Turn 303: 3rd improvement bought, to be finished in 4 turns.
I have 7 cities, Tandy has 3, everybody else 1 (including the Barbarians; Numidian is population 1, unhappy, unhealthy and without defenders).
Arroyo (Tribes) is size 6, Navarro (Enclave) is size 30.
I am first again. Richardson is
way out in front in tech, though. He just researched Pre-War Armour. Including pre-reqs, that would take me 30+ turns to get.
Turn 337: There's a Barb city right where I want to have one, only a) it's size 1 and can't grow, so I'll probably have to kill it rather than capture it as I'd like, except b) I have nothing that can either kill or capture cities and every such unit in my area of the F6 screen needs either Pre-War Tech or Advanced Munitions.
Resources visible in Worldbuilder: 0 of: Advanced Munitions, Big Horner, Pre-War Booze, Nuka-Cola, Combat Drugs, Jet, Books (BTW, why are you using a Bison unit model to represent Bighorn Sheep?), 1 of: Pre-War Tech (at Navarro, natch). So, basically, I need to capture Navarro so I can capture or destroy Ghuzz, but first I need to capture Navarro so I can capture Navarro.
[Eventually, I noticed Conquest, which would have let me take Ghuzz. Navarro not so much. Making a giant stack of Metal Armor units to defeat Combat Armor and Robots would have been nuts when I was out-expanding him peacefully.]
Turn 363: I can no longer build most units in my capitol. The previous turn it made 1 Town Guard but also more Settlers than it should have with the available production and then way more Workers than I had queued. I have 3 Town Guards lined up, but it doesn't build them. F10 shows no units at all but starts showing Settler, Worker and Immigrant after the turn. The other cities show a random selection of units - two of them list 8 units (not quite the same 8), one lists 24.
Turn 370: My capitol can build Executives again, so I make 5. Then I wonder why the production is low and finally look at the population. It's 0. So I think I've accidentally figured that one out.
Turn 391: My first combat of the game: I kill the Rad Spider in Ghuzz in the hopes the city will finally flip (it's been 97%+ Ghoul forever). And then I decide to quit - I've been growing so fast this session that my score is about everybody else's combined. Fixing that improvement backlog would be tedium incarnate.
Minor bug?: Crop Rotation lists TXT_KEY_BUILD_MODERN_FARM and two different Gardens.
Major bug: I had Raging Barbarians on and never saw anything but animals.
Last note: I found this more playable than the last time I tried it - it keeps getting better. Though being stuck for 250 turns and then let loose is a bit nerve-wracking. That said, I wish Pre-War Tech was spread around the map the way Stone and Copper are in regular Civ. I wish the Civs had even chances and, eventually, more variation. I wish the AIs were a little less timid about spreading out. I wish the Vault Civs were better at using their unit advantages. I wish the Barbs worked. And F3
. I wish it keeps improving. Heh. I suppose you wish those too.