Pre-turn (531 left):
'Rids being built; with the stone coming online and some skillful chopping this shouldn't be a problem.
It's definitely time to expand again; 3 cities at 220 BC isn't so good. We're already starting to get crowded out of the good land.
Gandhi is SERIOUSLY behind us in military. Once iron comes online we could take him probably easily with just swords and axes.
Looking at some of these unit names, I now know what Liq does for a living - he works for the music industry coming up with names for Doom Metal bands.
Rockland isn't building anything - I put it on axe. I do some minor microing.
Turn 1 (530 left):
Barb axe AND archer appear SE of Kill Barbs. I reinforce the copper mine.
Kill barb is a great city - awesome production and food. I'm gonna pop two axes from it, then a settler.
Turn 2 (529 left):
I want to chop with our two workers in the west, but can't with those barbs still between Rexburg and KB. And I don't have the units to attack them yet. Grr.
I'm worried about defense in Rexburg. There are now 3 barbs spotted between Rex and KB. I move up another archer from the E:
Turn 3 (528 left):
Man this is nuts. One archer impales himself on Butters the ultra-macho axeman, but TWO more barbs have shown up, and a barb axe is homing in on Rex. Our cows are gonna be pillaged soon.
Turn 4 (527 left):
Pottery -> Alphabet.
Turn 5 (526 left):
Two barb archers suicide on Butters and Damaged goods. I kill a barb warrior with Butters at 100% odds to win.
Our cows get pillaged.
Kill Barb axe -> axe. I promote the axe with melee and move him to confront the pillager near Rexburg.
Turn 6 (525 left):
Two barb warriors get deep-sixed.
Crap, Rexburg grew into unhappiness and I didn't notice. Oh well, the Pyramids should solve that, if I can ever get them built.
Turn 7 (524 left):
Turn 8 (523 left):
That pesky axeman near Rexburg dashes his brains out on our city walls, and no more barbs are in sight. Time to chop.
Turn 9 (522 left):
Turn 10 (521 left):
Kill Barb axe -> setter.
KB is also now unhappy? Why? This is Prince, we shouldn't be unhappy at size 4? Oh, I see, somebody was a little too quick on the whip...
Turn 11 (520 left):
Barb axe near Rockland, I reinforce our quarry with a Mr., uhh, Fetal Mind.
Turn 12 (519 left):
Mr. Mind defeats the barb.
Turn 13 (518 left):
Rockland axe -> axe.
Turn 14 (517 left):
Another barb axe near Rockland.
Rockland has SERIOUS food/growth issues. To that end I cancel the axe and queue up a granary.
Forced to roll science down to 60%. Nothing we can do about this until we can start working some of the cottages I've built, but we need to chop the Pyramids first and allow our cities to grow a bit beforehand.
Turn 15 (516 left):
Alex asks us to cancel deals with the Indians? What deals? I notice that somebody *cough* violated our variant and signed OB with them. Nevertheless I tell Alex to stuff it since I want the Indians available to trade with once we get Alphabet. I then cancel the OB manually.
Kill Barb is happy again as memories of our slaveholding past fade away in the dusts of time.
To next player:
Our economy is starting to grind to a halt, something I didn't think possible with just three cities, but we've managed it nonetheless. Again I don't see a way out until we can work those cottages, which isn't feasible until we have the Pyramids so KB and Rexburg can grow and the granary so Rockland can grow (feasibly).
It's unlikely we're going to be able to expand naturally into good land after this next settler. Time to start throwing down after Alphabet comes in and we do whatever trades we can.
Expect Alex to sneak us at any time. I may have screwed up by refusing to cancel with the Indians because now he's Annoyed.
Chop the granary in Rockland. The Pyramids is just gonna need maybe two more chops after the current chops finish.
http://nryan.com/Civ4/Liq01/Turn02/Liq-01_AD-0080.Civ4SavedGame