Assessment: One more forest to chop for TGLH. Get bottom continent explored and then fogbust. Get silver for happy and then chop a workboat.
Changed "name me!" to Blanton's, sticking with my home state's finest export--bourbon.
T50: Moved worker to start chopping last forest at Maker's Mark.
T52: Warrior complete at Ssal. Onto FW. After that, Will grow up to happy cap and whip once pig is done I guess?
T53: Silver in, getting rid of unhappy face at capital. FW moves to chop out the work boat for the fish.
T54: Found end of SE peninsula. Barb warrior attacks and dies. Does only .3 damage.
![[Image: civ4screenshot0013l.jpg]](http://img812.imageshack.us/img812/9549/civ4screenshot0013l.jpg)
T55: Forest chopped into TGLH. Due in 3 turns. FW to cottage our only river tile at MM.
T56: Killed the injured barb scooter found previously and killed it with no damage. Moving our warrior to fogbust. Met Ragnar. Not my first choice for an initial find. Hostile, good on water maps, and not great tech traders.
![[Image: civ4screenshot0014.jpg]](http://img225.imageshack.us/img225/7776/civ4screenshot0014.jpg)
![[Image: civ4screenshot0015a.jpg]](http://img709.imageshack.us/img709/8397/civ4screenshot0015a.jpg)
![[Image: civ4screenshot0016p.jpg]](http://img59.imageshack.us/img59/3167/civ4screenshot0016p.jpg)
T57: WB chopped at Blantons. FW finishes at Ssal.
T58: We got TGLH! Immediately cuts the turns on AH down from 5 to 2. Capital will build 1 turn warrior for happiness. Blanton's steals the wheat for one turn to grow one turn sooner. Blantons begins Lighthouse because the only useable tiles other than the silver are water tiles. Cottage done at capital. FW moves to help speed up pig pasture.
![[Image: civ4screenshot0017x.jpg]](http://img820.imageshack.us/img820/8343/civ4screenshot0017x.jpg)
T59: Fish is boated at Blantons. Warrior finishes at the capital raising the happy cap to 6 there. I swapped some tiles around allowing MM to grow next turn to size 6, which will let us two pop whip a granary next turn or 3-pop whip a settler. Also gave Ssal back its wheat since Blantons is a crap city and has its own fish now. Northern warrior arrives on proper hill to fogbust.
![[Image: civ4screenshot0019.jpg]](http://img717.imageshack.us/img717/6808/civ4screenshot0019.jpg)
![[Image: civ4screenshot0021.jpg]](http://img508.imageshack.us/img508/318/civ4screenshot0021.jpg)
![[Image: civ4screenshot0020l.jpg]](http://img38.imageshack.us/img38/9541/civ4screenshot0020l.jpg)
![[Image: civ4screenshot0022s.jpg]](http://img109.imageshack.us/img109/9374/civ4screenshot0022s.jpg)
![[Image: civ4screenshot0023.jpg]](http://img824.imageshack.us/img824/9444/civ4screenshot0023.jpg)
![[Image: civ4screenshot0024vj.jpg]](http://img193.imageshack.us/img193/928/civ4screenshot0024vj.jpg)
![[Image: civ4screenshot0025.jpg]](http://img684.imageshack.us/img684/8675/civ4screenshot0025.jpg)
Plan:
Move southern most warrior onto hill tile NW and leave it there to fogbust. Then barbs can only spawn on one tile on that long land bridge.
Swap clams back to Ssal for growth there.
Decide what to do with the capital. We could 3-pop whip a settler, but that seems like of a waste because we would have to give up working a 0/4/1 mine or a 0/5/0 mine, which means the whip isn't really ideal for production. We could put a couple turns into a settler and 2-pop whip it, using the granary to regrow. We also need to get two more work boats out of the capital.
AH will come in next turn and we need to immediately pasture the pigs. We have two workers nearby to do it, and then the one can return to cottaging the tile south of Ssal.
As soon as possible, we should settle some off-shore islands for IC-TRs.
SAVE: http://dl.dropbox.com/u/25875988/SG4-Imm...dSwordSave
Changed "name me!" to Blanton's, sticking with my home state's finest export--bourbon.
T50: Moved worker to start chopping last forest at Maker's Mark.
T52: Warrior complete at Ssal. Onto FW. After that, Will grow up to happy cap and whip once pig is done I guess?
T53: Silver in, getting rid of unhappy face at capital. FW moves to chop out the work boat for the fish.
T54: Found end of SE peninsula. Barb warrior attacks and dies. Does only .3 damage.
![[Image: civ4screenshot0013l.jpg]](http://img812.imageshack.us/img812/9549/civ4screenshot0013l.jpg)
T55: Forest chopped into TGLH. Due in 3 turns. FW to cottage our only river tile at MM.
T56: Killed the injured barb scooter found previously and killed it with no damage. Moving our warrior to fogbust. Met Ragnar. Not my first choice for an initial find. Hostile, good on water maps, and not great tech traders.
![[Image: civ4screenshot0014.jpg]](http://img225.imageshack.us/img225/7776/civ4screenshot0014.jpg)
![[Image: civ4screenshot0015a.jpg]](http://img709.imageshack.us/img709/8397/civ4screenshot0015a.jpg)
![[Image: civ4screenshot0016p.jpg]](http://img59.imageshack.us/img59/3167/civ4screenshot0016p.jpg)
T57: WB chopped at Blantons. FW finishes at Ssal.
T58: We got TGLH! Immediately cuts the turns on AH down from 5 to 2. Capital will build 1 turn warrior for happiness. Blanton's steals the wheat for one turn to grow one turn sooner. Blantons begins Lighthouse because the only useable tiles other than the silver are water tiles. Cottage done at capital. FW moves to help speed up pig pasture.
![[Image: civ4screenshot0017x.jpg]](http://img820.imageshack.us/img820/8343/civ4screenshot0017x.jpg)
T59: Fish is boated at Blantons. Warrior finishes at the capital raising the happy cap to 6 there. I swapped some tiles around allowing MM to grow next turn to size 6, which will let us two pop whip a granary next turn or 3-pop whip a settler. Also gave Ssal back its wheat since Blantons is a crap city and has its own fish now. Northern warrior arrives on proper hill to fogbust.
![[Image: civ4screenshot0019.jpg]](http://img717.imageshack.us/img717/6808/civ4screenshot0019.jpg)
![[Image: civ4screenshot0021.jpg]](http://img508.imageshack.us/img508/318/civ4screenshot0021.jpg)
![[Image: civ4screenshot0020l.jpg]](http://img38.imageshack.us/img38/9541/civ4screenshot0020l.jpg)
![[Image: civ4screenshot0022s.jpg]](http://img109.imageshack.us/img109/9374/civ4screenshot0022s.jpg)
![[Image: civ4screenshot0023.jpg]](http://img824.imageshack.us/img824/9444/civ4screenshot0023.jpg)
![[Image: civ4screenshot0024vj.jpg]](http://img193.imageshack.us/img193/928/civ4screenshot0024vj.jpg)
![[Image: civ4screenshot0025.jpg]](http://img684.imageshack.us/img684/8675/civ4screenshot0025.jpg)
Plan:
Move southern most warrior onto hill tile NW and leave it there to fogbust. Then barbs can only spawn on one tile on that long land bridge.
Swap clams back to Ssal for growth there.
Decide what to do with the capital. We could 3-pop whip a settler, but that seems like of a waste because we would have to give up working a 0/4/1 mine or a 0/5/0 mine, which means the whip isn't really ideal for production. We could put a couple turns into a settler and 2-pop whip it, using the granary to regrow. We also need to get two more work boats out of the capital.
AH will come in next turn and we need to immediately pasture the pigs. We have two workers nearby to do it, and then the one can return to cottaging the tile south of Ssal.
As soon as possible, we should settle some off-shore islands for IC-TRs.
SAVE: http://dl.dropbox.com/u/25875988/SG4-Imm...dSwordSave
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me