- Joined
- Aug 15, 2001
- Messages
- 20,120
To insure plenty of opponents, I set the map to Pangea.
4000 BC (pre-turn) - All I can say is MOO!
The standard research for pottery has started.
3550 BC (I) - Of course the cultural expansion that pops the hut gives barbs.
3500 BC - One barb has been killed.
3450 BC - Barb #2 is killed, and we promote to veteran.
3400 BC - Rome build a wimp warrior who dies trying to kill the last barb.
The 1 hp warrior tries a desperation attack and kills the barb.
(I) - A 40-turn gambit on writing begins.
3100 BC - We are far enough from capital, so I risk popping a hut.
We get more frelling angry barbs. I should know better then to waste my time with huts.
(I) - One barb kills himself on our warrior.
3000 BC - Our warrior sucks and dies, so I have recall our other worker back to the capital to not risk our granary getting destroy.
Summary:
Well that was a sucky barbarian start.
They barbs were by the incense area.
LKendter
Rowain deWolf (playing)
Despot (on deck)
Jack Merchant
Renata
Variant rules:
Once we build our first Legionary, we must go to war with someone that we can actually do DAMAGE to. Of course, killing a settler pair counts in that regard.
At that point we must enter into oscillating wars. We are allowed short period of peace to move troops to the proper front. Our next enemy must be declared the turn after peace with the last civ. War must be declared as soon as troops reach the front.
We do NOT have to beeline to iron working. However, the second iron working is available from any civ that becomes our number one priority to get. My goal is to allow us a short startup time to get a few cities built before war #1.
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
http://www.civfanatics.net/uploads4/LK49-3000BC.zip
4000 BC (pre-turn) - All I can say is MOO!
The standard research for pottery has started.
3550 BC (I) - Of course the cultural expansion that pops the hut gives barbs.

3500 BC - One barb has been killed.
3450 BC - Barb #2 is killed, and we promote to veteran.
3400 BC - Rome build a wimp warrior who dies trying to kill the last barb.
The 1 hp warrior tries a desperation attack and kills the barb.
(I) - A 40-turn gambit on writing begins.
3100 BC - We are far enough from capital, so I risk popping a hut.
We get more frelling angry barbs. I should know better then to waste my time with huts.
(I) - One barb kills himself on our warrior.
3000 BC - Our warrior sucks and dies, so I have recall our other worker back to the capital to not risk our granary getting destroy.
Summary:
Well that was a sucky barbarian start.
They barbs were by the incense area.
LKendter
Rowain deWolf (playing)
Despot (on deck)
Jack Merchant
Renata
Variant rules:
Once we build our first Legionary, we must go to war with someone that we can actually do DAMAGE to. Of course, killing a settler pair counts in that regard.
At that point we must enter into oscillating wars. We are allowed short period of peace to move troops to the proper front. Our next enemy must be declared the turn after peace with the last civ. War must be declared as soon as troops reach the front.
We do NOT have to beeline to iron working. However, the second iron working is available from any civ that becomes our number one priority to get. My goal is to allow us a short startup time to get a few cities built before war #1.
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
http://www.civfanatics.net/uploads4/LK49-3000BC.zip



