The save.
(0)Pregame: We are standing on an river square. I think the other daiymo's just want to find a town for themselves - a home, so thats what they are going to do. Rename scoutscout's diaymo. Set sci to metal-working.
Daiymo fbouthil wishes to oversee the world from the mountain, and spies a cow very close to us and another goodie hut...and another mountain (must climb!!!)
Daiymo Scout makes a rush for the new goodie hut. Deilf Richter goes with him, hoping scouts 'plan' doesn't backfire on him.
My Daiymo takes the hut next to us: 25g.
Daiymo Bedhead moves south, and finds some beautiful tundra...
Despite the 1 square of tundra, I move the settler SE, to grab a total of 4 bonus grass and the cow.
Having played the original scenario only once, I wonder what our civ-bonuses are...lets see: nothing. Excellent. Well, at least none of the other civs have the same.
(1)July 1450: Not a lot of build choices, so we start on peasant warriors. Scout pops a map, finding another hut - and takes off in a sprint for it. Fbouthil finds yellow boarders. Richter decides to walk along the river - not wanting to follow Scouts chaotic path any longer - and finds some jade. Kiech finds the Miyako, along with a large number of dyes, and makes contact. Nothing to trade yet, heh.
Sci can go to 100% metal working in 9.
(2)Jan, 1451: Richter finds another hut, and wishes his family had learned the ways of exploration to better meet these villagers, but walks in with open arms to them. IT WORKS! Richter finds the Ainu tribe has the secrets of
Mysticism, and learns the wisdom. Learning the of the great success that Richter had with the Ainu, bedhead spots a small Ainu tribe as well, and, as Richter did, walks in with open arms: They are backwards, but share thier knowledge of the reigon with him, including the location of some dyes. Fbouthil decides to meet the 'yellow' people east of our lands, and goes to greet them. He stands dutifuly outside of their boarders while waiting for an emmisary to appear.
(3)Jul, 1451: Fbouthil meets the Hojo dynasty, and trades Mysticism +11g for
Pottery. ScoutScout, rushes into the small Ainu camp to greet them...and is welcomed by Blades! Apparently, they wish that no one disturb thier jade, and prepare to attack! Kiech meets the Date dynasty, but they are backwards.
IBT: Scout slices open the hearts of one Ainu, while the other two run away south, towards our boarders. Scout notes that he probably wouldn't have been hurt if he had just sliced out the warriors heart right away, instead of playing with him: this knowledge gives him vetran status.
(4)Jan, 1452: Scout takes a charging run at the fleeing Ainu warrior, and remembers to slice FIRST, then play, he is unscathed. Kiech finds some more jade, and Richter sees something he has never heard of before: A volcano. Bedhead comes back with the same information.
(5)Jul, 1452: ScoutScout learns that cutting out the heart first doesn't
always work, and wonders how he might improve upon his sword. He decides to start for home to oversee the the capital. Richter the explorer spies some incence, but finds he has no way to scale the volcano, ah well. An ashigaru was to be trained next turn, but our people decide to work instead on a granary. Kiech finds a hut.
(6)Jan, 1453: Kiech tries the tried and true method of walking into the Ainu camp, arms open: and gets some useless maps. Fbouthil finds another camp. Bedhead decides to head for home.
IBT: Our mine FINALLY completes.
(7)Jul, 1453: Fbouthil moves towards the Ainu camp, and in a bout of incredible diplomacy, scores us the secrets of the
Alphabet, and finds the end of the world. Kiech spyies some dark green boarders to the west.
(8)Jan, 1454: Kiech meets the Takeda people. They are backwards, but have some furs already hooked up.
(9)Jul, 1454: Scout makes it home, and rests. Sci to 20% to grab metal working in 1. Date and Hojo have it already.
IBT: We complete
Metal Working, and move on to Sword-Smithing, as directed by Scout.
(10)Jan, 1455: Bedhead makes it home, but then leaves again to map out a spot close to our capital. Sci to 90% to get SS in 20. The road on the bonus grass is done, so our worker moves towards the cow, we get to start working it next turn.
IBT: Boarders expand, engulfing the cow.
(11)Jul, 1455: Kiech pops a hut, and forgetting ALL thought of diplomacy, is attacked! He also spyies grey boarders and incence.
IBT: Kiech nearly takes a fall! But the other two Ainu don't attack.
(12)Jan, 1456: Kiech moves onto a hill for defence and healing. Scout leaves the capital, to take a better look around.
(13)Jul, 1456: The Mogami greet Kiech, but have nothing useful to trade. Kiech fortifes to heal.
(14)Jan, 1457:
(15)Jul, 1457: Ready for more, Kiech attacks an Ainu - and is hurt, no promotion.
IBT: Kiech remembers that 'cut out the heart FIRST' lesson he heard from Scout, and tries it! Promotion.
(16)Jan, 1458: Done scouting, Scout moves back home.
IBT: Granary completes, start settler
(17)Jul, 1458: Satisfied, Beadhead heads home.
(18)Jan, 1459: Richter the explorer decides to head home. Cow mining complete, start road.
(19)Jul, 1459: Having satisfactory mapped out the Eastern coast, Fbouthil heads home.
(20)Jan, 1460: Scout makes it home. Richter, Fbouthil, and Bedhead can make it home within Richter's turns. My daiymo is so far away now...he won't make it home for a while.
Postgame: I hope I didn't go to far moving the Daiymos around, but we have 2 Vetran daiymos now, and in the tech lead. I don't know were to put the settler yet. The jade isn't going to be needed until the next age, but gives a lot of gold/shields. We need to start up our war machine quickly, and I think the Date people should be the first to go, followed by the Hojo. Too bad Catapults are many techs down the road. All of the wonders in this game are awesome. Lets try to get as many as possible.
My Daiymo: Should rest, then work his way back to the town via the black areas. Avoid any barbs, as I don't need to promote till the next upgrade.
Roster: The (v) is your promotion level. The number is how many hearts you have(plus yours!)
(v 3)Daimyo Oda Keich - Out exploring other lands.
Daimyo Oda Detlef Richter 'The Explorer' - Up.
Daimyo Oda fbouthil - On Deck
Daimyo Oda bed_head7
(v 3)Daimyo Oda scoutscout
Early wonders:
The Great Wall: Gives us walls and double vs barbs - doesn't expire
The Oracle: Doubles Temples - doesn't expire
Art of War: Barracks everywhere, and greater chance of leaders
Izumo Shrine: (small) Extra food, shields, and gold on water tiles + 2 happy faces in the town its built.
Upgrade paths:
1 - 2.2.2 Starting Daiymo
2 - 3.3.2 Zone of Control
3 - 4.4.2
4 - 5.5.2 Blitz
5 - 6.6.2 Amphibous Assult
6 - 7.7.2 ATAR
7 - 8.8.2 Assasin
8 - 9.9.2
9 - 10.10.2 Enslave to Samurai
10 - 11.11.2 Detect invisible
All of the abilities stack.
Wait for the pictures, please!
Edit: Added Daiymo kills.