Turn 0
-stopped a few workers current actions, planning some roads to yellow dot - it would be changed later
-renamed following cities as well as MM'd a bit to get improved tiles
-also changed Lolco to stables that will be whipped in 4 turns (faster than whipping library)
-cancelled exploring chariot's movement, we don't need more info on Orange Mansa right now.
-move worker to improve horses that got pillaged
-move warrior out of Lolco for fogbusting
-put research at 50% hoping 26 additional beakers would net us Alphabet the coming turn
Turn 1
-convert to Hinduism: orange Mansa goes to Pleased and get negative boni with every other Mansa
-warrior loses, Spear at 2.5/4 health, I put one turn into an axeman in Spear'D @ 7
so I can whip next turn if needed
-spear shows from the north so I road the copper instead and change Cow misser to Axeman for 2-pop whip
-move Cow misser warrior northeast to fogbust
-Blue Mansa has Currency so I trade HBR<->Alphabet+20 gold
-Black Mansa HBR<->Mathematics
-Yellow Mansa HBR<->IW+Archery
-Red Mansa HBR <->Polytheism+Masonry
-Peach Mansa HBR<->Sailing+Meditation I also OB with him and insta-gain 2 more commerce
-Horice workers move to pre-chop 3 forests (mine+2 that could be culturally challenged by Mansa)
-send back medic warrior east, we'll have enough troops west
-research set on Aesthetics
-Seeing Iron allows to re-dotmap. I'm even more in favor of my western dotmap while the east could add another city perhaps as Slibluhr suggested earlier
Turn 2
-our warrior wins at 1.6 health left so I cancel the Axeman in Spear'D
-I whip Cow misser's scientists and set the city to grow (due in 2 turns) where I'll add them back, also add a cottage and begin chopping a forest
-move warrior next to spearman and promote him to melee
-trade for Monotheism and Priesthood
-Turn 3
-our warrior defeats the spear
- too bad for the Axe, he will be put to good use come his time. I send him to the barb city
-tech situation looks better now
-No trades this turn
Turn 4
-add back scientists to Cow misser, growth in 7
-whip Horice and Lolco
-I decide to disband an exploring warrior, saves upkeep and we have 2 chariots scouting anyway
-Peach Mansa moves a settler in - I hate that guy
Turn 5
-Peach settle right next to our Rice, we'll need some more culture here so I change to a Monastery and add a chop for insta-completion
-sentry warrior spots an Axe so re-route our Axe towards it
-whip Spear'D into a barracks
-Cow misser will finish Stable next Turn, HA queued
Turn 6
-OB with Blue Mansa as I found a trade route to his cities
-Black Mansa makes an arrogant demand so I flip him
Turn 7
-whip Lolco
-Make an arrogant Demand
It succeeds!
Turn 8
-Axe arrives in place and gets promoted to Melee
Turn 9
-barb Axe chickens and doesn't attack, I'll leave to the next player to decide to attack or wait another turn (I'd wait for the defensive bonus)
-cow misser set to grow this turn, it can stop or keep its scientists, we'll have to decide
-GS born, we can settle him, make an Academy or bulb Compass
-settler is in place to settle the yellow dot
-we have a HA ready to run around and 3 more coming soon (Queued in Lolco after the Barracks, already has half
needed)
-I also made a few more 'friendly' requests but for some reason Peach Mansa is not too happy with us now
-Horice will get a border pop in 3 turns so the Rice should be safe
Info screenshots:
Things to do:
Decide what to do with the GS. Bulbing would allow us to trade for Calendar+CoL and build the Sacrificial Altar.
Check that the 2 Mansa's without Math/HBR get Monarchy to trade for it
I neglected Lolco a bit this round in favor or chopping some things out. Send the 2 workers by Cow misser over there and farm the Bananas (unless we get Calendar, then we can make plantations on it and the Dye) It also needs a mine on the jungle hill
We may want to disband a few warriors to have less unit upkeep.
-Let Lolco grow so it can run 2 scientists
Anyway...
1. Slibluhr - UP!
2. cripp7 - On deck!
3. Gumbolt
4. mlinneak
5. Meerk
6. mjg5591
7. kossin - Just played
-stopped a few workers current actions, planning some roads to yellow dot - it would be changed later
-renamed following cities as well as MM'd a bit to get improved tiles
-also changed Lolco to stables that will be whipped in 4 turns (faster than whipping library)
-cancelled exploring chariot's movement, we don't need more info on Orange Mansa right now.
-move worker to improve horses that got pillaged
-move warrior out of Lolco for fogbusting
-put research at 50% hoping 26 additional beakers would net us Alphabet the coming turn
Turn 1
-convert to Hinduism: orange Mansa goes to Pleased and get negative boni with every other Mansa
-warrior loses, Spear at 2.5/4 health, I put one turn into an axeman in Spear'D @ 7
so I can whip next turn if needed
-spear shows from the north so I road the copper instead and change Cow misser to Axeman for 2-pop whip
-move Cow misser warrior northeast to fogbust
-Blue Mansa has Currency so I trade HBR<->Alphabet+20 gold
-Black Mansa HBR<->Mathematics
-Yellow Mansa HBR<->IW+Archery
-Red Mansa HBR <->Polytheism+Masonry
-Peach Mansa HBR<->Sailing+Meditation I also OB with him and insta-gain 2 more commerce
-Horice workers move to pre-chop 3 forests (mine+2 that could be culturally challenged by Mansa)
-send back medic warrior east, we'll have enough troops west
-research set on Aesthetics
-Seeing Iron allows to re-dotmap. I'm even more in favor of my western dotmap while the east could add another city perhaps as Slibluhr suggested earlier
Turn 2
-our warrior wins at 1.6 health left so I cancel the Axeman in Spear'D
-I whip Cow misser's scientists and set the city to grow (due in 2 turns) where I'll add them back, also add a cottage and begin chopping a forest
-move warrior next to spearman and promote him to melee
-trade for Monotheism and Priesthood
-Turn 3
-our warrior defeats the spear
- too bad for the Axe, he will be put to good use come his time. I send him to the barb city-tech situation looks better now

-No trades this turn
Turn 4
-add back scientists to Cow misser, growth in 7
-whip Horice and Lolco
-I decide to disband an exploring warrior, saves upkeep and we have 2 chariots scouting anyway
-Peach Mansa moves a settler in - I hate that guy
Turn 5
-Peach settle right next to our Rice, we'll need some more culture here so I change to a Monastery and add a chop for insta-completion
-sentry warrior spots an Axe so re-route our Axe towards it
-whip Spear'D into a barracks
-Cow misser will finish Stable next Turn, HA queued
Turn 6
-OB with Blue Mansa as I found a trade route to his cities
-Black Mansa makes an arrogant demand so I flip him
Turn 7
-whip Lolco
-Make an arrogant Demand

It succeeds!
Turn 8
-Axe arrives in place and gets promoted to Melee
Turn 9
-barb Axe chickens and doesn't attack, I'll leave to the next player to decide to attack or wait another turn (I'd wait for the defensive bonus)
-cow misser set to grow this turn, it can stop or keep its scientists, we'll have to decide
-GS born, we can settle him, make an Academy or bulb Compass
-settler is in place to settle the yellow dot
-we have a HA ready to run around and 3 more coming soon (Queued in Lolco after the Barracks, already has half
needed)-I also made a few more 'friendly' requests but for some reason Peach Mansa is not too happy with us now

-Horice will get a border pop in 3 turns so the Rice should be safe
Info screenshots:
Spoiler :
Things to do:
Decide what to do with the GS. Bulbing would allow us to trade for Calendar+CoL and build the Sacrificial Altar.
Check that the 2 Mansa's without Math/HBR get Monarchy to trade for it
I neglected Lolco a bit this round in favor or chopping some things out. Send the 2 workers by Cow misser over there and farm the Bananas (unless we get Calendar, then we can make plantations on it and the Dye) It also needs a mine on the jungle hill
We may want to disband a few warriors to have less unit upkeep.
-Let Lolco grow so it can run 2 scientists
Anyway...
1. Slibluhr - UP!
2. cripp7 - On deck!
3. Gumbolt
4. mlinneak
5. Meerk
6. mjg5591
7. kossin - Just played
per turn, maybe more when the new city is up. I don't think it's essential right now but it might be sometime later. Not convinced the next 10 turns would be helped by it unless we bulb Compass and get CoL+Calendar to build Sacrificial Altars.
will be needed as we might lose the Demographics view in 40 some turns otherwise.
Just ask if you can't figure out a row. I've also included individual cities for tiles purpose. All screenshots at 100% research (good for 5 tuns atm)
(10) with new city) instantly whereas Sacrificial Altars will give us, atm, 4
into it)

- there are 2 workers paired next to cow misser with one having a movement left. Separate them and use that one to hook the cows

