Spies, Spies, Everywhere
Turn 166, 110 BC
Alright, I don't think I've played a set in this SG since we were just a wee little civilization. Let's see what's happening.
Alright, the towns seem to be in order. Munich seems to be on Settler/Worker duty, which is fine because it's currently working all of it's improved tiles at the moment. Berlin will be making spies.
A few of our friendly neighbors are in war preparation mode, but they all seem to have worst enemies who are not us, so I think we'll be OK. Still at war with Hammy. A few of his towns look like they'd make nice prizes, but even with iron, I think we'd need catapults to take him down, which we don't have. However, I don't think I'll make peace just yet. Might as well stay on Monty's good side as long as possible.
Looking at what we have, I think that Frankfurt might be our GP farm. Crabs, Corn, and a couple lake tiles that'll benefit from a Lighthouse. It could also be made into a fair production site, but . . . .
Well, time to move on.
-End Turn-
Turn 167, 95 BC
Hamburg: Axeman < Axeman (3 turns)
It looks like we're keeping troops here to fend off Ragnar, but I'll move this one up north, just in case.
A jungle spawns near Cologne. Ugh.
Explore with spies, moving one/some to Korea.
-End Turn-
Turn 168, 80 BC
One of our exploring Warriors ends up going the same way as a Barbarian swordsman. Doesn't look good for our troops.
Barbs seem active around the southern settlement. Getting iron online so we can throw some swords of our own at them.
-End Turn-
Turn 169, 65 BC
Warrior is shish-kabob.
Berlin: Spy < Spy (4 turns)
It's a long walk to Korea.
Turn 170, 50 BC
Hamburg: Axeman < Axeman (3 turns)
More scouting.
-End Turn-
Turn 171, 35 BC
Gandhi wants Open Borders. Well, powerful people don't like you, so I think we ought to keep our distance.
Settler due next turn.
-End Turn-
Turn 172, 20 BC
Munich: Settler < Worker (9 turns)
Alexander declars war on Wang Kon.
We may have to use up those EPs pretty fast.
Iron mine and Horse pasture are done. I send one worker pair north to chop jungle down.
-End Turn-
Turn 173, 5 BC
Berlin: Spy < Spy (3 turns)
Hamburg: Axeman < Swordsman (3 turns)
Cologne: Granary (finally) < Walls (7 turns)
We don't really need a Library in Cologne (though maybe for the culture). Figure walls for now just to keep our financial center safe.
Great Spy in a couple of turns. Gonna make the Yard in Cologne, I think that was the plan.
-End Turn-
Turn 174, 10 AD
Inexplicably, one of our Axemen fortified on a hill in the icy south is taken out by a Barb swordsman. I'll have to pull our settler back until new escorts arrive. (That swordsman only had 9% odds of winning!)
Also, one of our wandering spies got caught right before he made it to the edge of Greek territory. Oy.
-End Turn-
Turn 175, 25 AD
The Koreans ask us to attack the Greek. Umm . . . no thanks.
Then Gilgamesh comes asking for Horseback Riding. We're about equal in power, so I say no. He drops to Cautious, though.
I'm also "pleased" to see that the Barb swordsman leveled TWICE from killing our Axeman.
Monty makes peace with Hammy, so time to do the same. He has nothing to give but peace.
Southern barb town has 3 archers. Will need a lot of troops.
Chop-chop at Munich. I hope that's alright.
Great Spy goes to Cologne. Workers chop-chop at Cologne. I
know that's alright.
-End Turn-
Turn 176, 40 AD
Berlin: Spy < Swordsman (3) If we want to start taking Barb towns, we really need to get a mess of these.
Hamburg: Swordsman < Swordsman (3)
Noticed a Grassland Hill Forest at Hamburg that needs a chop/mine. Will do when nearest worker is available.
-End Turn-
Turn 177, 55 AD
Saladin comes demanding that we cancel our deals with the Koreans. Well, we're trying to steal from the Koreans, so I think we'll keep our Open Borders, but thanks for asking.
(The event wasn't that momentous, but I just think that his expression is funny when he's mad.)
Rargh, floodwater wash away the road connecting the Rice at Cologne, and we're too poor to afford emergency repairs. Fortunately, we have workers nearby . . . .
I create Scotland Yard at Cologne; we get a nice EP boost.
-End Turn-
Turn 178, 70 AD
Ragnar founds another town somwhere.
Munich: Worker < Settler (15 turns)
I settle Dortmund west of the Barb town. Starts a Monument.
-End Turn-
Turn 179, 85 AD
Berlin: Swordsman < Swordsman (3 turns)
Hamburg: Swordsman < Swordsman (3 turns)
I decide to build some cottages on cleared land around Cologne to prevent jungle from growing back in those plots. That means it will take longer to clear all the plots, but it might be shorter in the long-run.
I have a spy spending time in Seoul. Pusan is cheaper, but when I sent the guy in, I misread the Espionage screen. It's not that much more costly, though.
-End Turn-
Turn 180, 100 AD
It seems that Alex is trying to play our game; we catch a Greek Spy poking around Cologne. Coveting our gems, are we?
My nerves are going. Will our spy be caught before he accrues the 50% discount?
Turn 182, 130 AD
Berlin: Swordsman < Worker (4 turns)
Hamburg: Swordsman < Worker (4 turns)
Cologne: Walls < Spy (12 turns)
I hope you guys don't mind the worker builds in B&H. We really need some more, especially with a new city down south and most our current ones north chopping jungle.
5 swordsmen will be gathered in 4 more turns. That'll be at the end of my set, so the next player can strike at Ligurian, the southern Barbarian town. With City Raider bonuses, should be able to take out those archers.
Forced to cut Espionage spending to 40%. Gilgamesh is working on Currency. That's a tech we'll want soon.
-End Turn-
Turn 183, 145 AD
The moment of truth . . .
I receive a report on my desk: "Our Agent, Spy 1, has infiltrated the Korean magistrates in Seoul to discover the how they have codified their laws. We have just received word that he has successfully delivered to use the details of the Korean's Code of Laws which our own officials believe we can soon adapt to the German way of life. Furthermore, not only did Spy 1 complete his mission but he did so without detection and has recently returned to Berlin."
In honor of his achievement, I have renamed him "Spy 001." May he be the first in a long line of 00 spies.
I switch Cologne's build to an 18-turn courthouse. I drop that to 10 turns by shifting a cottage to a plains hill mine. We can probably get courthouses up and running everywhere pretty quickly and run some Spy Specialists!
-End Turn-
Turn 184, 160 AD
Frankfurt: Granary < Courthouse (10 turns)
I shift all of our EPs to Gandhi because he's just a couple of turns from Calendar which we need to put planations on our Dyes (lots of cash) and Bananas and Sugar (food). Next player can redistribute points if they think I've made a mistake.
I send Spy 001 to Bombay to prepare. It'll take 14 turns to walk there, plus another 5 to get the discount.
Nothing else terribly exciting.
-End Turn-
Turn 185, 175 AD
Rather uneventful turn. I decide to build roads instead of cottages to stem jungle growth because they're faster.
-End Turn-
Turn 186, 190 AD
Gil comes and offers his Math for our Horseback Riding. I go ahead and take it because it's equal beakers. I also realize that I'm at the end of my set and I never even gave a thought to tech trades. Doy!
Berlin: Worker < Courthouse (5 turns)
Hamburg: Worker < Courthouse (4 turns)
And just as things look up, the heavens open up and wipe out one of our cow pastures at Berlin.
At least our new worker has something to do . . . Oh, and a forest grows near Berlin, just asking for that Math-bonus chops.
Next turn, check to see if we can trade in CoL for Calendar from Gandhi and Construction from Alex (can't this turn 'cuz we just traded for Maths). I've canceled 001's movement orders and removed EP weights so that they can be redistributed most properly next set.
A spy arrived in Pusan, but all that's available in Construction, and we can probably trade for that. I've moved all units, except for our Swordsman Strike Team, ready to move out this turn.
A new Settler is due in 4 turns, as well, so we should be able to put down our second Ice Town with ease.