build "Pyramids." This confused him somewhat, and he thought, "Perhaps
after we learn how to better worship, and to ride the glorious bull, we
can address such weighty issues..." Other advisors noted that with such
low production and no 'prebuild' (whatever that was) we would have no
chance to do this. They also noted that the nice hills to the NW could not
be used for such, at least not until a 'Forbidden Palace' was made.
OMG look at the food!!! Growing like a weed is no lie.
Rapid expansion, use the food, get some mil scouts, and some workers.
Simple enough plan... (I had hoped to start the game and get a few more
than ten, so I might go a few more, 15 to 20 max though, this turn. It
should go 10-12 next turn and pretty tightly 10 after that.)
Hmmm.. how rapid? Do we need two barracks? We can prebuild Pyramids on
the Colossus! If Vai goes settler popping, Malai as troop farm, can we
let Knossos go for a Wonder?? To do that and stop getting too big TOO
fast, we can get out 1-2 more settlers from Knossos then go wondering...
2510 BC (1) - Mysticism in. Polytheism either at 29 turns at 90% (ouch)
or 40 turns at a Knossos scientist. Ten turns or about 400 cash?
Tough call, but I'm thinking that cash can buy Masonry.
2390 BC (4) - Malia finishes barracks, finally starts on military detail.
Warriors at first for scouts. (Hmm, we can make scouts... I suppose a
bar ate ours?!) Settler ready. Ouch! Where to go?! Many choices, two
stick out. First is right near Knossos get to most productivity and to
benefit from its border exapansion. Second are those hills past Vai.
Let's send Knossos settler to first, Vai settler to second. After that,
to the Northeast some (contiguous or not, unsure). I'm not really worried
about 'denying' the AI land, since we plan to steam roll any that would
live right next to us anyway. Cretans make bad neighbors!
2230 BC (8) - Ah, interesting! To the SE of Knossos is NOT the end of the
island, but... a two prong land bridge. Beyond is another (sub)continent or
extension. We can cut off ALL access with a city there and one unit next
to it. Thus is founded... Hellespont. (Modern day Dardanelles, the straight
connecting the Aegean and the Sea of Marmara, home of Hero and Leander)
If nothing else, two mined grasslands and... hmm... that fish will never
come in reach will it. Ouch! This no-culture is rough!!
Also good- just over the hill at Vai is plains Cattle!! If you found
exactly four squares NW of Vai it will be an ideal spot, both
productionwise and for border fit. If our land is small, it might even be
home of the future FP.
2150 BC (10) - (Going to press on a few turns to the where the settler is
about to pop out. It will need tweaking to get size 3 and settler on
same turn)
2070 BC (11) - Disease in Vai (gah!!) Incense (two) spotted in the desert to
the NE, excellent! Warrior and settler pair were headed out that way.
Not sure if disease always 'continues' or how to stop it, but it hits turn
after as well, now size 1.
1990 BC (13) - Settler heads to spot exactly 4 squares NE of 'cattle' city
for a nice square formation. That spot hits both incense and is on a hill,
next to another hill. Perfect!!
We meet a Russian warrior representing an annoyed Catherine (oh goodie! we
shall get to run over a favorite enemy, this time early!

)
She has Masonry which we can get for 35 gold and 2 gpt. Hmmm, why not
pick up Wheel too and see where horses are?! That's 90+3gpt for the
package. Sounds good!)
1870 BC (16) - Bull Charis is highly pleased with planning an managing this
turn. Knossos is 1/1 on settler (1 turn to grow, 1 turn to build), Vai is
one turn to settler, Malia is 1/1 to a warrior it needs to stay happy,
and Hellespont is 1/1 to a warrior. Next to the incense is founded the city of...
Pungentoss Weedae
His advisor points out that Vai is not due yet to hit size 3, due to the
terrible disease.
1830 BC (17) - Finally, they wrest the reigns of power out of the hands of
Bull! The settler in Knossos has not yet moved, so choose your direction.
The settler in Vai will come out in 2 turns, not one, when it hits size
3. There is a warrior already posted 4 squares NW on the intended founding
spot. The road there is halfway built (next stop for worker, cattle road)
With vet warriors everywhere and scouts finally getting out, Malia
just started our first spear. There are TWO horses visible. The first is
south, Four squares from Hellespont (great!), and the second is NorthEast
of our northmost explorer (hard to see, it's on edge of fog). There is
gold 3 squares NW of that horsie. Polytheism and bulls land in 24 turns.
There is an English scout near Hellespont - keep the lands SE *locked off*
Knossos is finally on the Pyramids. Shows 100 turns now, but he's size 1.
He'll be size 5 in a flash, and about 45 turns from that. For a largish
number of small cities that will need to spawn new settlers to fill in the
spots we raze, getting the Pyramids would be a grade-A 'coup'
Sirian
Charis
Arathorn <<<< up now
Jaffa << on deck
Meldor
Schnaard
Warstrike
Xrang
Great start - Arathorn, come now lead us to glory!!
Charis
Note in posting: JUST now do I see the famous dot maps. Fortunately, I didn't do anything too weedy. I knew of the 'lanes' four squares apart but missed the good point that the corner, 2 diag away from city will be dead zone, so staggering within the lanes by one square is optimal. So how did my foundings rate?
I founded green dot.
I very strongly proposed the light blue 'x' next to the light blue dot. Still, the geometry is an 'indicator' in the face of no info. Given the topography of the land, the spot picked is still quite good. Going one more SW is much worse, going one NE onto the 'dot' works BUT delays the cattle for a long time until that matching city is founded.
Is Pungent Weed city is aptly named?! No, actually, it's in a great spot. It catches the incense (function over geometry) nicely and is "in the lane".
Purple and red remain "top choices", and white is great to connect Knossos, Vai and Pungentoss.
Thanks again for the dot-analysis Sirian, and the lane explanation!
