preturn: everything looks fine, our empire is in good shape and a brand new warrior will join our glorius army next turn.
I will continue the research on pottery for cottages and granarys.
Sent our old and grumpy warriors to the south east for exploring.
turn 1: The workers are assigned to their new tasks, one will chop a forrest near Cretinberg, and the other will improve the lands around Idiot Acadamy.
Speaking of it, the new warrior there is finished, I start on another worker.
I have a little chat with freddie, but actually he doesnt talks much...
turn 2: We need more growth soon so I start irrigating near the lake. Then I see we are not in slavery, our tribe will revolt after the current builds are finished.
turn 3:
turn 4: The chop comes in, the Great Wall will finish next turn :wohoo:
Our southern warrior founds us some fish.
turn 5: We now have a bulwark against our enemies!
Speaking of them, I think we are playing a Hemispheres map. There are 7 civs on two continents, we should have met more neighbors, so a workboat for explorin´ the coasts would be nice. Sounds like a plan.
On other news pottery comes in, and after some consideration we move on to writing. When in doubt, I go for the techs that helps the economy most first, and libs will speed up any future discoveries. We have no random events, so we dont have that big need for a full treasure, set research to full speed at -2 gold/turn.
turn 6: We have that trade symbol with freddie, think he just got writing, thats it for this turn
turn 7: New worker finishes, and both of ´em start on a cottage directly near the city, we can grow it while breeding new idiots.
I also revolt to slavery now, as the cottage and the cow pasture will only be finished next turn, this way we wont work the unimproved tiles any longer. Again, with no random events, slavery is a no-brainer, and exploring the beaches with our raft can wait 1 turn longer.
turn 8: Now we are slave holders, the Idiot Acadamy starts on a granny while working the lake and the new cottage, this drops research on writing from 8 to 6 turns.
turn 9: A bear comes from the south, but our hero warrior took chances in getting a fight in the forrests (odds wont get better anyway) ...
...but there is much more evil down there
turn 10: Our warrior wins, he is set to heal a bit. The first workboat finishes, get it out to explore north and start on another one for the clams.
turn 11: Maybe our warrior isnt so brave after all, as he flees back north ...
turn 12: Capital hits size 5 and I whip the granary. It will grow in 4 turns and have a full food store then.
Also, ivory got online and our people rejoice
turn 13: The granny is finished, I vote for a quick warrior as a future escort for a settler. Second workboat is also finished, start on a
barracks ..hmm.. we have no good units to build, ok granary instead.
turn 14: Writing is in, our capital starts on a library while growing. After some thoughts I go for archery next, because a) we are protective, b) we need better units, IW would take ~20 turns right now and c) its just one turn before the next player anyway
Set research back to 80%. --- Vizier:"Where did all that money go?" - Sultan:"Hm I dont know.." - "Are these earrings on your harem girls new?" - "Uhhhh.."
turn 15: Nothing to do. Idiot Acadamy will grow next turn, a new cottage will be ready by then.
GREETINGS FROM SUMER:
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!! The southern worker is unmoved !! Please use it at your discretion.