Round 0: Livin' in Arabia (4000 B.C.)
Round 1: Chariots of Fire (4000 B.C. - 2550 B.C.)
Round 2: Establishment of Empire (2550 B.C. - 1250 B.C.)
Round 3: Another Round With No Name (1250 B.C. - 260 B.C.)
Round 4: Where's Hattie? (260 B.C. - 175 A.D.)
Round 5: Condemned and Outcast (175 A.D. - 700 A.D.)
Round 6: Dogpile! (700 A.D. - 920 A.D.)
Round 7: Chasing Hattie (920 A.D. - 1050 A.D.)
Round 8: War on Two Fronts (1050 A.D. - 1305 A.D.)
Round 9: To Hell in a Handbasket (1305 A.D. - 1320 A.D.)
Round 10: The Tipping Point (1320 A.D. - 1435 A.D.)
Round 11: Cease Fire! (1435 A.D. - 1485 A.D.)
Round 12: The Great Betrayal (1485 A.D. - 1610 A.D.)
Round 13: The Last Speedbump (1610 A.D. - 1690 A.D.)
Round 14: Overwhelming Force, Part I (1690 A.D. - 1730 A.D.)
Round 15: Overwhelming Force, Part II (1730 A.D. - 1764 A.D.)
Round 16: Cleanup on Aisle 5! (1764 A.D. - 1818 A.D.)
The King of the World series strives to better understand the leaders and nations of Civ IV by putting them into the geopolitical context of the Earth 18 Civs map.
In this seventh game, we will be playing as Saladin of Arabia with a few... minor changes:
First, as you can see, we are moving up to Emperor. Some say this shift is long overdue. I'm a little more ambivalent about it, though I will admit that the last couple of games have been awfully easy.
Secondly, I have a victory condition firmly in mind from the outset. I plan on Domination without Capitulation. Too many of my warlike games have relied on making a quick strike and writing my target off as a vassal state. I want to do this right. Maybe I don't have enough time to do this. At the very least, I should have a time victory in hand if the clock strikes midnight.
Finally? A few changes to the map:
On the left, you can see that I've reduced the mountain in Panama to a jungle grassland hill, allowing Montezuma access to the lush rain forests of South America. In the middle, you can see a slim passage made for Huayna Capac to escape his own highland prison. And to the right, you can see that the Spanish starting group has been shifted to the east, hopefully giving Isabella a fighting chance. You'll also note that, while still denied Archery, AI nations seem to get a bonus second Warrior on Emperor. Strange.
So, Saladin. Spiritual and Protective, A Unique Unit which doesn't require horses (despite easy access to them), and a Unique Building whose only purpose seems to be fueling an early Priest Economy. This seems at odds with my desire to take over the world, given the shift in focus required to found and spread a religion. Maybe I'm wrong, though.
Oh! Let's take a close look at the Arabian Peninsula (a place which I have, honestly, never taken much notice of in earlier games):
Hm. Not much to look at, beyond the short term. Long term, though, I plan on owning more... fertile territory. My initial inclination is to found 1N, on the Incense, though, again, I'm fairly unfamiliar with this neck of the woods.
Since I've made some changes, here's the save:
Round 1: Chariots of Fire (4000 B.C. - 2550 B.C.)
Round 2: Establishment of Empire (2550 B.C. - 1250 B.C.)
Round 3: Another Round With No Name (1250 B.C. - 260 B.C.)
Round 4: Where's Hattie? (260 B.C. - 175 A.D.)
Round 5: Condemned and Outcast (175 A.D. - 700 A.D.)
Round 6: Dogpile! (700 A.D. - 920 A.D.)
Round 7: Chasing Hattie (920 A.D. - 1050 A.D.)
Round 8: War on Two Fronts (1050 A.D. - 1305 A.D.)
Round 9: To Hell in a Handbasket (1305 A.D. - 1320 A.D.)
Round 10: The Tipping Point (1320 A.D. - 1435 A.D.)
Round 11: Cease Fire! (1435 A.D. - 1485 A.D.)
Round 12: The Great Betrayal (1485 A.D. - 1610 A.D.)
Round 13: The Last Speedbump (1610 A.D. - 1690 A.D.)
Round 14: Overwhelming Force, Part I (1690 A.D. - 1730 A.D.)
Round 15: Overwhelming Force, Part II (1730 A.D. - 1764 A.D.)
Round 16: Cleanup on Aisle 5! (1764 A.D. - 1818 A.D.)
The King of the World series strives to better understand the leaders and nations of Civ IV by putting them into the geopolitical context of the Earth 18 Civs map.
In this seventh game, we will be playing as Saladin of Arabia with a few... minor changes:

First, as you can see, we are moving up to Emperor. Some say this shift is long overdue. I'm a little more ambivalent about it, though I will admit that the last couple of games have been awfully easy.
Secondly, I have a victory condition firmly in mind from the outset. I plan on Domination without Capitulation. Too many of my warlike games have relied on making a quick strike and writing my target off as a vassal state. I want to do this right. Maybe I don't have enough time to do this. At the very least, I should have a time victory in hand if the clock strikes midnight.
Finally? A few changes to the map:

On the left, you can see that I've reduced the mountain in Panama to a jungle grassland hill, allowing Montezuma access to the lush rain forests of South America. In the middle, you can see a slim passage made for Huayna Capac to escape his own highland prison. And to the right, you can see that the Spanish starting group has been shifted to the east, hopefully giving Isabella a fighting chance. You'll also note that, while still denied Archery, AI nations seem to get a bonus second Warrior on Emperor. Strange.
So, Saladin. Spiritual and Protective, A Unique Unit which doesn't require horses (despite easy access to them), and a Unique Building whose only purpose seems to be fueling an early Priest Economy. This seems at odds with my desire to take over the world, given the shift in focus required to found and spread a religion. Maybe I'm wrong, though.
Oh! Let's take a close look at the Arabian Peninsula (a place which I have, honestly, never taken much notice of in earlier games):

Hm. Not much to look at, beyond the short term. Long term, though, I plan on owning more... fertile territory. My initial inclination is to found 1N, on the Incense, though, again, I'm fairly unfamiliar with this neck of the woods.
Since I've made some changes, here's the save: