Seems half the screens a liq took never took... so um yeah instead of 25ish screens there would have been lots more... SCARY.
Preturn:1775 BC
Omg walls and Oracle + Code of Laws + Holy Town in Pete's... WTH indeed! This sounds like a plan for Captain Micro! er.. wait, he quit and went back to Civ3 didn;t he.... ok well, Liq gets to do it.
That's the plan then ! . .. .. .. .. . and moan about yellow dot's Location and move on!
well ok no northern workers and the area needs help bad. sigh. Silver already covered all that so uh ...wtfever he said.
See we have chops going on so stop that 'nonsense' now

. Cathy's "Chagrin" is going to head north to help out pete and nova while "Foible" in the south gets to mining the copper.. honestly why road it then not mine it? Copper = axes and this early in the game you never ever ever know when you must drop everything to push out axes or even spears!
I see people are confused about worker names so here's the skinny on the The Boff-0 Worker naming scheme. You manage to lose one of these workers to inattentive border chops and you'll NEVER live it down!!!
How to name Workers:
Basic Worker Names follow the same Basic pattern depending on if they are stolen or built.
Nickname's "X"
Where Nickname is the shortest nick of all your beloved nutcases like... Toku's, Izzy's, Alex's, Kahn's, burgerKing's, you get the picture. Sid's for the coveted Barbarian worker punt.
X is some contrived version of the root name initially chosen.
Stolen Workers have the Root name of "Donation" (obviously silver started this nonsense)
Toku's "Donation" was the first worker punted in the all-punted-worker SG of boff-03 on account Sally wasn;t about to make one of his loyal followers build roads and polar canals.
When the worker is self built, the root word is "Chagrin" (obviously liq started the domestic worker naming scheme eh?)
If you aren;t a veritable font of overwhelming pedantism such as a Liq is wont to be, you can always cheat and just go put the root word into an online thesaurus and search for a few new names. Keep in mind though that blindly grabbing words out of a thesaurus may have unintended results!!!!!
Another way is just try and hide a gaggle of naked workers in some newly razed town and hand the turns off. Worked for Silver!
So anyway, the towns are all growing in the next two turns so keep them building whatever. Plan here was to 3 pop whip the great wall in Moscow but well those two active hills plains mines + stone + cows + floodplains farms =
The key here that was so well performed btw was not only to improve the tiles you want to work now, but also to tiles improved in order give options for when you need to stagnate growth or get growing into new and improved happy cappage.
keep in mind the Worker Naming scheme will be in full swing this turn set!
Also seems half the screen shots didn;t take... grrrrr.
[1]1750 BC
Barb warrior pops out of the fog labeled barb here hehe.. "Chagrin" will run around it.
Moscow pops size 5 and it's microFunTime(TM)
Ok here's the deal we want the wall done and fast.. not with a chop though!
38/225 hammers are sunk into the wall already so deal is "To whip or not To Whip"
Before rushing off with some contrived plan, Lets do the math here shall we?
Max Food is taking work off the stone and moving both population onto the silk.
At max food we have 12 hammers into wall and growth to an unhappy 6 population in 5 turns...
38 hammer + 5 times 12 hammers + 3 population whipped time 45basehammers multiplied by 2 for stone and divided by two for whiping a wonder.
38+5(12)+3(45*2/2)= 233
233>225 so whip on turn 5 mean wall comes in turn 6 and we are back down to size 3 with a happy cap of 4 for 15 turns... right that's pretty ugly.
So lets try all hammers.
Ooo sweet! Working the two mined hills + stone + 1 floodfarm + crap cows stagnates our growth(solving happy cap issues) and gives us a whopping 16x2 = 32 hammers per turn. best part is both hills are riverbased so get a free commerce.
Ok screw whipping moscow! We have found Food/Hammer Nirvana!
wall in 6
[2]1725 BC
Barb walks back into the "Barb here" fog area so a warrior is heading down to look.
Mine finishes on copper so foible heads north to road on over to nova while Chagrin is in nova's BFC proper, heading over to pete to start chopping that oracle.
pete and nova grow to 3 and I move the SERIOUSLY LATE worker on queue. This makes it 5 turns til I can 1 pop whip the worker and leave pete pissed for a while.
petes location seriously sucks ass btw. Would of had 3 fp's to grow into , all gathering commerce instead of this bs Cow tile of 3 food and nothing else.
[3]1700 BC
So barbs north of cows again whee, warrior on the way.
Foible starts the long road north and liq purposely roaded the FP so movement out of moscow isn;t cutting over two rivers.
Here's a screen later on in the turnset about what liq is talking about, spoilered as to not give the wall away!!
Notice the path liq took threads the floodplains first despit the road taking twice as long to build.
had the road started in redbox it would have cut off road bonus movement entering the red tile as well as leaving to the north... bad. Going from floodplains to yellow box would have been fine btw even though it looks like it crosses the river, it really doesn't.
The path chosen was decided upon because Liq knew damn well there was going to be a trooper standing on the hill just above the number 2 and the barbs were all over this area when the road was started.
Move work in Nova on over to a worker in 15ish.. 8 turns til whippable. Should have changed to that last turn.. too busy doing the math on the worker in pete's
[4]1675 BC
Try and bait the barb warrior just north of Moscow to attack the wooded warrior who hasn;t earned a name yet..
[5]1650 BC
ok so barb side steps hehe. warrior yet to be named gets to fortify then.
in other news, Boris is still alive somehow.
[6]1625 BC
Priesthood comes in so move to writing in... 7 turns at -6 gold per turn 100% science.
Seems missing a few screen shots =/
The newly named Franky beats off the warrior with .6 health left and about 4 barbs appear around our borders hehe. Moving frank into culture to heal faster.
The downside to having vast expanses of land to settle means the bards are going to be thick and heavy... well unless you are a wimp and turn barbs off. Lets hope we get that effing wall eh?
[7]1600 BC
Big turn!
First off, we meet the scout of the last leader...
Sexah!... wow Cathy AND baud, The psycho chicks are always Hawt and both are red heads! Good thing we are the Cathy this time around though as both on the same continent is always a bit too much. hahahaha.
Got us a new toy.
So barbs can go eff off with the new and improved wallz. Oh and lets hope people walk to US to get beat down
Barracks in 5, Axe in 4 and mids in 1600 BC would only take 24 turns ROFL. WTH, this is epic speed, so Broken. Barracks wins as the wall will allow us to stall 5 turns before pushing a few axes.
So can whip petes worker and so I do!
3 hammers going into a criminally long oracle.
Well with 2 workers in the BFC proper, things should speed up finally.
Oh and it seems wang's town is off green dot one tile, you guys know what that means!!!! That pos gets razed!
[8]1575 BC
More barbs pop out of the fog in the north.. ugly.
Well workers are safe so long as they never leave cultural borders so Move disquietude over to pasture the cows.
[9]1550 BC
Chop completes into oracle so move to next riverside forest hehe. Micro pete to work food as its first whip anger is almost done.
[10]1525 BC
Thankfully quiet..
[11]1500 BC
Wang comes looking to trade archery for masonry.. eff you wang. means he has alphabet though!
Nova's worker is whippable this turn so I do just that...
It's important to have more population in pete's than nova if we win Oracle and are first to Code of Laws. We want the holy city of Code of laws to be in petes to help culture. I'll steer the game to win/loss of oracle.
[12]1475 BC BC
Yep, your Creative imperial traits hard at work!! Keep in mind we haven;t founded any new towns for a while!
Mortification is Born in Nova so get her cottaging a flood. This town is total cottage cheese heaven with hills hammers and forests to balance the health out.
Barracks finishes in Moscow so onto a 3 turn axe. Aiming to clear that forest of barb warriors.
France and Burger king both found new towns this turn as well.
[13]1450 BC
Writing comes in so I slot in a slow Iron Working as we need to locate iron and chop jungles in the near future. We have copper for axes though so we don;t need IW NOW...
Turning science to 0% for +12 gold a turn because it's useless to waste cash while Moscow doesn't have a half priced library yet.
Oracle is uh... yeah right.
Boris is still alive though he's prolly getting eaten soon.
[14]1425 BC
Holy cow! finally get pete's pasture done =/ so late. well growth in 2 so I will move disquietude over to mine the bare grass hill. We are going to need that gold online soon as well.
Unnamed warrior braces for barb punk!
Nova gains a forest uh hmm somewhere near nova hehe... oh ok zooomed in real close then click the event in the log and boom! tile revealed! the lone south hill tile that didn;t have a forest hehe.. only a few tiles left to spread to.
[15]1400 BC
newly Named Sally easily wipes out that warrior and Moscow pushes our first axes out of the door.. awww so cute.
main deal is we want to protect our road to nova so going to station the axe on the hill over looking them, least till borders pop.
put Moscow on a double speed library (thanks creative) due in 5 turns.
chop goes into oracle meh.
[16]1375 BC
Meh screens didn;t take so these are from a few turns later hehe.
More mind numbing microFunTime(TM) with your Questionable Host Liq'd!
Ok so whip anger in pete's ends in 10 so go hammer heavy with growth in 11. Oracle is a nominal 16 turns meh, that late worker really hurt hehe but no issue!!!
Also micro Nova to stall growth for rather convoluted reasoning's..
The plan.
What we *want* to accomplish here is oracle being built in 10ish turns and grab Code of laws first. This nets us the religion of confusion (liq's favorite!) and we want the holy town to go into pete's to make up for its horrible location. Really horrible horrible horrible location. These dot maps are not tossed about to be ignored.
later game religions normally go into the highest population town which
1. Isn't the capital,
2. Isn't the holy town of another religion.
That means offyellow dot, twice cursed and now with RealBeef(C) needs to be bigger than nova when Oracle maybe completes. That means Nova suffers for Pete's Sins.
Pete is only size 3 due to double whip happy cap issues(yay!) so really, stalling nov's growth at two allows the town to remove itself from the need to watch it's food and steal the holy town. This means nova gets working on it's granary and lets pete's concentrate on working hammers.
Is all this wonderful and happy? Poor Nova.
We could easily lose confusion to tech crazy wang and oracle to industrial France btw. This is prince tho, so who knows!!
So anyway lets cover the great wall now. This wonder is really nice but understand how it really makes sense for our situation.
1. Cathy is imperial and +300% GG generation when attacked is just funnyz. like roll around on the floor drooling funny. Ok maybe that's at liq's place.
2. Zomg, We have STONEZ!!!!
3. The land around us is impossible to defog without massed units. Already there's like 3 effing barbs in the fog north 2 more in the south and just got done punking the one from the east. They are only getting worse. There are advantages to starting closeish to other civs.
4. Our Capital is a really scary nest of poisonous Hammers that can spit out the mids in 24 effing turns at 1600 BC.
5. Early Great Spy points are awesome as well when we know all the civs.
Best not to rely on early game wonders unless they help you out measurably and can be done in a rather shortish amount of time btw in this case wall and oracle make perfect sense for us. Mids are just plain wonderwhoring tho as our traits do not leverage the spec economy well , Bad silver, Bad liq.
[17]1350 BC
move the fog busters around.
[18]1325 BC
Holy hell. Barbs placed a town exactly where I placed the no town here sign on the very first effing turn.
Effing barbs, they are doing this just to further piss a liq off eh.
Also seems fred's scout beat off a barb so he's healing out in the open... That's boris btw, still alive!!!
So this is the late fog bust situation.. axe center and warriors on the flanks to make sure no fog close to those roads.
[19]1300 BC
Wang will trade sailing with us hehe.
And omg, a cottage finishes in nova! get to work on another.
[20]1275 BC
Big turn!
Moscow finishes library and Liq is offered these choices...
yeah, that's just sick.
go axe in 3 as that pos barb town may have archers in it... settler and mids are not too far away Though!!!
Science back to 100%, IW in 17ish tho stuff is beginning to speed up after some well deserved worker attention. Oh wait no. Nova is getting pownened so we can prop up pete's orcale/hly town chances.
Nova pops ANOTHER FOREST in its bfc, man people only uh 3 more possible places for nova to pop more forests hehe.
Oracle in a nominal 12 turns and silver is screaming at liq to finish this bit of micro hell off so as to not scare the next guy up. So a Confused Oracle or bust, eff wang eh?
Oh Fred popped another town as well. he's all alone as hindu... ugly.
[21]1250 BC
So wang goes jew for nice contiguous religious borders hehe.
This is how it stands, goldish box is the jew block of wang and rammy
Cyan is freddy and his lonesome hindu, maybe baud will join him.
Blue is the bud lite block of boxed in burger king and degaul. poor old man crazy, he never had a shot in this game.
Yellow in the corner is baud who doesn;t need a religous excuse to start a war. Wild lass she is but once a friend always a friend well... unless you don;t go dumpster diving into every single war she asks you to help her with.
So yes... these bastards all hate each other and here we are just hoping to be confused and not convert.
Final Chop for oracle finishes (4 trees sacrificed I think) as well as the grass hill mine so the workers will move onto hooking that gold up for the much needed happy. If we win confusion in pete or nova, the river alone will link the trade route, want to finish the roads though so we can shuffle troops about like ninnys.
[22]1225 BC
Boris still going.. man this is the longest lived exploring scout ever in the history of uh whatever!
[23]1200 BC
Moscow pushes out another axe and consider pushing out a super fast 6 turn settler since we are full hammers and happy cap is 5, meaning we lose nothing. Another axe would be nice as well though and uh gold needs a road going so can stall on settler a bit. Well, meh ok another axe in 3 as silver says "can never go wrong with more EFFING AXESW@@@#" or Something like that.
Baud has Ponys for sure and they are all systems go! No fists up yet tho!
Oh and look into petes to make sure all is going well and am greeted with this bit of Microed Heaven....
3 turns on whip anger 4 turns on growth 5 turns on profit!
[24]1175 BC
Liq shamelessly wastes a worker turn moving to the incorrect flood to road to pete hehe.. SHAME liq SHAME
Nova is hooked up to trade now tho!
[25]1150 BC
Fred converts to a late slavery... not sure WTH is going on there.
[26]1125 BC
Baud pops another town right next to boris who is south westish of France.... getting to the end of scouting.
Moscow pops an axe and so go for another axe in 3 need more axes if that pos barb town is archer based.
[27]1100 BC
Pete grows to a happy size 5 and works the wine tile on account need to slow growth down.
I whip nova down to size one just to help pete out in landing the shrine. That town will grow back super fast and no longer be persecuted.
Deep Breath!!!
[27]1075 BC
Big Turn!!!!!!
Oracle completes (note where the confused Holy town is..

)
yay send the confused miss over to Moscow as it needs the happy bad.
oh and look at the sexah new culture pete's is spitting out! pop in 2 ROFL.
Going to play to 1000 BC as I need to clean up the mess I made trying to land confusion where we needed it most, lord knows no one wants to see what remains of nova....
[28]1050 BC
Moscow finishes another axe and goes for a 7 turn settler. All these troops are busy heading north to the pos barb town as it may have archers on a hill in it by now... Shudder... Total auto raze pos and good riddance. Replant in the proper dotmap location for a land rich costal town of Heroic Proportions.
[29]1025 BC
The borders of Pete pop due to the holy town + oracle combination so the town is officially hooked up to trade via the river to nova and the road to Moscow.
Normally one needs sailing to use rivers and coasts to link trade routes but if the river/cost path is entirely inside your culture, it's a freebee. Also note that if there's a river next to a resource, you don;t actually need a road on the resource tile in order to link it to the rest of the civ (provided the water path links to the main trade network within contiguous culture borders).
We want the road to finish though because it facilitates troop movement.
[30]1000 BC
Okie so axe finally makes it up to that pos barb town that just screams RAZE ME and yay, warriors!
Yeah 99.3% odds without promo so kill those barbs now and use the promo to heal. Unneeded backup is filtering north for some barb hunting as well so spread them out in pairs to cover eachother.
Marked out where we eventually need a road going. Red dot (NOT where the bloody barb town is) will be hooked up to the capital the moment it is founded but having a worker up thre as it pops is good as the rice needs to be dejungled/farmed and the hill the barbs so kindly cleared of jungle for us needs to be mined.
Since the Axe there can take that pos barb town out by himself, Do so hehe and Name him once he actually wins a fight. Run that axe west to beat down the many barb warriors popping in and out of view all these turns.
Once red dot is founded it will seal directly with nova the moment is it born, no need to wait for culture bounce. Have an axe in the area though before running the settler outside of our culture. The barbs are just crazy thick up there and losing a settler is not an option.
The rest of the axes btw should pair up and fan out all over the north as there's a metric TON of barbs up there and we have yet to see anything more fearsome than a warrior. Try and get one axe to 10 exp then get him/her safe as that unit will allow us to build the heroic epic.
A good promo path for these roaming axes is combat 1 then cover for punking archers. Once a unit gets 10 exp though just save the promo and run on back home to garrison moscow.
Oh also please clean up silver's smoke and bust that final fog by the dyes in the NE corner seems on that crap bit of land east of magenta as well can use some looking into. Might be a fishies waiting to be found!
So lots of FUN to be had as barb punking is always entertaining.
On the boring Home front the name of the game here is to keep under the happy cap.
So the exhaustive Micro for Moscow (our most important town) is as follows...
Moscow is 100% stable at size 5 but is going to be in flux again once gold is hooked up and happy cap goes to 6.
The nice thing though about all this is that a temple will take the cap to 7 and from there's it's easily made stable again.
As you build the settler Moscow looks like so...
Once settler is done, flip one of the plains hill mines and work the spare floodplains, that's growth in 8ish (to size 6)
At size 6, work a silk for extra growth to size 7 and try and make sure the temple comes in before the town grows to size 7
Once at size 7, Food stable workload for Moscow would be..
1xStone
1xCows
2xFarmed Floodplains
2xRiverside plains hill mines
1x new plainshill mine which needs to be built. the one with the road leading to the copper is the fastest
Build queue btw would be
Settler-> Confused Temple -> The Pyramids! (viva la Wonder Whoring!!!!!!)
Yeah the mids on account we have stone and a KICK ASS capital and this is prince hehe. Do as we spam not as we do regarding wonder whoring mk?
Great people wise, this is the master plan.
Moscow will concentrate on Great Spies and Engineers only. No random wonder/specs here to pollute the GP pool!
Pete's will concentrate on a Great Profit (priest) for its shrine. This is why Liq queued a temple after the monument finishes so pete can curb growth running a priest spec.
Nova will try and concentrate on Scientists and will be hosting The Great Library.
Magenta dot will be our spec based GP farm and for maximum flexibility, best to not put any wonders in here.
Too early to call nationals as off yellow dot is so gimped it would suck to be forced to place wall street in there. rammy's town will always be lightly defended and close by too tho!
ironworks+ Red Cross are so going into Moscow.
Heroic epic + West point definitely going into Red dot, Coastal town of only 3 water tiles and a peak rofl. That snaking river is just SICKSICKSICK plus the place just got free irrigated rice hehe.
IW is soon where we get to see which marginal dot contains our iron.
Liq's seldom wrong predictions are.. crap desert tiles we either didn;t dot map or were for dots we were spamming just to fill tiles.
Next tech is Math for sure then either currency to prop our sagging economy (likely) or aes+ lit for um more wonder whoring.
Town order is red orange black but to be honest if iron pops in a . .. .. .. . location like just east of sally dot .... which maybe should be moved around to suck up some of those WASTED floods near off yellow.
Whatever.
20ish til AD then 15ish. Always ish never exact.
Cheers!
-Liq