Carthage, Emperor.
The Aquatic Ape Theory
At the end of the previous report, we had just discovered map making, giving us a total haul of techs of: masonry, alphabet, pottery, writing, map making. Not wholly impressive. On the plus side, having been researching at 10% for the last 80 turns we had a huge cash surplus, and could easily afford to research the skipped first-tier techs in about 4-5 turns each. This was the dawn of a new era for Carthage, as we took to the seas and did some serious research. Colonisation of our continent was nearly complete, with room for only a few more cities, so several galleys were quickly commisioned (5 were around about 10 -15 turns after map making) and went off exploring.
Our first galley sailed out of Heidelberg, looking to explore land to the north. The small mountainous island was discovered, with room for one city. Since we had just discovered Ceremonial Burial and started building temples, we had an idea that the Gods of this world were rather twisted, so figured that an island city would be a useful thing to have - a suspicion bourne out some years later when wild horses were discovered to be hiding in the hills. Vulcano, the town eventually settled there, has a priority of bulding a harbour, to no-one's surprise.
Our second galley went south-east from Gloucester, and before too long discovered the crossing to a large, uninhabited island. Coastal exploration revealed good terrain with many cattles and a beautiful vineyard, as well as another goody hut. A settler team was quickly assembled to claim this important point on the east end of the known world.
After finishing map making, we decided to research ceremonial burial and then bronze working, before going back for literature, and then (hopefully) pushing on to the republic. Hence, about this time we were finally able to start building our numidian mercenaries. They're a bit on the expensive side, aren't they. I'm glad that we were so isolated, that we're not going to need them until after astronomy at the very earliest. Just after we finished researching literature, stories of a second wonder cascade reached our shores. The Lighthouse was completed by the Ottomans (their second wonder), the Mongols got the great wall (their second wonder) and the great library went a few turns later, although I've forgotten who took it. My lighthouse prebuild turned into an expensive library, which seems to be a theme in this game. Dark days indeed, having missed out on all the good wonders of the ancient era, the GLib and GLight in particular, one of which I thought would be vital. So Carthage was faced with the proposition of being way behind in tech (if the great wall was built then there are at least 3 northern branch techs I don't have that are in circulation somewhere), without the benefit of easy contacts or the library to catapult me into contention when I do finally make contact.
My bold galley decided to push on past the new island, since more recently commisioned boats back home could run the ferry service, and took the risk of sailing into the ocean in the direction that seemed to indicate land ahead. With great luck the galley survived and reached safe land shortly afterwards, discovering another small, uninhabited island. While sailing around this, another ship was seen... a barbarian galley? (Only one seen to date, which was dispatched without loss). It was the right colour, but not a consript. Contact was made, and the strange Arabian sailors came aboard for a cup of tea and a chat. Much dealing with them gave us contact with Egypt, to the north of Arabia, and territory maps of both civilizations. The Arabs had many techs that we didn't, including iron working, philosophy (which we were now researching), code of laws, the wheel and a few more. The only thing we had to trade was literature. This gained us a few techs, and did a little more with the Egyptians too. Egypt turned out to be a few techs behind the Arabs, opening the possibility of buying from the Arabs and selling to Egypt, gaining two techs, but at very high prices. First we decided to see how much we could get for philosophy, which we were only 4 turns away from finishing.
Meanwhile we had landed several explorers on Carthage east, and founded a city on the east end, popping the hut (to give a horseman). More settlers are currently under production to quickly settle the whole island, although trade between Carthage east and Carthage west won't be possible until astronomy (if only I had a lighthouse...). Our brave galley is setting sail north through Arabian waters to chart the west coast of the Arab-Egypt land and see if any more contacts can be made - hopefully with civs a little more backwards but with more first and second tier techs that can be traded for. It's not yet 10 AD, 'cos I had to stop for the night, but by the time it rolls around we should have a fully settled home continent, and two or three cities up and running on Carthage east. Although we're probably half an era behind the tech leaders by now there is still room for hope - one or two more contacts will probably allow enough tech trading for Carthage to keep close to the best civs out of our trading group. Developement of the desert back home is nearly finished, with just mass irrigation of floodplains and mining of deserts near rivers to go, with productive cities in the north and soon-to-be-productive in the far south. Carthage is cautiously optimistic, knowing there is a great struggle ahead.
(And having read the other DAR's, what level are people playing on where Egypt and Arabia are backwards compred to them???)
The Aquatic Ape Theory
At the end of the previous report, we had just discovered map making, giving us a total haul of techs of: masonry, alphabet, pottery, writing, map making. Not wholly impressive. On the plus side, having been researching at 10% for the last 80 turns we had a huge cash surplus, and could easily afford to research the skipped first-tier techs in about 4-5 turns each. This was the dawn of a new era for Carthage, as we took to the seas and did some serious research. Colonisation of our continent was nearly complete, with room for only a few more cities, so several galleys were quickly commisioned (5 were around about 10 -15 turns after map making) and went off exploring.
Our first galley sailed out of Heidelberg, looking to explore land to the north. The small mountainous island was discovered, with room for one city. Since we had just discovered Ceremonial Burial and started building temples, we had an idea that the Gods of this world were rather twisted, so figured that an island city would be a useful thing to have - a suspicion bourne out some years later when wild horses were discovered to be hiding in the hills. Vulcano, the town eventually settled there, has a priority of bulding a harbour, to no-one's surprise.
Our second galley went south-east from Gloucester, and before too long discovered the crossing to a large, uninhabited island. Coastal exploration revealed good terrain with many cattles and a beautiful vineyard, as well as another goody hut. A settler team was quickly assembled to claim this important point on the east end of the known world.
After finishing map making, we decided to research ceremonial burial and then bronze working, before going back for literature, and then (hopefully) pushing on to the republic. Hence, about this time we were finally able to start building our numidian mercenaries. They're a bit on the expensive side, aren't they. I'm glad that we were so isolated, that we're not going to need them until after astronomy at the very earliest. Just after we finished researching literature, stories of a second wonder cascade reached our shores. The Lighthouse was completed by the Ottomans (their second wonder), the Mongols got the great wall (their second wonder) and the great library went a few turns later, although I've forgotten who took it. My lighthouse prebuild turned into an expensive library, which seems to be a theme in this game. Dark days indeed, having missed out on all the good wonders of the ancient era, the GLib and GLight in particular, one of which I thought would be vital. So Carthage was faced with the proposition of being way behind in tech (if the great wall was built then there are at least 3 northern branch techs I don't have that are in circulation somewhere), without the benefit of easy contacts or the library to catapult me into contention when I do finally make contact.
My bold galley decided to push on past the new island, since more recently commisioned boats back home could run the ferry service, and took the risk of sailing into the ocean in the direction that seemed to indicate land ahead. With great luck the galley survived and reached safe land shortly afterwards, discovering another small, uninhabited island. While sailing around this, another ship was seen... a barbarian galley? (Only one seen to date, which was dispatched without loss). It was the right colour, but not a consript. Contact was made, and the strange Arabian sailors came aboard for a cup of tea and a chat. Much dealing with them gave us contact with Egypt, to the north of Arabia, and territory maps of both civilizations. The Arabs had many techs that we didn't, including iron working, philosophy (which we were now researching), code of laws, the wheel and a few more. The only thing we had to trade was literature. This gained us a few techs, and did a little more with the Egyptians too. Egypt turned out to be a few techs behind the Arabs, opening the possibility of buying from the Arabs and selling to Egypt, gaining two techs, but at very high prices. First we decided to see how much we could get for philosophy, which we were only 4 turns away from finishing.
Meanwhile we had landed several explorers on Carthage east, and founded a city on the east end, popping the hut (to give a horseman). More settlers are currently under production to quickly settle the whole island, although trade between Carthage east and Carthage west won't be possible until astronomy (if only I had a lighthouse...). Our brave galley is setting sail north through Arabian waters to chart the west coast of the Arab-Egypt land and see if any more contacts can be made - hopefully with civs a little more backwards but with more first and second tier techs that can be traded for. It's not yet 10 AD, 'cos I had to stop for the night, but by the time it rolls around we should have a fully settled home continent, and two or three cities up and running on Carthage east. Although we're probably half an era behind the tech leaders by now there is still room for hope - one or two more contacts will probably allow enough tech trading for Carthage to keep close to the best civs out of our trading group. Developement of the desert back home is nearly finished, with just mass irrigation of floodplains and mining of deserts near rivers to go, with productive cities in the north and soon-to-be-productive in the far south. Carthage is cautiously optimistic, knowing there is a great struggle ahead.
(And having read the other DAR's, what level are people playing on where Egypt and Arabia are backwards compred to them???)
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