Goals:
- Found Pink Dot to get stone and block french - archer escort
- Get a second archer to pink dot
- Start oracle
- Build Worker
IT:
I keep Barcelona on Granary, but it will grow this turn. I will switch it to a worker after it grows and take it from there.
I start an archer in Madrid so that it can get a head start on the settle that will be whipped.
I'll finish the granary whenever I need a few turns to grow.
Turn 1 (1640BC):
Barb Warrior spotted by south exploring unit.
I switch Barcelona to worker, because this city will be junk until it expands (7 turns) and we work the corn. Its 10 turns for a worker, but there doesn't seem to be a better choice. We could whip the worker when it gets closer because we'll regain it fast with corn.
Explore...
Turn 2 (1600BC):
JC scout shows up close to capital - I spit on him...
And... We find JC's lands.
So the question is does that choke point area lead to JC? Or does it end at water? Need to find that out somehow - maybe a workboat.
I just read GreyFox's post and didn't think about the warrior - he may still come around in time though.
Turn 3 (1560BC):
Wolves attack warrior in north, we win - one turn to heal.
Madrid produces Archer which I will send to pink dot - leave unpromoted for now.
What to produce next in Madrid! I think I'll finish the granary (2 turns) and then whip a settler. I guess we'll find out if the capital should be whipped!!
Turn 4 (1520BC):
Priesthood in -> Go for sailing, because everything else seems to expensive for the immediate benefit and we are playing continents. That means we can go all the way around (barring culture) the land mass and see where things are.
I notice that the worker is autobuilding a road to Barcelona. I've read that this is bad SG etiquette, but I'll the team decide. I leave it go for now, because after the whip, it won't need much to work (although I'd LOVE to put a cottage up on those floodplains $$$).
Turn 5 (1480BC):
Barb warrior attacks our warrior in south, we win and I promote to medic. Two turns to heal.
Nothing else of interest.
Turn 6 (1440BC):
Well, I decide to :whip: in Madrid because I've heard its better to whip more pop if possible.
We have corn and a granary so it will grow back very quickly.
Turn 7 (1400BC):
Settler built in Madrid, and I have no clue what to build. Other than archers, we could get a temple or a monastary, but we aren't going to really take advantage of that. I start the oracle, but we have few hammers. I may stop the worker doing roads and chop two forests outside the city radius (if I don't think we'll need for another city). Feel free to veto this if things change. We really need another worker, but at size three, I want Madrid to grow first.
I'm not sure whether its a good idea to whip a size two city for a worker, but I don't mind being scolded. Barcelona's borders expand next turn and we can work the corn faster and get mad foodage. The

comes to life.
Archer/Settler pair from JC spotted in south - I'm sure we'll beat them if they have any ideas...
Turn 8 (1360BC):
Both cities borders expand and a forest grows two south of Barc...
Stone found in NE next an Oasis, possible city up there by river?
Another JC city but not from earlier settler pair.
Barc reverts back to granary - with corn there, I decide to let it finish. Then I suggest a workboat or galley (if we have sailing by then) to explore the coast.
Turn 9 (1320BC):
I don't know if anyone had mentioned this before, but it looks like another continent is nearby for us to "explore"...
Turn 10 (1280BC):
Settler is close to pink dot, and I suggest founding it as planned - even with floodplains in the north. First of all, it is going to have mad production. If moved north it loses hills and gains mountains. Second, We may be able to get a two-resource city in the north with that FP.
Explorers are well, still exploring. Feel free to move one of the warriors to the new city.
Sorry about leaving the settler open with the archer to next to it, but the only danger would be a 2 move unit and I doubt we'd see those. Next turn it will meet the archer.
I would let the Madrid worker finish chop and see how close that brings us to oracle. The northern worker is on corn and I would let Barc finish granary then build boat.
End:
Hopefully I didn't do to bad, settler almost there, we have another worker as well. The whipping unhappy will be gone before we would want to whip again anyway so i don't think that hurt.
Sailing due in 1 and then I have no clue - Iron maybe for an early strike?
One more note - I am going to try to make my future posts less wordy and clearer on formatting. I'm new at this and spending most of my time on playing the turns... Have any of you used auto logger?
player 1: Maquis ----- Recovered from SH, gives nitro advil for oracle building
player 2: bpierfy ----- Played...
player 3: nitroduckie - UP NOW oh might pink-dot-oracle-builder...
player 4: GreyFox ---- Probably chomping at the bit while on deck (only wonder builders should take medicine)
player 5: bobrath ---- Welcome!
And the save:
View attachment 113172