Appreciate the detailed discussion. It seems as though we all have slightly different ideas of how the opening should go. Since I was fool enough to propose the game, it falls on me to make a decision. I will SIP as is the majority consensus with research AH -> Mining. I agree that getting 3 tiles improved for the Craftsmanship boost is important, even as tempting as chopping some of that foliage might seem. Probably will go towards Irrigation after that, since not only do we have the Citrus but Tea which is an excellent opportunity to turn early game luxes into a Granary or an Archer or something. We'll start on Scout, then Slinger, then Builder, unless something crazy reveals itself in the process. I'll direct the Warrior south and then have it loop around, while sending the Scout out towards the west.
Turn 1:
Let's go with famous international trade routes/deals/institutions as a naming construct for lack of a better idea. With that:
Decided to go with growth because well, that's what I've always thought was the right way to play Civ. God only knows if that's right here. Hit end turn.
Turn 2: Warrior moves to Jade and discovers Pearls off the coast.
Turn 3: Nothing interesting.
Turn 4: Maybe a Petra-licious spot discovered. I'll move again next turn and put the screen up.
Turn 5: Well, Petra-ish is more accurate. Unfortunately, we meet Preslav who has the area covered. We are first to meet.
Make mental note to check tiles next turn.
Turn 6: As expected, Horses will be first tile captured. No reason not to work the forested hill. Curious as to whether gov will move towards Jade or Tea next.
Turn 7: Scout completes, moves 3NW:
This triggers Astrology eureka, obviously. We haven't discussed Religion because it really isn't relevant yet. I don't think its probably a thing we want to pursue. This is maybe a good time to suggest I might like to go for Science victory here, as it usually just ends up so easy to go for Culture. Might be painful without internal routes, though. Start Silk Road on a Slinger, due in 4t. 6t to growth.
Turn 8: Barbarian scout shows up in the East. Probably a good time to start swinging the Warrior home-ish. Meet Seoul also in the south. First. Scout finds hut in the north. Will move slightly off track to grab it. View of citizen screen suggests that governor will go for the Tea before Jade. No huge rush on Slinger, so I work 3/1 Horse over 2/2 hill. Growth in 5t, Slinger in 3t.
Turn 9: Animal Husbandry in, onto Mining. Scout gets hut which gives Early Empire inspiration, a fairly underwhelming result as we're likely to have earnt that before we needed it. This earns scout a promo. I take Alpine since Ruined Everything said he rolled the map as new which gives more hills.
Turn 10: Scout finds another hut, which we'll grab next turn. Warrior cycling back.
Turn 11: Hut gives Archery eureka. Growth next turn.
Turn 12: We hit size 3 in Silk Road. Slinger completes. Start Builder. Find Barb camp. Seoul warrior already after it.
Turn 13: Decide to wait a turn to hit barb camp when CoL comes in. Mining in. Onto Pottery. Scout discovers hut, which we'll grab next turn.
Turn 14: Code of Laws in, grab Discipline and God King. Start Craftsmanship so we can build Sphinxes everywhere! Scout gets State Workforce inspiration. Warrior takes out barb Spearman and clears camp, earning 40g and the Military Tradition inspiration. He also espies another hut in the east.
Turn 15: Moving units, nothing.
Turn 16: Meet La Venta. Not first. Get Political Philosophy inspiration. Hut gives 40g.
Turn 17: Nothing.
Turn 18: Pottery in, Builder done. Warrior finds another hut we can grab in 2t. Builder goes to improve Horses, there's really no way to do this and not have it take entirely too long. Decide to grab Irrigation, due in 8t hard way. May reconsider and stop at halfway but think Craftsmanship inspiration is probably worth hard teching it. If it will really take 8t, probably I could have built something else first. Ah well. Will also need to swap off Craftsmanship when it hits halfway. This is very micro-y. I dig. I start on another Slinger, due in 3. Growth in 2. Governor has changed mind and will grab rainforest hill next. I'll take a shot next turn.
Turn 19: On the interturn, we meet Philip.
Exchange capital information, he's not especially close. Writing eureka comes as well. Horses pastured, HBR eureka in. Governor grab Rainforested hill. I send the 25g delegation to Philip since I can't see why not. We have a -6 first impression modifier. Have I mentioned how terrible the diplomacy in this game is?
On IT, I learn that Spain met Scythia.
Turn 20: Silk Road grows, here's what she looks like now:
Hut gives 20 faith. This means we get Pantheon next turn. At same time, Spain takes Desert Folklore on IT.
Turn 21: Here's my Pantheon debate. I debated stopping here for input from team but I don't think its actually all that mission critical a decision. I generally believe the best Pantheons are the ones that give tile bonuses, plus Divine Spark, which is generally best if you're chasing religion. I don't suspect we'll chase Religion here, so that leaves the following:
Lady of the Reeds and Marshes (+1h from Marsh, Oasis, FP) I think this one is great if you have the tiles, but there's no obvious FP or Marsh we'll be Settling soon.
God of the Sea (+1h from Fishing Boats) This is another strong one if you can make use of it. We have a good handful of seafood resources in the neighborhood, but I don't think we're necessarily planting anytime soon.
God of the Open Sky (+1 culture from Pastures) This is the clubhouse leader, as we have Horse at the capital and there's 2 other visible horse tiles and 4 visible cattle.
Goddess of the Hunt (+1f from Camps) Not bad, but no visible campable resources.
God of Craftsmen (+1h from mines on strat res) This is fools gold, as everyone knows there's no iron in this game.
![Kappa Kappa](https://www.realmsbeyond.net/forums/images/smilies/twitchemotes/kappa.jpg)
Goddess of Festivals (+1f from a host of resource plantations, of which Tea is in the only one in the neighborhood) We do have Tea at the cap, but I'd need to see a bit more to consider this.
Oral Tradition (+1 culture from a host of resource plantations, of which Citrus is the only one in the hood) This is strictly worse than Open Sky.
Based on this God of Open Sky is the only reasonable option, so I choose it. Next player should swap off God King, since we have a Pantheon now. Mysticism inspiration received. New slinger complete, I start on a Settler, due in 7t. There's an argument to be made to wait until we hit size 5 to complete this (10t)
Meet Tomyris near Madrid. She's a little closer. Build spearmen.
![Dansgame Dansgame](https://www.realmsbeyond.net/forums/images/smilies/twitchemotes/dansgame.jpg)
I send her the delegation as well.
Turn 22: Much less interesting turn. Mental note to swap off Craftsmanship next turn.
Turn 23: Build Mine at cap. This was kinda pointless tbh. I think Pottery > Irrigation before Mining would have been better had I planned this out more clearly and known that Rainforested Hill was going to end up in culture. Lesson learned. Swap to Foreign Trade. 3t to Irrigation, so builder will have to sit on the Citrus a turn before he can plantation. Sell those Oranges soon as they come in. Phil has more gold than Tommy atm.
T24: Nothing.
T25: Scout lucks into a barb camp clear for 35g. I don't hit end turn. Take a bunch of pictures:
North:
Ideal strategic location for the next city would be somewhere in towards Tomyris. Unfortunately there are no rivers there, so anything settled would probably need to be Coastal. There's a mediocre plant where the barbarian camp is that would pick up Cows, Stone and both tiles of the Great Barrier Reef first ring. Not sure how great that would be as a second city. Highest quality fresh water plant in this region is on the hill NW of the one tile lake. That's probably the easiest plant to justify, tbh. We need to see how far that land extends in the NE as well. I was moving the Slinger that way but noticed the barb camp so started him that direction. Warrior maybe can sneak up there.
That's the south. There's some ok-ish stuff south of Seoul. And probably we want to settle something on the other side of the lake at capital. Pretty uninspiring stuff, really. There might be an argument for killing Preslav and/or Seoul, though I haven't been building towards that and its probably a thing we want to do soon if we do it.
Here's what we see of the west. I'd try and cycle that scout north of Madrid from here.
We have all the boosts here except Foreign Trade, so the path to Political Philosophy is quick as its going to get. Completing the plantation next turn will complete Craftsmanship. We may want to swap off Foreign Trade for State Workforce once we hit half and hope one of the units stumbles on a new continent. If there's any more land west of Spain, I'd suspect there's probably a new continent dividing line there.
Eurekas have been less kind. I'd probably wait on Archery until we get one more Slinger built. Only killed 1 barb so far on the BW boost, and neither Masonry nor Wheel are happening soon. Maybe just start Currency and then tech Archery after the next Slinger is built.
Anyway, that's all for me for now.
Gaspar -- Just played
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Ruined Everything
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