Inherited Turn:
Domestic:
8 cities and 33 units. Looks like i'll have to build a bunch of units and take care not to lose any. Our cities look fine. Nice to see some hammers in Thermo!
Foreign:
Toku is being himself and refuses outright any resource deal. I really hate it, when Ai's refuse to trade for no good reason at all. Most Ais are up Compass and Engineering.
War:
There's not a terrible much to do. Mansa has a stack next to london. Hopefully the defender will hold without any casulties.
*enter*
1:
One of our crosbowmen bites the dust and one catapult of his. He moves the rest of his stack into the forest next to London.
A raiding party consisting of an Longbowman and a Hoplite enter Malinese territory in order to disconnect his copper.
2:
Mansa bombards but doesn't attack this turn. I can't touch him in the forest. The copper is succesfully disconnected. He still has iron, though. Getting him rid of it will require a larger scale operation.
3:
A catapult withdraws against one of our macemen. Lucky bugger. I hold of a full scale invasion attack on Mansa because the Aztec city of Texoco is right next to freshly conquered Djenne and i want to keep the units there in case Monti gets funny ideas. Plus, we couldn't take any of Mansa's cities due to rule restrictions.
4:
Mansa finally cracks and tries to take London.
Home team----------Mansa:
Maceman against Crosbowman: 1:0
Hoplite against Horse Archer: 1:0
He's down to two injured units now. I strike back
Home team----------Mansa:
Maceman against Horse Archer: 1:0
Maceman against Cataput: 1:0
The siege of London is lifted!
Did i say something dismissing about Monti? He offers furs for ivory. He is actually willing to chipe in 3gtp on top of that. The latest virgin must have had a particulary agreeable heart. I agree to his offer.
5:
Well i do move our army into Mansa land, after all. Might as well get some scouting done and take potshots at his units.
6:
Caesar comes asking for Open Borders. OK.
Masa moves an elephant into striking distance. Our hoplite gains some experience.
7:
I whip a theatre in Djenne to get us some culture.
8:
We enter the Rennaissance era by learning education. It would be possible to research Nationalism next, which would be very much in line with the "spirit" of the game, i think. It is 27 turns away, however. I decide to go for banking. It is only 10 turns away and if we are lucky we can trade it to Ghandi and hati.
9:
Just when i thought i might be able to skip a turn in my report, Hati comes asking us to convert to her stupid religion. No go.
Ghandi offers Sugar for Sheep. I agree.
10:
Mansa has
knights! Well one.
An elephant takes on the knight and... wins. He's badly hurt, though.
All in all an ordinary build up turn with little suprises.
Rules:
- We can make 3 settlers and thus build 4 cities, the rest of our empire will have to be build by conquest
- From 1 AD onwards: have 4 times as many military units as we have cities, if not at least one of our cities must be dedicated to building more units until we do.
- in addition to the new military rule... to avoid exploits, we are not allowed to build or capture a new city unless we have the required number of military units (razing cities, of course, is ok).
- Civics: We must adopt Police State, Nationhood, Slavery (allowed to upgrade to Emancipation when unhappiness about not having Emancipation hurt to much), State Property and Free Religion as soon as these come around.
- War and conquest is what we stand for. We might make a friend though and lock ourselves in a permanent alliance with one other Civ.
- The use of whipping is encouraged, especially in conquered cities.
- Were not allowed to adopt a State Religion, nor spread a religion. But we are allowed to find a new religion if we happen to be the first to discover a tech that gives a religion.
Roster:
Dimy <-on auto skip because of fried hardware.
Till <-Just played
ThERat <- Your turn, ,mate!
BeefontheBone <- Getting ready.
All you lurkers: We could use a few more player!