Turn Log
Turn 0 (1000 B.C.)
Move settler towards the closest of Bede's south dots, change the mountie to a warrior in Salamanca, and also change Bedeville to an archer as per Bede's instructions of no mounties allowed. Check the pref's and notice
always re-negotiate deals is off, correct me if I'm wrong here Bede, but doesn't this help save a lot of headaches with deals going out?
Turn 1 (975 B.C.)
Lit comes in, set research to currency, due in 16. Since Bedeville was about to riot, I have to raise lux to 10%, which puts us at -4 gpt while running 90% research, but we have the treasury to support this for much longer than
it will take us to get currency. Whack the barb warrior that was fortified on a hill S of Salamanca with an archer. A barb horse appeared out of the fog during the IBT, so I have to move the worker that was SE of Salamanca to keep him from getting captured next turn.
Turn 2 (950 B.C.)
Salamanca builds warrior, starts worker, Mayhem city builds worker which goes out to build a road on the iron mountain, starts on barracks, Clever Springs builds warrior, start it on barracks and move the archer out to do
advanced barb suppression duties. Disband our worthless curragh in Harriet Bay to take 1 turn off the archer being built there. Archer to the S of Salamanca wacks the barb horse, so settler and worker are safe once again.
Turn 3 (925 B.C.)
Harriet Bay builds archer, start it on a Granary since with the tobacco I think it can be a second settler pump. This can be changed if needed. Bedeville builds an archer, start it on Settler. Move the settler into final position.
Turn 4 (900 B.C.)
Salamanca builds worker, starts on archer. Found Eotin Bay on Bede's first south dot:
Start it on a warrior since it won't grow fast enough to build a worker without shield wastage. Put Salamanca's worker to work on improving Harriet Bay to get it ready to become a settler pump.
Turn 5 (875 B.C.)
Not much, just moving archers around to suppress barbs, wack 1 horseman.
Turn 6 (850 B.C.)
Take out a barb camp in the north for 25 gold, but both archers are redlined.
Turn 7 (825 B.C.)
Who are these Zulu anyway? Bedeville builds settler, start it on another archer. Head the settler towards the south to claim the incense.
Turn 8 (800 B.C.)
Greeks start TOA and MOM, Egypt starts TOA. Salamanca builds archer, starts settler. Wack a barb camp in the south for another 25 gold.
Turn 9 (775 B.C.)
Barbs kill an archer in the north, so I start moving a few archers that way since there were at least 2 horses and a warrior near the barb camp. Eotin Bay finishes warrior, starts a worker.
Turn 10 (750 B.C.)
Archer moves, move the Bedeville settler towards the incense. Our minimap:
I apologise in advance for any MM'ing mistakes, I don't think I messed anything up too much, but I was rather tired while playing the last 9 turns. I have a worker in Harriet Bay that's destination is to irrigate the tobacco, and I have archers headed towards the barbarian camp to deal with it before it gets out of hand. Babylon just got Monarchy and Egypt has workers for sale, so I'll let the next player deal with trading, but I don't think we should do anything other than possibly buy Egypt's worker. Our warrior down south is about to get the boot from Alex, and he's pretty much trapped so I think its time to get rid of him.
The Save