SGOTM08 REPORT FOR TURNS 44-50BC
The AI is puzzling.
44: After consultation, warrior moved 1N
IBT: Archer moves out of city again, but -- as SCT suggested might be the case – not wisely. He moved due east of the city, which will allow our warrior to move onto the copper hill and pillage it (perhaps sacrificing himself as a result).
45: Warrior to copper, revealing three clams (all operating with fish nets) and rice (farmed) within his fat cross. [Suspect our administrator has intentionally given Skaka the ability to use slavery to great effect.] Two archers and a worker in the city of pop 4. Seeing three archers and a worker already in position, knowing our warrior is unlikely to remain standing, and fearing Shaka’s potential impi and worker factory, I alter plan and delay growth of PHcity one turn in order to get axe out ASAP.
IBT: Archers all remain in city; Shaka’s worker sent to road rice.
46: PHcity produces warrior (sent west to fog bust) and begins workboat; capital grows to pop5, completes library and begins warrior (for future MP duty), and begins running a scientist; warrior pillages copper mine, gaining 12 gold (which will be needed if we build extra military units).
IBT: Archer moves NW out of city, pinning warrior down.
47: Warrior move SE onto forest where he will have a better chance of survival; copper hooked and PHcity (having expanded) switches to axe, while two workers pasture cows.
IBT: Archer retreats back into city (Isn’t Shaka aggressive?).
48: Fortify warrior in place to monitor situation (anticipate worker with archer escort will begin roading to copper hill next turn); cows pastured;
IBT: Archer again moves out of city, but alone and due east, challenging our warrior.
49: Move warrior to forested hill (and wonder where Shaka’s worker has gone)
IBT: Archer again retreats into city.
50: Capital produces spearman (to be quickly replaced as MP by fog-busting warrior, so he can move toward Zululand or act as more powerful fogbuster) and grows to pop6 -- now running two scientists;
Getting late, so will stop in mid-turn and invite consultation, especially regarding:
1) what to build in capital (considering wkbt, barracks, and axe)
2) how to deploy our two warriors in Zululand
3) what to build in PHcity after the axe (continue wkbt, axe, or barax)
BTW, there is no worker on the copper unless he disembarked from a galley. I am suspicious that he has been roading toward the horses for the last two turns.
Here is the save:
http://forums.civfanatics.com/attachment.php?attachmentid=190963&stc=1&d=1223617679