Grover22
Monarch-like
3000bc, turn 25, inherited turn
London has unbelievable resources. It's currently working the two corn and a forest/plains/hill for a +6 food surplus. Growth in 3 turns, and fast growth again after that unless we throttle it back.
One worker is pasturizing the horses, and the other is set to mine the gold, so we'll be able to reign in that food surplus and still work good tiles soon.
Bronze working will come in in 15 turns, nominally, but that's likely to drop a bit once the gold mine comes online.
Turns 26-27
London finishes a warrior and starts another. I send him towards Darius, while I split the two warriors already there to have them scout. The one I send SE towards our potential city 2 site spies a tribal village. The other heads NW to see what he could see. (Hoping its not the bear coming over the mountain, as the song goes.)
He offers his hand in friendship. Well, alright. Our NW scouting warrior, whom I name Chip, spotted Musa's scout. The scout came from further NW.
Turn 28
We get a bad event, and we are now -2 with Mali. -1 from the bad event and -1 from declaring war on his friend. I feel the diplo victory slipping away already.
Musa adopts slavery.
London grows to size 4. The new citizen works the just-completed horse farm.
London is at its happy cap with growth in 5 turns. But the next warrior is due in 1 turn, and he can just stay home to provide one extra happy. Or maybe we can crank another out in time before growth.
Our warrior pops the tribal hut and gets a map. We can see a good deal of empty ocean now. Also, we can see a bear who was lurking just on the other side of the hut. If that warrior beats the bear, I'll name him.
Turn 29
The bear eats our warrior.
We get a good event. Industrious villagers build a pig pasture for us.
The gold mine comes in. London finishes its warrior and starts another 1-turn warrior. Growth in 4 turns, so it can churn out even another warrior before it grows, economy permitting.
The gold mine takes our beakers/turn from 10 to 18. Oh, and it adds three hammers.
Turns 30
London finishes a warrior and starts another, due in 2 turns. Growth is in 3 turns, and the warrior in production will need to stay home to increase our happy cap to 6.
Turns 31-32
The new warrior stays home. London has growth in 1 and by moving off the corn, I can get another warrior next turn when it grows. So I do that.
Turn 33
London grows and pushes out its warrior. We are still at neutral gpt, even with our 6 warriors.
It's at its happy cap (5/5), and I set it on a 6-turn settler. Jeez, that's a fast settler. This town grows so fast we'll want slavery for whipping purposes. And speaking of that, BW is in 2 turns.
In the inturn, a warrior was attacked by a wolf and won. That same warrior himself attacks the wounded bear that got us before. 98.9%, and he wins. I dub him Daniel Boone and try to hustle him back to our borders to rest as he's pretty hurt. I will promote him woods 1 next turn.
I name the warrior I have bird-dogging Darius "Willie." There's another, full-health bear prowling around him, so he stays on the forest/hill most of the time.
Carson, our west-scouting warrior, runs into a lion. Carson is on a hill, and there's a tribal hut 2N of him if he lives.
Turn 34
Carson defends against the lion in the inturn. On his turn, he takes a step closer to the hut. A Malinese scout is nearby and may beat him to it, though.
Turn 35
BW comes in. The only copper I can see anywhere is 6N1E of Persepolis.
Set research to wheel, 4 turns.
Carson pops the hut and we get a free scout.
Our workers have little left to do but chop. I start them clearing a plains hill. They'll mine it, too.
Turn 36
Darius has sent another worker out to the wheat. Unfortunately, he's covered by an archer one square away, and that archer would most likely kill Willie if he grabbed the worker this turn. Willie bides his time this turn, hoping the archer moves away.
Turn 37
Darius' archer moves directly over his wheat worker. Hmph.
I considering naming our scout "Dances with Lions," but I refrain from what must be a very common joke on these forums.
2480bc, Turn 38
Our settler is built. Growth in 5 turns, nominally, and we're at our happy cap.
We are -1gpt now, with 82 gold in the bank.
I set London on a 5-turn barracks (can obviously shorten that by not working the food). Wheel comes in in 1 turn, and I think roading the gold and the horses are priorities 1 and 2 for the happy and for chariots.
Darius' worker is still out there on the wheat, and still covered by the archer.
I'll pass the baton to Shannon, and he can figure out where to drop our settler. Note that there is a bear "over there" SSE of Darius, so care needs to be taken.
Note that we just finished our settler and that it might be a good time to revolt to slavery.
The north:
The low-res south:
London has unbelievable resources. It's currently working the two corn and a forest/plains/hill for a +6 food surplus. Growth in 3 turns, and fast growth again after that unless we throttle it back.
One worker is pasturizing the horses, and the other is set to mine the gold, so we'll be able to reign in that food surplus and still work good tiles soon.
Bronze working will come in in 15 turns, nominally, but that's likely to drop a bit once the gold mine comes online.
Turns 26-27
London finishes a warrior and starts another. I send him towards Darius, while I split the two warriors already there to have them scout. The one I send SE towards our potential city 2 site spies a tribal village. The other heads NW to see what he could see. (Hoping its not the bear coming over the mountain, as the song goes.)
He offers his hand in friendship. Well, alright. Our NW scouting warrior, whom I name Chip, spotted Musa's scout. The scout came from further NW.
Turn 28
We get a bad event, and we are now -2 with Mali. -1 from the bad event and -1 from declaring war on his friend. I feel the diplo victory slipping away already.
Musa adopts slavery.
London grows to size 4. The new citizen works the just-completed horse farm.
London is at its happy cap with growth in 5 turns. But the next warrior is due in 1 turn, and he can just stay home to provide one extra happy. Or maybe we can crank another out in time before growth.
Spoiler :
Our warrior pops the tribal hut and gets a map. We can see a good deal of empty ocean now. Also, we can see a bear who was lurking just on the other side of the hut. If that warrior beats the bear, I'll name him.
Turn 29
The bear eats our warrior.
We get a good event. Industrious villagers build a pig pasture for us.
The gold mine comes in. London finishes its warrior and starts another 1-turn warrior. Growth in 4 turns, so it can churn out even another warrior before it grows, economy permitting.
The gold mine takes our beakers/turn from 10 to 18. Oh, and it adds three hammers.
Turns 30
London finishes a warrior and starts another, due in 2 turns. Growth is in 3 turns, and the warrior in production will need to stay home to increase our happy cap to 6.
Turns 31-32
The new warrior stays home. London has growth in 1 and by moving off the corn, I can get another warrior next turn when it grows. So I do that.
Turn 33
London grows and pushes out its warrior. We are still at neutral gpt, even with our 6 warriors.
It's at its happy cap (5/5), and I set it on a 6-turn settler. Jeez, that's a fast settler. This town grows so fast we'll want slavery for whipping purposes. And speaking of that, BW is in 2 turns.
In the inturn, a warrior was attacked by a wolf and won. That same warrior himself attacks the wounded bear that got us before. 98.9%, and he wins. I dub him Daniel Boone and try to hustle him back to our borders to rest as he's pretty hurt. I will promote him woods 1 next turn.
I name the warrior I have bird-dogging Darius "Willie." There's another, full-health bear prowling around him, so he stays on the forest/hill most of the time.
Carson, our west-scouting warrior, runs into a lion. Carson is on a hill, and there's a tribal hut 2N of him if he lives.
Turn 34
Carson defends against the lion in the inturn. On his turn, he takes a step closer to the hut. A Malinese scout is nearby and may beat him to it, though.
Turn 35
BW comes in. The only copper I can see anywhere is 6N1E of Persepolis.
Set research to wheel, 4 turns.
Carson pops the hut and we get a free scout.
Our workers have little left to do but chop. I start them clearing a plains hill. They'll mine it, too.
Turn 36
Darius has sent another worker out to the wheat. Unfortunately, he's covered by an archer one square away, and that archer would most likely kill Willie if he grabbed the worker this turn. Willie bides his time this turn, hoping the archer moves away.
Turn 37
Darius' archer moves directly over his wheat worker. Hmph.
I considering naming our scout "Dances with Lions," but I refrain from what must be a very common joke on these forums.
2480bc, Turn 38
Our settler is built. Growth in 5 turns, nominally, and we're at our happy cap.
We are -1gpt now, with 82 gold in the bank.
I set London on a 5-turn barracks (can obviously shorten that by not working the food). Wheel comes in in 1 turn, and I think roading the gold and the horses are priorities 1 and 2 for the happy and for chariots.
Darius' worker is still out there on the wheat, and still covered by the archer.
I'll pass the baton to Shannon, and he can figure out where to drop our settler. Note that there is a bear "over there" SSE of Darius, so care needs to be taken.
Note that we just finished our settler and that it might be a good time to revolt to slavery.
The north:
Spoiler :
The low-res south:
Spoiler :
Attachments
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musa.JPG271.4 KB · Views: 227
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faux pax.JPG29.6 KB · Views: 233
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site 2.JPG203.8 KB · Views: 230
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another worker.JPG167.6 KB · Views: 225
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lion dance.JPG118.3 KB · Views: 215
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Team Farthings BC-2480.CivBeyondSwordSave74.2 KB · Views: 73
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north.JPG374.7 KB · Views: 231
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south.JPG93.6 KB · Views: 270