Turn 20 – End turn.
Turn 21
Two barb units appeared. A lizardman near our city,
and a spectre near the scout.
![[Image: c6ii.jpg]](http://imageshack.us/a/img69/1148/c6ii.jpg)
Scout moved west across the river into the woods. I kept my warrior on the hill, but switched capital to plains forest tile to speed up warrior build.
Interturn, the scout defeated the spectre.
Turn 22
Tech: Calendar. New tech selected: Crafting.
Lizard did not attack, but moved next to warrior. I think he plans to attack next turn. Warrior has +25% defense from hill and +25% from fortify, so he should win. If not, Lizard will gain much exp and later be very dangerous vs. a city with just 1 warrior…worker is moved to safety onto the incense and starts a plantation.
Scout has 4 xp. Moved SW then S onto a dungeon.
![[Image: xsh2.jpg]](http://imageshack.us/a/img812/5048/xsh2.jpg)
Interturn, lizardman attacks and loses.
Turn 23
Level up the warrior – I find that combat I is a no-brainer early game, so I take that. Now he can defeat lizards more reliably. 4 vs 5,4 is low odds.
Worker back to farm the floodplain, and scout starts exploring. If it’s bad hopefully sheelba will catch the worst of it. Scout will gain 1xp and be eligible for another level, which will be good.
I revolt to agranism (held off revolt earlier because of lizard – wanted a warrior in town). We lose 6+2 foodhammers and 10 beakers. But will gain +1 food now, soon +2 food so after 12 turns or so we are even. Not worth waiting for myst or edu or anything.
Turn 26
Our scout is trapped in a cage. Need another unit up there to free him. Warrior finishes in our capital. I leave it to fortify. Capital is on desert, -25% so warrior with +25% defend like on flatland. But it is combat I, so with 25% fortify it will defend at strength 4,5. Should be enough to kill or at least severely weaken a lizardman.
I train another warrior. Scout would be nice, but already getting late for them. There are two goblin forts that will spawn poison goblins, so I think we need effective defenses here.
Interturn scout kills a gorilla that I never even saw.
Turn 27
Take combat II promotion on scout to keep him alive longer. Guess he can spawnbust for a while. FP farm finishes, I start another one. After that one I’ll get the incense.
Turn 28-36
Train a warrior, send it out to the scout. It came out mutated, with +visibility (good at this point in time) and heavy (very very good for us). So I dare send it out solemio.
New warrior after this, and I sent that out too, but where to is a bit more open. NW-wards so far, but perhaps he and the heavy warrior needs to escort settler to new location.
We now have 4 warriors and a (trapped) scout plus a worker. I start a settler. I wanna plant a city near the orcs and block them from settling towards us if I can. Or rather, if next person can.
Turn 39
Skeleton has picked up our trail, but I move towards the scout anyway. Reveal this:
![[Image: khm4.jpg]](http://imageshack.us/a/img708/7924/khm4.jpg)
Never knew that lizardman was there. I think scout is good to win, 3 + 40% + 25% fortify. Heavy warrior is now 3,6+30%+50% jungle hill, so he is untouchable.
End turn
Turn 40.
No need for a new screenshot Lizard moved away, dunno where.
Plantation finished.
I save and zip the game.
Assessment of turnset:
-scouting was not good during my turnset.
+survived with all units alive. We have:
1 scout - combat II with +1 str rod of winds.
4 warriors - all combat I, one is heavy +30% strength.
1 worker. He has farmed 3 tiles and erected a plantation.
To discuss:
Where to settle? I suggest 1 SE of the Clan rice. Not great location without jungle removal, but 3 tiles from clan capital. Can probably steal rice culturally and grow off that.
And what to research after mining? I’m for a quick exploration for roads. After that maybe festivals? Freaks are decent, either quick culture or solid army. But perhaps god king so capital can spam them. But need OO and drama before too long too.
Also how to clear out those annoying goblin forts? No goblins spawned, but they are right in our backyard. Is it possible to lend rod of winds to unit, have it attack, then next unit picks up and fights same turn? In that case we save cost on sacrificial warriors, I guess the warriors trade union will appreciate that. Anyhow +1 str on one warrior is good too. Maybe the heavy should get it…