T109: Max research on CoL.
T110: Scouting w/ WB. Researching Alphabet. I don't know if this is the right play. I couldn't pick up on any suggestions, so my plan is to grab Alphabet, check out Ragnar and Ramesses and bulb MC if there is trade bait available.
T111: Met KK of the Aztecs. Sangria finishes granary, onto LH. Woodford finishes LH, onto CH. Bacardi finishes WB, onto WB. Make this series of trades:
Net: +1 gpt, +1 happy, three potential diplo increases.
T112: Building Axe in MM. Settler finishes at Knob Creek, onto LH. Settler will go for double fish island.
T113: WB finishes at Bacardi. Building library since we're creative and every city gets OK early game commerce with TGLH.
T114: Settle Buffalo Trace for double clam site.
T115: Alphabet in. Screen looked like this:
Made this trade:
Bulbed MC.
T116: Founded 1792 Ridgemont on the filler site. Gpt only goes down 1gpt. Can share pigs to grow. Scouting WB died to barb galley. Made this trade:
T117: Changed Ssal from library to forge because it can be whipped for +2 happy soon. Trying to decide where we can get a couple Triremes up to scout. Found a dead-end in the south. Operation farm XP from barb city gets us an Axe with enough XP for the Heroic Epic. Gave Ridgemont the pigs to grow faster. Another settler finishes and I have no idea where to put it. I would load both onto a galley and take them to some decent city sites, but that is risky without a Trireme escort, so I start one in Bacardi.
T118: Wild Turkey founded on double fish island. WB ready to net one fish when borders pop. Growing MM and Ssal into unhappiness to whip forges. We stole another tile from the barb city.
Rejected this trade because we no use for Calendar and I don't want to trade Currency or Alphabet unless we get something really tasty because the AI will benefit too much:
T119: Quad-whipped a forge at MM. With that much food, it can regrow to the happy cap in 4-5 turns. With the forge, we might consider stealing the marble mine, eventually building Globe, and just whipping/drafting the hell out of MM. Ready to load the second settler onto the galley at Bacardi next turn. Trireme due in two turns, and then back to WBs. I still think we should finish the library, and a forge will be useful there too. Workers are cottaging around Ssal and Ridgemont, and now chopping a granary at Ridgemont. Whipped WB at Knob Creek to take to Wild Turkey.
I adopted HR. Hinduism spread to us, but would put us against Ramesses and Ragnar, so I declined. We are Spiritual, so we can adopt if need be.
Right now, I have research set to Compass since this is a water map, and harbors could be a good build with TGLH. I have enough gold (399) to get it in 3-turns of max research. But we can change this to pretty much anything.
We really need to get a worker over to Clam Juice, Moonshine, and Wild Turkey.
There is an island south of the horse/clam site that we can continue following to hopefully find more islands for scouting.
Overview:
Our best cities:
Demos:
Tech screen:
World's Great Cities:
And oh yeah, the borders of our new city finally popped that hut on my last turn. I am the God of Huts:
SAVE:
http://dl.dropbox.com/u/25875988/SG4-Imm...dSwordSave