SHWH
Start the set at 51g, +1gpt, writing in 44. MM Douglas Fir for an extra gold. Swap Ponderosa Pine to an archer and whip it. Takes the citizen off the BG somebody mined... and I'll need to re-check the variant discussion to see if we agreed to soften the variant.
IBT - Barbs start crawling all over the place. Ponderosa Pine Archer>Archer
Turn 1/1450BC Dispatch the archer towards Douglas Fir, Warrior whacks a barb camp outside the celtic Capitol.
IBT - Brennus gives us the boot.
Turn 2/1425 - put the archer on the mountain to guard the worker that's threatened by barbs. MM the cities... writing in 21 at -2gpt. Do a little fog busting and find a Celtic Settler pair about to claim another dyes. Do a little fog busting... starting to bring the warriors home for MP duty.
IBT - Barbs promote the warrior at , our Curraugh gets promoted fighting an Illinois Galley... (somebody's got maps) Douglas Fir trains an archer, starts a settler.
Turn 3/1400 Celts have founded Lugdunum. Move some stuff around... start on a road towards Silver Maple. Whack a barb with an archer... now 1/3.
Turn 4/1375 As much as it pains me to do this, these barbs simply must be dealt with. I whip an archer at Douglas Fir.
IBT - a Barb Horseman shows up at Ponderosa Pine.
Turn 5/1350 ...whack a barb at our capitol. Whack the barb Horseman at Ponderosa Pine. Lose a scouting warrior attacking. Up the lux tax.
Turn 6/1325 Swap Ponderosa Pine to Settler. move some units.
IBT - a Barb attacks one of our Archers. Celts advanced on our borders, ostensibly to play whack-a-barb.
Turn 7/1300 - Lux back down. Move some troops.
Turn 8/1275 - Risk our Curraugh to try to see what's on a sea tile.
Turn 9/1250 - Whack a barb horseman at Ponderosa Pine.
IBT - Ponderosa Pine equips a settler, starts a worker.
Turn 10/1200 - whack some barbs. I do have us a few elite archers now. and a settler on the way to the southern peninsula.
IBT - a Barb Warrior attacks an archer. WHOOPS... I wasn't supposed to advance that turn.
This is a beginning-of-turn
>>> Save <<<.
We've got 2 settlers on the ground, one in the capitol. I recommend we take that one in the capitol and try to claim the rockpile that was Alesia - there are dyes there. The southern settler is travelling with an archer... with a 4/5 Archer walking point that should be able to disperse that southern Barb camp that was spawning those Horses that gave me such fits at Ponderosa Pine.
I'd be careful about popping that goody hut without troops in the area. It's likely to spawn barbs.
Peace with Brennus is up during this turnset. I recommend we build some more archers (and maybe one Spear) and go after the Celts again. Brennus is what stands between us and eastward expansion.
Oh yeah - I'd try not to whip anything this turn... or we'll have some happiness problems. I whipped a couple of archers this set.
Feel free to make wholesale changes to the build orders.