Disclaimer: I’m not the best at creating stories but I’ll try anyway.
Ok onto the game:
The initial turn is well discussed, I settled in place, despite the blue dot saying 1 SE. There was a fish which didn’t show. After a good think I felt SIP was still better as we wouldn’t be going down the sea line for a while.
I also decided not to revolt, we’re in Nationalism, and Pacifism is useless to us and Religion not much better (would have been decent with earlier versions of Cultured Averax).
And on the first interturn, the biggest event of the game:
We meet Rhoanna who decides to settle about five tiles diagonally from us. We’ll be back to her later.
Turn 1:
Settle the city (haven’t renamed it, as I kind of suck at thinking of naming schemes), and start on a worker. I never do this in EitB unless I’m barb. I went with Agri
We also meet a friendly guardian for our civ:
Now despite walking all around the guardian I couldn’t get the boys to emerge (must be tied to one of the mountain tiles). A bit of chaos early would have been nice.
Turn 2:
Pop a spectre from a graveyard.
Turn 3:
Get 32 gold from a hut
Turn 4-8:
Sam is so preoccupied with finding out who he is and what he needs to fix that he neglects to take notes. (in reality all I was doing was shuffling units)
Turn 9:
The warrior pops a hut and finds another near neighbour:
Turn 12:
Worker built (two turns early for agri) on to warrior.
Turn 14:
Agriculture>Calendar. Worker starts farming (all he does all set). We also formally meet Charadon:
Turn 15:
We get a lighthouse on our one sea tile with the Turtles event. So off the coast doesn’t even hurt us that bad.
Turn 17:
Warrior>Scout. I didn’t want to start a settler on one pop, so picked a scout for the explorations. Thinking back, I should have just gone warrior again.
Turn 19:
Our wandering scout beats a lion, he’s given C2 as he was wounded near unto death (0.3 health). He’s down south by the cottons.
Turn 24:
Warrior beats a Griffon over west of the Doviellos, he also gets C2 as he was also badly beat up. I was thinking shock but he’d never get back in time to use it against the Hippus.
Turn 25:
Scout finishes>Warrior, nothing else touched.
End set items:
Big discussion point: Do we rush the Horse fanciers?
Plusses:
we’re AGG so we’re 3.6 starting warriors
They’re so close
We get a second good city and effectively claim a nice wedge of land south of our small starting peninsula
Minuses:
We stunt growth
If it fails, we fail
We’ve PZs available we can do it later
So do we gamble or try to build as far as PZs
Edit:
Well done Brian you forgot the save.
Ok onto the game:
The initial turn is well discussed, I settled in place, despite the blue dot saying 1 SE. There was a fish which didn’t show. After a good think I felt SIP was still better as we wouldn’t be going down the sea line for a while.
I also decided not to revolt, we’re in Nationalism, and Pacifism is useless to us and Religion not much better (would have been decent with earlier versions of Cultured Averax).
And on the first interturn, the biggest event of the game:
Turn 1:
Settle the city (haven’t renamed it, as I kind of suck at thinking of naming schemes), and start on a worker. I never do this in EitB unless I’m barb. I went with Agri
We also meet a friendly guardian for our civ:
Now despite walking all around the guardian I couldn’t get the boys to emerge (must be tied to one of the mountain tiles). A bit of chaos early would have been nice.
Turn 2:
Pop a spectre from a graveyard.
Turn 3:
Get 32 gold from a hut
Turn 4-8:
Sam is so preoccupied with finding out who he is and what he needs to fix that he neglects to take notes. (in reality all I was doing was shuffling units)
Turn 9:
The warrior pops a hut and finds another near neighbour:
Turn 12:
Worker built (two turns early for agri) on to warrior.
Turn 14:
Agriculture>Calendar. Worker starts farming (all he does all set). We also formally meet Charadon:
Turn 15:
We get a lighthouse on our one sea tile with the Turtles event. So off the coast doesn’t even hurt us that bad.
Turn 17:
Warrior>Scout. I didn’t want to start a settler on one pop, so picked a scout for the explorations. Thinking back, I should have just gone warrior again.
Turn 19:
Our wandering scout beats a lion, he’s given C2 as he was wounded near unto death (0.3 health). He’s down south by the cottons.
Turn 24:
Warrior beats a Griffon over west of the Doviellos, he also gets C2 as he was also badly beat up. I was thinking shock but he’d never get back in time to use it against the Hippus.
Turn 25:
Scout finishes>Warrior, nothing else touched.
End set items:
Big discussion point: Do we rush the Horse fanciers?
Plusses:
we’re AGG so we’re 3.6 starting warriors
They’re so close
We get a second good city and effectively claim a nice wedge of land south of our small starting peninsula
Minuses:
We stunt growth
If it fails, we fail
We’ve PZs available we can do it later
So do we gamble or try to build as far as PZs
Edit:
Well done Brian you forgot the save.
Travelling on a mote of dust, suspended in a sunbeam.