zyxy
Warmongering Fool
Turn 0, 50AD: We are working way too many unimproved tiles, so: switch Machu Pichu, Smurver and Smurkzmouth to worker, 'ingz to market -> worker, Ox to horse -> worker. For culture, switch Kowz and Bend to lib . Cashrush court in Cuzco (184 gold). Disband the regular spear and sword. Send some troops towards Sumeria. They are supplying us with wines and 6 gpt, so a war will hurt. Decide to rush a lib in Tiwa (180 gold) to grab our own wines. Costly, but so is the lux tax. Keep sci 80%, lux 20%.
IT: Cuzco court -> FP. Tiwa lib -> worker. Mauchu worker -> worker. 'bury worker -> lib. Ox horse -> worker. Rocks worker -> worker. Goatfish galley -> worker. Maya star Leo's in Yax.
Turn 1, 70AD: Send a few horses into Sumeria to scout. They have pikes in Sumer, but not in Kish. Upgrade some swords to MDI. Best thing may be to go around Sumer first. Ur is the main prize anyway.
IT: Sumeria boots our horses. Another Byz dromon arrives. 'mouth worker -> galley.
Turn 2, 90AD: Dutch have 2 workers available, but we have nothing to sell except gpt. sci 50%, lux 20%, to raise a bit of cash for upgrades.
IT: Ox worker -> worker. Rocks worker -> lib. Goat worker -> lib. Milton lib -> market. Smurkz End harbor -> lib.
Turn 3, 110AD: Sumeria has learnt Invention. Upgrade more swords. sci 70%, lux 20%.
IT: Three Byz Dromons that were stationed near Kowzville cross over to BarbLand. Smurver worker -> galley.
Turn 4, 130AD: Dutch now have Chiv and would sell it for iron. Byz will buy Spices now, so we sell Spices + 1 gold to Byz for 7 gpt.
IT: A fourth Dromon crosses the pond. Castle Uni -> MDI. 'ingz market -> worker. Ox worker -> horse. Barbarians start SoZ in Chanca 2.
Turn 5, 150AD: Sumeria boots our horse. Mauchu worker -> lib. Sumerians start Sistine Chapel in Umma, the Barbs start Cops in Cherokee
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IT:
Turn 6, 170AD: Switch 'ingz to horse to avoid massive waste, and Smurver to Sun Tzu to redirect a chop.
IT: Castle MDI -> MDI. Ur built Temple of Artemis.
Turn 7, 190AD: Our armies move in position for the attack on Sumeria.
IT: Forgot to turn down science
. I checked against the autosave and we lost about 150 gold here - the effect of playing civ4 I guess. Anyway, we learn Gunpowder, and start Chemistry. 'don Uni -> MDI. Tiwa worker -> worker. 'ingz horse -> worker. Some remaining wonder cascades.
Turn 8, 210AD: We have one source of saltpeter. sci 60%, lux 20%. Checking for trades: Dutch and Byz have Chivalry, and Byz have 23 gpt. Nobody else has anything except petty cash. Byz will trade almost all their money for horses, so
We sell horses + 3 gold to Byz for 20 gpt. I think we could use Chivalry, so we sell iron to Dutch for Chivalry + 24 gold. Both trades are slightly risky, but the payoff is nice. Switch 'don and Castle to knight. Ox switches to knight automatically.
Our forces are launched against Kish and Bad-tibira, 4 MDI, 1 sword and 1 horse each.
IT: lost 1 MDI (and 1 damaged) at Bad-tibira, killed 1 horse, 1 galley. 'ingz worker -> aqueduct.
Turn 9, 230AD: At Kish we kill 2 Enkidus and a longbow at no losses and take the town. At Bad-tibira we are too weak to attack the pike-defended town, so I kill an Enkidu and a Sword camping outside instead. Ur is still defended by Enkidus. I'll make an attempt to knock out the Sumerian Iron sources.
Switch Smurkzness from ST back to galley.
IT: lost 2 MDI, 1 horse and 1 galley, some of these in unlucky combats. 'bury lib -> worker.
Turn 10, 250AD: Kill 1 Enkidu in the open. Pull back the remains of the western invasion force (1 galley, 1 sword, 1 MDI); this was essentially a failure, sorry about that. Kill 1 pike and 1 Enkidu at Agade at the loss of 1 MDI, and take the town, as well as 1 slave. We now have two units on each of the Sumerian iron sources (that we can see), ready to pillage the next turn. I hope they survive.
notes:
The save
IT: Cuzco court -> FP. Tiwa lib -> worker. Mauchu worker -> worker. 'bury worker -> lib. Ox horse -> worker. Rocks worker -> worker. Goatfish galley -> worker. Maya star Leo's in Yax.
Turn 1, 70AD: Send a few horses into Sumeria to scout. They have pikes in Sumer, but not in Kish. Upgrade some swords to MDI. Best thing may be to go around Sumer first. Ur is the main prize anyway.
IT: Sumeria boots our horses. Another Byz dromon arrives. 'mouth worker -> galley.
Turn 2, 90AD: Dutch have 2 workers available, but we have nothing to sell except gpt. sci 50%, lux 20%, to raise a bit of cash for upgrades.
IT: Ox worker -> worker. Rocks worker -> lib. Goat worker -> lib. Milton lib -> market. Smurkz End harbor -> lib.
Turn 3, 110AD: Sumeria has learnt Invention. Upgrade more swords. sci 70%, lux 20%.
IT: Three Byz Dromons that were stationed near Kowzville cross over to BarbLand. Smurver worker -> galley.
Turn 4, 130AD: Dutch now have Chiv and would sell it for iron. Byz will buy Spices now, so we sell Spices + 1 gold to Byz for 7 gpt.
IT: A fourth Dromon crosses the pond. Castle Uni -> MDI. 'ingz market -> worker. Ox worker -> horse. Barbarians start SoZ in Chanca 2.
Turn 5, 150AD: Sumeria boots our horse. Mauchu worker -> lib. Sumerians start Sistine Chapel in Umma, the Barbs start Cops in Cherokee

IT:
Turn 6, 170AD: Switch 'ingz to horse to avoid massive waste, and Smurver to Sun Tzu to redirect a chop.
IT: Castle MDI -> MDI. Ur built Temple of Artemis.
Turn 7, 190AD: Our armies move in position for the attack on Sumeria.
IT: Forgot to turn down science

Turn 8, 210AD: We have one source of saltpeter. sci 60%, lux 20%. Checking for trades: Dutch and Byz have Chivalry, and Byz have 23 gpt. Nobody else has anything except petty cash. Byz will trade almost all their money for horses, so

We sell horses + 3 gold to Byz for 20 gpt. I think we could use Chivalry, so we sell iron to Dutch for Chivalry + 24 gold. Both trades are slightly risky, but the payoff is nice. Switch 'don and Castle to knight. Ox switches to knight automatically.

Our forces are launched against Kish and Bad-tibira, 4 MDI, 1 sword and 1 horse each.
IT: lost 1 MDI (and 1 damaged) at Bad-tibira, killed 1 horse, 1 galley. 'ingz worker -> aqueduct.
Turn 9, 230AD: At Kish we kill 2 Enkidus and a longbow at no losses and take the town. At Bad-tibira we are too weak to attack the pike-defended town, so I kill an Enkidu and a Sword camping outside instead. Ur is still defended by Enkidus. I'll make an attempt to knock out the Sumerian Iron sources.
Switch Smurkzness from ST back to galley.
IT: lost 2 MDI, 1 horse and 1 galley, some of these in unlucky combats. 'bury lib -> worker.
Turn 10, 250AD: Kill 1 Enkidu in the open. Pull back the remains of the western invasion force (1 galley, 1 sword, 1 MDI); this was essentially a failure, sorry about that. Kill 1 pike and 1 Enkidu at Agade at the loss of 1 MDI, and take the town, as well as 1 slave. We now have two units on each of the Sumerian iron sources (that we can see), ready to pillage the next turn. I hope they survive.
notes:
- It should be possible to get 'don and Castle up to 24 spt, for 3 turn knights. Probably need to mine some plains around 'don, and perhaps return the game tile to 'don. I did not MM on the last turn.
- Sumer and Bad-tibira are defended by pikes, and Sumer is on a hill. Ur was defended by Enkidus on turn 9 (last turn I saw it). There are two Sumerian settler pairs just south of Ur, protected by a pike and archer. Might be nice to kill if they get in range. We have units on two Sumerian iron sources for pillaging. Watch out, Sumer has longbows. We are somewhat thin on forces, but we'll get a few knights soon, hopefully that helps to regain the initiative.
- Although it makes for an ugly frontline, I would make Ur the next target, because it is probably/hopefully weakly defended and holds a nice prize. Sumer will be a tough nut to crack, we may want to get some trebs for that. We may want to consider knocking out Sumeria completely because of flips - I think we can do without the free tech. Perhaps it is even an advantage.
- Barb Nation has Astro. Byz have been sending Dromons over.
- Byz seem to be the only rival that actually has money. They are probably the only strong researcher as well (except Barbs). We are trading resources away to Dutch and Byz. The Dutch trade could kill our rep if the deal is broken, so watch out. Our Wines and Chivalry will not get us anything but change. I would not trade away Gunpowder for the measly 18 gpt Theodora is offering. Better wait if someone comes up with Astro IMO. If we want to prevent Nationalism from spreading too soon, we should not trade away more techs. The IA is approaching quickly...
- We could still use a few more workers, but the situation is looking up.
- Knights might be the best unit to send over to Barb Land for pillaging, mainly because the Barbs will probably get cavs shortly after we do. The knights defense is equal to the defense of a cav, but their attack is lower, so knight-knight combat should give us better odds of survival than cav-cav defense (on their land, we will be defending most of the time).
The save