SW1 - Rule Britannia

Pre-Turn
Well, this time we're safe from those baddies. I'm making a pact that as soon as we see Russia we'll steal all of their luxes.
Carthage and Rome are all more advanced than we are. They are both up Bronze Working, Masonry, and Warrior Code (Probably by trading with each other). We are up Rome Pottery and Ceremonial Burial, but Carthage has it, so I expect Rome to have it soon.
With Rome I trade Ceremonial Burial and 58 Gold for Masonry. Rome now has 62 Gold, Carthage 76.
We're going to have to play a catch-up game for the next ten turns or so. I'm increasing science to 80% and Lux to 0, because we won't need it for at least seven turns.
Our island is as tiny as can be, and it is about 1/8 Tundra.

Turn 1
Move Curragh forward.
Settler moves towards middle of the three dyes.
Change production of London to Granary in 18. We may be able to get a settler pump.

IBT
Nothing

Turn 2
Nothing

IBT
Nothing

Turn 3
The city of Dye Forests founded near...well, the dye forests. Start on Curragh (8).

IBT
Nothing

Turn 4
Curragh spots three tiles on Incense on Carthage & Rome's Island.
We meet Babylon on the Rome/Carthage Continent. They have 0 Gold and Bronze Working and Warrior Code. We are up Masonry, Alphabet, and Pottery. Keeping in mind to avoid trading Alphabet and Pottery at all costs (to keep them isolated), I give them Masonry abd Alphabet for Warrior Code and Bronzeworking. We now know all of the techs known.

IBT
It looks like Babylon is about to settle near the Incense.
Worker finishes mining the Cattle near London.

Turn 5
Curragh is exploring a small island off the coast of Babylon/Carthage/Rome Continent.
Move Laborer from coastal mine to Cattle. Send Worker to road dyes.

IBT
Nothing

Turn 6
Nothing

IBT
Nothing

Turn 7
Nothing

IBT
Nothing

Turn 8
Worker starts roading Dyes near London.

IBT
Nothing

Turn 9
Nothing

IBT
Nothing

Turn 10
Nothing

SUMMARY
Nothing much happened. I decreased lux to 0 because we don't need it at all. I did soem trading and we now have every tech known. We have Writing in 20.
We met the Babylonians on the Rome/Carthage Continent, and our Curragh is exploring a small island off their coast.
 
as eldar cant play, can TRIKOS pick it up?
if not, ill play the next round (in 18 hours)

admiral - if you read this feel free to play ASAP - unless ELDAR posts a delay request. which i think he wont - being on holiday and all that jazz.
 
thank trikos for prompt answer to the call to arms.
Admiral - if i could promote you, i would :) heck, i guess i can!
admiral - u were just promoed to our new "Chief of the Naval War Office" god knows we will need one anyway.

now i have to wait patiently for my turn :crazyeye:
 
Pre turn

Things look fine.

IBT:

Duy Forests: Curragh->warrior

Turn 1 (2550BC)
Send Curragh west

IBT
nothing

Turn 2: (2470)
Nothing

IBT:
Nothing

Turn 3: (2430)
Nothing

IBT:
Duys connected :)

Turn 4: (2390)
London: Granary->curragh (need more pop in London before next settler)

IBT:
Nothing

Turn 5(2350)
Duy Forests: warrior->warrior

IBT:
Nothing

Turn 6 (2310)
Nothing

IBT
Nothing

Turn 7 (2270)
London: curragh->settler

IBT:
Nothing

Turn 8 (2230)
Nothing

IBT:
Nothing

Turn 9 (2190)
Duy Forests: warrior->worker
Carthege and Rome are up iron working (rome bought it from carthege)
curragh goes on a suicide mission to the west.

IBT:
Nothing.

Turn 10 (2150):
Nothing

We will soon need map maping to expand our empire.

SAVE 2150BC
 
trikos - i agree we need MM asap. the question is - should we go for the philo slingshot, going for MM as bonous, or wait some more and get to REP via CoL bonous slinger, heading for MM later?

im for a straight up to MM. expanding like hell.
we can buy our way into REP.

ur thoughts?
 
Preflight: drop research to 10% (writing now in 11, not 9 but we gain in cash what we lose in turns)

IT: curragh sinks flawlessly. Take careful notes, this will be a recurring theme.

2110: zip

IT: London settler > warrior

2070: pop the hut, 25g

2030: send boat south

IT: Dye Forest worker > warrior

1990: zilch

IT: London warrior > settler. Another curragh sinks flawlessly.

1950: Canterbury founded. Since we don't have Lit., Chaucer sits around with nothing to do...

IT: Romans building Pyramids.

1830: nada

IT: London settler > settler. DF warrior > curragh. Curragh number 3 sinks flawlessly.

Nothing else.

I have an idea (this is usually bad, see some of my other SG's if you need to know why). This situation sings for the English Republic. Writing is due in one turn. We have a good shot at the Republic slingshot if we don't trade writing at once. Our next research goals would be CoL and Phil at max. With the Phil bonus we could take Republic and then revolt. With the small number of cities, our anarchy should be short. We have no worries until the evil 3 have MM. As a republic, we would have more than enough cash to buy MM. If we use the Philo bonus for MM (and presumably the G. Lighthouse) where are we going to expand to? IF the team decides to go the MM route, London should get set up as a settler pump. The mined cow will need to be changed to an irrigated cow and we will need to set up a boat factory in our most productive city.

sw1750.jpg
 
addendum: settler pair now en route to yellow. after that suggest green then red. blue dots are filler after the core cities are established. Orange arrows suggest routes for future suicide boats.

BTW, what's the barb setting?
 
barbs are random :)
good point on the REP slinger. both choices are valid, and i am inclined towards the MM sling, as we aim to take as much Lux's as possible.
maybe we should try some more suicide runs down south? maybe even try a SW run?

BTW - got it ;) will play tomorrow.

no time for detailed plans now - cant see save, but will check for comments tomorrow.
 
On slight note, please don't use bright green and yellow dots, because I am colorblind and they look exactly the same to me.

Noted. Yellow is to the east, other two to the west.
 
I think we should go for the republic and then MM. As Admiral Kutzov points out, we really don't have anywhere to settle right now.

Suggestion: Put an extra city on the west part of the island, i.e. make the red dot into two cities (at least I think it is the red - you have a second color blind in the team ;) ). I am not sure it is a good idea, but with the current dotmap we don't utilize all the land.
 
I'll see if I can play tonight, but probably not 'til tomorrow.

Neil. :cool:
 
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