Smoke and Mirrors, Turn Set 1
I played the set this morning but couldn't post it 'till now. Sorry about that. I also took a lot of pictures. Anyway, here I go:
Turn 0 (4000 BC)
I move the scout NW then SW, but I don't see anything obvious to entice me to move the settler, so I settle in place. The game wants me to move the settler south, but it's way too much of a long-shot, I think.
I take the liberty of giving our capital a more appropriate name:
Our intrepid villagers build themselves some nice huts, but they build us a bigger hut out of "appreciation."
The nearby tribal village gives us 37 gold and I start on a scout. 14 turns to Agriculture. Growth (and scout) in 11 turns. Working the corn for the extra food and because the villages realized that corn ferments; cows do not ferment quite as well.
Turn 1 (3975 BC)
Scouting. Spot a tribal village.
Turn 2 (3950 BC)
Villagers give us a map of the land to our south. It looks like we're at the bottom of the world.
Turns 3-4: Hit enter a few times.
Turn 5 (3875 BC)
Get some more gold from a village.
Turn 6: Enter.
Turn 7 (3825 BC)
I find the west coast, though I realize it's past time to turn the scout back in our direction.
Turn 8 (3800 BC)
Stalingrad's borders expand.
Turn 9: Nuthin'.
Turn 10 (3750 BC)
Meet Napoleon, Emperor of France.
I nab a village even though it plops our scout next to lions, just so Napoleon can't take it. The villagers teach our scout the way of the fighting bear. It gives our scout 5 experience! Hopefully he'll live long enough to make use of it . . . .
Turn 11 (3725 BC)
We win (though don't we get, like, free early victories against barbarian units?
Second scout is trained and ready to go. Start a worker, due in 15 turns. Our highly trained seers think they'll have have the whole "put things in the ground and make 'em grow" thing down in 3 more turns.
Our victorious scout takes the lion's skin as a trophy, so I feel compelled to name him "Heracles" (wait, we're not Greek!) and give him his Woodsman II promotion. Send him into the nearby forest to heal for 2 turns. Our new scout (Pete) heads north east.
Turn 12: Enter
Turn 13 (3675 BC)
Score! Pete so impresses a nearby tribal village with our Russian ways that they teach us that if you put animals in cages, they can't run away as easily. We've learned Animal Husbandry!
There also happen to be horses just north of Stalingrad. Can't see any other sources just yet.
Turn 14 (3650 BC)
Agriculture is finished, so I'll go straight to Bronze Working. That'll take 20 turns. Aww.
Turn 15 (3625 BC)
Heracles gets us another map, this time of the lands far to our north. Seems we may be on a large island or a small continent.
Turn 16 (3600 BC)
Hinduism is founded in a distant land.
Turn 17 (3575 BC)
Yikes! Heracles runs into the relatives of that lion he killed a few turns back. Maybe he can use his pelt to disguise himself?
Turn 18 (3550 BC)
The lions turn and run from Heracles, the lion slayer!
Turn 19: Rather uneventful.
Turn 20 (3500 BC)
More lions meet their end at Heracle's hands.
Turn 21 (3475 BC)
Heracles introduces us to Huayna Capac of the Incans and his band of archers. Despite their impressive ability to kill a lion at 100 paces, I have full faith in Russia's superiority. Yup.
Probably on a continent.
Turn 22 (34500 BC)
Somewhere, the Buddha has achieved Nirvana.
Turn 23 (3425 BC)
What did I tell you about that Russian superiority?

If Capac has bows and arrows, we build tower shields! All melee units get cover! (Hopefully that includes future units. I guess we'll see when our warrior gets built.)
Turns 24-25: Snooze.
Turn 26 (3350 BC)
At last, our workers are trained. Seemed an awful long time to each some peasants how to use a shovel! I send them to start farming that corn. Our peasants hope we nab some of that wheat soon, because corn-based vodka just isn't the same. I briefly considered pasturing the cows first, but figured faster growth is more important at this point.
Pete, you are a saint! He is so charismatic, that he convinces tribal villages to our east to teach us how to "write." In celebration, Pete writes a "poem" about "corn." While Heracles may have gotten the brawn, his brother Pete definitely has the brains between 'em!
Turn 27 (3325 BC)
Tragedy! Pete's continued explorations land him next to some wolves AND bears. Um . . . good luck talking your way out of this one, Pete!
Meanwhile, Heracles has found Cuzco. He says "hi" and shows off his lion pelts.
Turn 28 (3300 BC)
Pete has been mauled to death! It seems those bears didn't appreciate his limeric "there once were some really dumb bears . . . ." We will always remember you, St. Pete.

At least our scribes can now write your obituary.
Turn 29: I mourn Pete.
Turn 30 (3250 BC)
Heracles, mourning the loss of Pete, discovers maps in a tribal village detailed the land east of Cuzco. He also finds more . . . lions. What is it with you and lions, Heracles?!
So, here's some shots of the world (as we know it):
West:
East:
And I took the liberty of making a monument for St. Pete:
We will always remember your contributions and your sacrifice. If at all possible, I'd like to settle a town near there and name it "St. Petersburg." Make it a national monument. Y'know. For Pete.
So that's the report. Still 4 turns until Bronze Working
and our first warrior are finished (I hope he gets that free Cover promotion. It'd make future wars much easier). I'll post the save, and I'm gonna draw up some
real dot maps so you guys can tell me how bad my city placement is.
