Mike Lemmer
Prince
- Joined
- Nov 9, 2005
- Messages
- 340
Turn 69 (640 BC)
Karakorum finishes: Settler
Turfan grows: 5
Turfan finishes: Archer
Ning-hsia grows: 2
Turn 70 (600 BC)
Karakorum begins: Archer
Turfan begins: Archer
Ning-hsia begins: Axeman
Turfan begins: Axeman
Turfan begins: Keshik
Turfan begins: Axeman
Ning-hsia finishes: Granary
Confucianism founded in a distant land
Hatty finishes the Oracle and rushes Code of Laws. Since we currently have no wonders (or buildings) that gain a bonus from marble, I concentrate on hooking Hing to the capital and the gold instead.
Also, Saladin's settled further south, cutting off that defendable pass *Satis pointed out until we declare war. I've marked the location of his new town.
Turn 71 (560 BC)
Axeman defeats (2.90/5): Barbarian Archer
Karakorum finishes: Archer
Turn 72 (520 BC)
Karakorum begins: Keshik
Karakorum grows: 7
Karakorum's borders expand
Turfan grows: 6
Turfan finishes: Axeman
Turn 73 (480 BC)
Turfan begins: Worker
Old Sarai founded
Old Sarai begins: Granary
Merit Ptah (Great Scientist) born in Karakorum
Beshbalik finishes: Lighthouse
Ning-hsia grows: 2
Notice we got a Great Scientist. The tech rushes available weren't awe-inspiring and we could have other uses for him (like a Golden Age), so I put him to sleep. Next player, remember that we have a Great Scientist in our capital.
Turn 74 (440 BC)
Beshbalik begins: Worker
Tech learned: Mathematics
Scout loses to: Barbarian Archer (2.10/3)
I lose Scout 2, who I sent north to make sure Hatty isn't expanding without us knowing, to a barb Archer.
Turn 75 (400 BC)
Research begun: Construction
Karakorum finishes: Keshik
Turfan finishes: Worker
I begin churning out an even mix of Keshiks, Swordsmen and Axemen, while cranking out Workers in the capital and Beshbalik.
Turn 76 (360 BC)
Karakorum begins: Worker
Turfan begins: Swordsman
Archer promoted: Drill I
Archer loses to: Barbarian Archer (0.84/3)
Beshbalik's borders expand
Ning-hsia grows: 3
Scout loses to: Barbarian Archer (1.20/3)
This archer is the luckiest barbarian I've ever seen. He massacred my traveling archer (while injured; 72% odds of winning), my Scout (?? odds), the Worker the Scout was guarding (I would've moved them back, but they had already worked for the turn), and Ning's archer when I tried to take him out before he pillaged the gold mine (93% odds of winning). If it wasn't for the Keshiks heading down there, that lone Archer would have razed our fourth town.
Turn 77 (320 BC)
Archer loses to: Barbarian Archer (0.72/3)
Archer promoted: City Garrison I
Beshbalik finishes: Worker
Turfan finishes: Swordsman
Old Sarai's borders expand
Turn 78 (280 BC)
Beshbalik begins: Worker
Turfan begins: Axeman
Keshik promoted: Combat I
Keshik defeats (2.94/6): Barbarian Archer
Karakorum finishes: Worker
Turfan's borders expand
Turn 79 (240 BC)
Karakorum begins: Keshik
Karakorum begins: Archer
Tech research: Construction -> Currency
Most of the workers should go to the southern lands. First priority is hooking up that gold. Second priority is hooking up Old Sarai's resources.
And thus, the reign of Mike Lemmer the VIII ends when a freak arrow impales itself in his eye. Who's next?
Karakorum finishes: Settler
Turfan grows: 5
Turfan finishes: Archer
Ning-hsia grows: 2
Turn 70 (600 BC)
Karakorum begins: Archer
Turfan begins: Archer
Ning-hsia begins: Axeman
Turfan begins: Axeman
Turfan begins: Keshik
Turfan begins: Axeman
Ning-hsia finishes: Granary
Confucianism founded in a distant land
Hatty finishes the Oracle and rushes Code of Laws. Since we currently have no wonders (or buildings) that gain a bonus from marble, I concentrate on hooking Hing to the capital and the gold instead.
Also, Saladin's settled further south, cutting off that defendable pass *Satis pointed out until we declare war. I've marked the location of his new town.
Turn 71 (560 BC)
Axeman defeats (2.90/5): Barbarian Archer
Karakorum finishes: Archer
Turn 72 (520 BC)
Karakorum begins: Keshik
Karakorum grows: 7
Karakorum's borders expand
Turfan grows: 6
Turfan finishes: Axeman
Turn 73 (480 BC)
Turfan begins: Worker
Old Sarai founded
Old Sarai begins: Granary
Merit Ptah (Great Scientist) born in Karakorum
Beshbalik finishes: Lighthouse
Ning-hsia grows: 2
Notice we got a Great Scientist. The tech rushes available weren't awe-inspiring and we could have other uses for him (like a Golden Age), so I put him to sleep. Next player, remember that we have a Great Scientist in our capital.
Turn 74 (440 BC)
Beshbalik begins: Worker
Tech learned: Mathematics
Scout loses to: Barbarian Archer (2.10/3)
I lose Scout 2, who I sent north to make sure Hatty isn't expanding without us knowing, to a barb Archer.
Turn 75 (400 BC)
Research begun: Construction
Karakorum finishes: Keshik
Turfan finishes: Worker
I begin churning out an even mix of Keshiks, Swordsmen and Axemen, while cranking out Workers in the capital and Beshbalik.
Turn 76 (360 BC)
Karakorum begins: Worker
Turfan begins: Swordsman
Archer promoted: Drill I
Archer loses to: Barbarian Archer (0.84/3)
Beshbalik's borders expand
Ning-hsia grows: 3
Scout loses to: Barbarian Archer (1.20/3)
This archer is the luckiest barbarian I've ever seen. He massacred my traveling archer (while injured; 72% odds of winning), my Scout (?? odds), the Worker the Scout was guarding (I would've moved them back, but they had already worked for the turn), and Ning's archer when I tried to take him out before he pillaged the gold mine (93% odds of winning). If it wasn't for the Keshiks heading down there, that lone Archer would have razed our fourth town.
Turn 77 (320 BC)
Archer loses to: Barbarian Archer (0.72/3)
Archer promoted: City Garrison I
Beshbalik finishes: Worker
Turfan finishes: Swordsman
Old Sarai's borders expand
Turn 78 (280 BC)
Beshbalik begins: Worker
Turfan begins: Axeman
Keshik promoted: Combat I
Keshik defeats (2.94/6): Barbarian Archer
Karakorum finishes: Worker
Turfan's borders expand
Turn 79 (240 BC)
Karakorum begins: Keshik
Karakorum begins: Archer
Tech research: Construction -> Currency
Most of the workers should go to the southern lands. First priority is hooking up that gold. Second priority is hooking up Old Sarai's resources.
And thus, the reign of Mike Lemmer the VIII ends when a freak arrow impales itself in his eye. Who's next?