- Joined
- Aug 15, 2001
- Messages
- 19,617
The starting information is as follows:
Small world, no barbs, 40% land pangaea, wet, warm, 5 billion years old.
You will need to download the PediaIcons.txt in the following zip and install in to:
C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Text
http://www.civfanatics.net/uploads6/LK62Pedia.zip
4000 BC
The militaristic and industrious Austrians begin there campaign for world dominance.
2710 BC
Our second warrior returns home after doing a patrol of our borders.
2670 BC
The wheel completes and we see horses. [dance]
The people see great value in these, and will work toward sending our people to explore the world.
2230 BC
Salzburg is formed, and horses will be inside our borders.
2190 BC
Our people are totally confused how Portugal walked there slow people to our borders. We are disappointed that we have nothing to offer them of interest.
2150 BC
Our first chariot completes, and it is time to go exploring.
2070 BC
Another bunch of people walk up to our borders. We have nothing to offer the Romans either at the moment.
2030 BC
The Romans like the idea of Horseback Riding and teach us about the Alphabet and give us a $10 bonus. The Portuguese already know these secrets.
1750 BC
Innsbruck is formed, and wines are within our borders.
We meet the Ottomans, but have nothing to trade. The bad news is they already have math. Well, so much for research on math.
Summary:
I realize that 50 turns is way beyond my normal to start the game. However, with the no warriors leave our border rule I felt I needed this long to make sure the variant was up and running correctly.
We do need a barracks and a source of spearman soon. We are leaving the safety zone for getting away with naked cities.
LKendter
Grimjack (currently playing)
Aggie (on deck)
Meldor
Stapel
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Don't forget the variant rules:
Speed one units may never leave our cultural borders. This includes any warriors that we build. There is a good reason for no barbs.
Speed one units may never form armies.
We may not build offensive speed one units - swords, mdi, etc.
http://www.civfanatics.net/uploads6/LK62-1750BC.zip
Small world, no barbs, 40% land pangaea, wet, warm, 5 billion years old.
You will need to download the PediaIcons.txt in the following zip and install in to:
C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Text
http://www.civfanatics.net/uploads6/LK62Pedia.zip
4000 BC
The militaristic and industrious Austrians begin there campaign for world dominance.
2710 BC
Our second warrior returns home after doing a patrol of our borders.
2670 BC
The wheel completes and we see horses. [dance]
The people see great value in these, and will work toward sending our people to explore the world.
2230 BC
Salzburg is formed, and horses will be inside our borders.
2190 BC
Our people are totally confused how Portugal walked there slow people to our borders. We are disappointed that we have nothing to offer them of interest.
2150 BC
Our first chariot completes, and it is time to go exploring.
2070 BC
Another bunch of people walk up to our borders. We have nothing to offer the Romans either at the moment.
2030 BC
The Romans like the idea of Horseback Riding and teach us about the Alphabet and give us a $10 bonus. The Portuguese already know these secrets.
1750 BC
Innsbruck is formed, and wines are within our borders.
We meet the Ottomans, but have nothing to trade. The bad news is they already have math. Well, so much for research on math.
Summary:
I realize that 50 turns is way beyond my normal to start the game. However, with the no warriors leave our border rule I felt I needed this long to make sure the variant was up and running correctly.
We do need a barracks and a source of spearman soon. We are leaving the safety zone for getting away with naked cities.
LKendter
Grimjack (currently playing)
Aggie (on deck)
Meldor
Stapel
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Don't forget the variant rules:
Speed one units may never leave our cultural borders. This includes any warriors that we build. There is a good reason for no barbs.
Speed one units may never form armies.
We may not build offensive speed one units - swords, mdi, etc.
http://www.civfanatics.net/uploads6/LK62-1750BC.zip