Sirian
Designer, Mohawk Games
(...cont from page 2)
90BC: Our ship in the south unloads its spearman onto the isle then attacks a barb galley... and LOSES!
... 
OK, new directive: vet ships only from here out, plz. Build harbors.
70BC: Buy construction from that helpful lil Aztec fellow for 134 gold. Granary finished in Kyoto.
50BC: Pop the goody hut on Hilly Island, out jump hostile yokels.
30BC: Our spears on the Isle promote to elite.
In the north, our swords attack and raze Tbilisi (barely -- but after losing to a BARB SHIP in the south, I just could not believe our luck could be that bad, so I took the one-unit-attack gambit at Tbilisi. What they hey. "Are you feelin lucky today, punk?" Yep.)
10BC: Russian galley that has been wandering around up there my whole turn (same one dropped off the settler pair) comes back out from the Russian mainland. I -presume- it's carrying units, either a settler pair or an invasion force. Since this has been a gambit sort of game, and we lost our last naval fight (and took drubbings in the first two as well -- if not for bonuses vs barbs on less than Deity, might have lost all three!) I say we're due and what the Hell. Our ship attacks.
Cathy will now talk to us, and take peace on our terms -- but she has nothing to offer. (I guess I HAVE given her a bit of a drubbing here: a settler and worker captured, two reg spears defeated by same sword unit, one island colony town autorazed, and now this ship, possibly loaded, has been sunk).
10AD: Our damaged vet ship group makes port. Slaves formerly known as Citizens of Tbilisi are fortified on the tiny isle, awaiting passage to Japan for Road Duty.
50AD: Our repaired ship sets sail again, picks up the new slave group and ready to pick up the sword unit, too. Our other sword unit has FINALLY traversed the horseshoe of our continent and arrived in Edo, so we have another in the area. I suppose we could send the pair of them to attack that Russian fur outpost, or maybe we should wait to finish off Germany and gather all our forces, and build more ships and units, and Go In Force at a later point. That will be up to the next leader.
Oh, speaking of Germany...
"Hey Otto. Your time's up, pal-o-mine, buddy boy. What do you have to offer us for 20 more turns of peace? Oh? Nothing at all? Well then, this deal has been completed. Auf Weidersehn!"
Peace treaty honorably cancelled with Germany. Our elite archers snack on their regulars, and our Stack captures a worker in the mountains as we move next to Berlin with all our sword units.
Clock: BZZT! Time's up, Sirian! Out with you. Out out out.
Sirian: Aw.
Well OK, so someone else gets to finish off Germany. I had that glorious naval victory over the Russians! 
Suggestions:
* Capture Berlin, rather than raze, if the option is given.
* Please, please do not veto my courthouses! Tokyo needs to whip its courthouse once it has passed the halfway mark on shield accumulation (39 or less remaining to go), then its corruption will be reduced and it will be ready to megacrank the military forces. Satsuma is set to finish its courthouse on its own soon, and would be the ideal site for the Forbidden Palace. It can probably finish building it on its own in 40-50 turns, maybe less, or we can have it build troops and try for a leader to rush the FP.
* We do have construction. Depending on how much attacking of Russia you are of a mind to do, Kyoto could crank troops, or it could build aqueduct and start growing larger. Unfortunately, while it can mount ten shields, it is losing one to corruption, so still not up to the magic 10 number. As odd as it may sound, we need a courthouse in our capital to get rid of that one wasted shield IF WE STAY IN DESPOTISM so that's another possibility. (Once we move to Monarchy, that should fix itself, though, so I would skip the courthouse in favor of the aqueduct). Settlers are also a possibility, in between building units.
* Son of Frankfurt needs to whip its temple AFTER it finishes building walls and grows to size 2.
* Nara needs to whip a harbor, again after it grows to size 2 and finishes its barracks.
* To try to get more shields at Kyoto, I have moved a worker stack onto a mountain to mine and build a road. Our grasslands are all upgraded, so it was time.
* We have ongoing treaties with Aztecs and Zulus, so no war with them until those expire -- and even then, might be better to keep attacking Russia and keep trading with the others.
DOTMAPS:
We want to capture Berlin if we can, and also settle the purple dot, which is on the fresh lake, access to the coast, some grass in range, and closest "good" tile in the area to our capital (for less corruption).
We probably don't NEED to settle that south isle, but then again maybe we should, since its very hilly, and would be a nasty thing to have to conquer if the Zulus plop a buncha settlers down there. So... first order of business is to grab the horse and the iron, and White Dot is the location for that. Gets both in range, on the coast, and two grass in range, too, once the temple is online.
Other dots are best-use-of-land choices to fit with white dot.
RBD23B - 50AD Save File
Everybody's taking 10 turns per player from here on out, so your turn will always end on a year ending with 50 or 00, for the next 1700 years.
So far, so good! Much fun stuff coming up for this round of play. Having survived the early wars intact and won control of our sardine can, now the game is starting to get to the good parts.
- Sirian
90BC: Our ship in the south unloads its spearman onto the isle then attacks a barb galley... and LOSES!


OK, new directive: vet ships only from here out, plz. Build harbors.
70BC: Buy construction from that helpful lil Aztec fellow for 134 gold. Granary finished in Kyoto.
50BC: Pop the goody hut on Hilly Island, out jump hostile yokels.
30BC: Our spears on the Isle promote to elite.
In the north, our swords attack and raze Tbilisi (barely -- but after losing to a BARB SHIP in the south, I just could not believe our luck could be that bad, so I took the one-unit-attack gambit at Tbilisi. What they hey. "Are you feelin lucky today, punk?" Yep.)
10BC: Russian galley that has been wandering around up there my whole turn (same one dropped off the settler pair) comes back out from the Russian mainland. I -presume- it's carrying units, either a settler pair or an invasion force. Since this has been a gambit sort of game, and we lost our last naval fight (and took drubbings in the first two as well -- if not for bonuses vs barbs on less than Deity, might have lost all three!) I say we're due and what the Hell. Our ship attacks.

Cathy will now talk to us, and take peace on our terms -- but she has nothing to offer. (I guess I HAVE given her a bit of a drubbing here: a settler and worker captured, two reg spears defeated by same sword unit, one island colony town autorazed, and now this ship, possibly loaded, has been sunk).
10AD: Our damaged vet ship group makes port. Slaves formerly known as Citizens of Tbilisi are fortified on the tiny isle, awaiting passage to Japan for Road Duty.
50AD: Our repaired ship sets sail again, picks up the new slave group and ready to pick up the sword unit, too. Our other sword unit has FINALLY traversed the horseshoe of our continent and arrived in Edo, so we have another in the area. I suppose we could send the pair of them to attack that Russian fur outpost, or maybe we should wait to finish off Germany and gather all our forces, and build more ships and units, and Go In Force at a later point. That will be up to the next leader.
Oh, speaking of Germany...
"Hey Otto. Your time's up, pal-o-mine, buddy boy. What do you have to offer us for 20 more turns of peace? Oh? Nothing at all? Well then, this deal has been completed. Auf Weidersehn!"
Peace treaty honorably cancelled with Germany. Our elite archers snack on their regulars, and our Stack captures a worker in the mountains as we move next to Berlin with all our sword units.
Clock: BZZT! Time's up, Sirian! Out with you. Out out out.
Sirian: Aw.


Suggestions:
* Capture Berlin, rather than raze, if the option is given.
* Please, please do not veto my courthouses! Tokyo needs to whip its courthouse once it has passed the halfway mark on shield accumulation (39 or less remaining to go), then its corruption will be reduced and it will be ready to megacrank the military forces. Satsuma is set to finish its courthouse on its own soon, and would be the ideal site for the Forbidden Palace. It can probably finish building it on its own in 40-50 turns, maybe less, or we can have it build troops and try for a leader to rush the FP.
* We do have construction. Depending on how much attacking of Russia you are of a mind to do, Kyoto could crank troops, or it could build aqueduct and start growing larger. Unfortunately, while it can mount ten shields, it is losing one to corruption, so still not up to the magic 10 number. As odd as it may sound, we need a courthouse in our capital to get rid of that one wasted shield IF WE STAY IN DESPOTISM so that's another possibility. (Once we move to Monarchy, that should fix itself, though, so I would skip the courthouse in favor of the aqueduct). Settlers are also a possibility, in between building units.
* Son of Frankfurt needs to whip its temple AFTER it finishes building walls and grows to size 2.
* Nara needs to whip a harbor, again after it grows to size 2 and finishes its barracks.
* To try to get more shields at Kyoto, I have moved a worker stack onto a mountain to mine and build a road. Our grasslands are all upgraded, so it was time.
* We have ongoing treaties with Aztecs and Zulus, so no war with them until those expire -- and even then, might be better to keep attacking Russia and keep trading with the others.
DOTMAPS:

We want to capture Berlin if we can, and also settle the purple dot, which is on the fresh lake, access to the coast, some grass in range, and closest "good" tile in the area to our capital (for less corruption).

We probably don't NEED to settle that south isle, but then again maybe we should, since its very hilly, and would be a nasty thing to have to conquer if the Zulus plop a buncha settlers down there. So... first order of business is to grab the horse and the iron, and White Dot is the location for that. Gets both in range, on the coast, and two grass in range, too, once the temple is online.
Other dots are best-use-of-land choices to fit with white dot.
RBD23B - 50AD Save File
Everybody's taking 10 turns per player from here on out, so your turn will always end on a year ending with 50 or 00, for the next 1700 years.

So far, so good! Much fun stuff coming up for this round of play. Having survived the early wars intact and won control of our sardine can, now the game is starting to get to the good parts.

- Sirian