S.ilver
Emperor
(0)80AD: Barbs are incoming from the east and west. Hope I can hold out. Ivory tile is set to be done in 7 turns. Then it will need a road.
Rexburg is unhappy, yet we are still working a forest which will allow us to grow. I instead move the forest worker to the mine to stagnate the city. 16 turns from 20.
Rockland's granary is taking too long to complete. I shuffle around tiles. Growth in 26, complete granary in 18. I feel this is the best solution at the moment, because I still want Rockland growing while it's finishing it's granary.
(1)100AD: Definately something up with the barb city down there. Izzy sent a beat up warrior to investigate. Another barb is incoming from the north. Butters studied on killing barbarians, and flawlessly smacks a pathetic warrior who wandered out of the forest.
Kill Barb's border's expanded to include the iron. We may want to do something about that.
In between turns, more barbs move in from the north, and Fetal Mind destroys a barbarian axeman who attacks.
(2)120AD: Butters retakes his position on the mine. He's earned a promotion, which I will not use yet.
Pyramids in 10, a chop finished this turn. I see a greek town northwest of Kill Barb. Not good. He took the position ON A HILL next to the lake.
In between turns, Izzy asks for OB. Since this is a violation of rules, I say take a hike.
(3)140AD: Kill Barb finishes a settler. Seeing as it is set to grow alarmingly fast, with no luxuries inbound yet, I start on a worker, specifically to go after that iron.
We may have an excellent lake network, but we don't have sailing, so we can't utilize the rapid transportation
. Also, more barbs have shown up to the north. I am going to send the settler around the lake up past Rexburg. There's a lot more cover there, and I can steal an archer from Rexburg with little danger.
Another chop, and Pyramids in 5.
(4)160AD: Barbs are swarming kill barb. Combat 1 axeman goes after the fool who took our farm and barely makes it out with 0.5 strength, after a supposed 70% win chance.
Morbid mistriss moves back into our territory after the chop. And Big Rick starts connecting cow #2.
(5)180AD: Morbid Mistriss will try to road up to the new town to the north when it's done. Seeing as there is massive mountain coverage and only 1 route through, not many will be sneaking past us after we set the town up.
Axe and Archer coming in on Butters. Hope he has the stuff...
Science down to 40% to stop hemmoraging. Making 3 gold a turn now. I will fiddle with it so we can research and stay in the green. This is bad for the science though...
In between turns, Butter's beats the stuffing out of the Axe. The archer takes off. Warrior moves in on Damaged Goods.
(6)200AD: Shuffling to avoid barbs.
Damaged goods clobbers the incoming warrior. And Lord McCauley again thinks we suck.
(7)210AD: Worker done. I want another axe, so there we go. Stagnate Kill Barb to prevent further rioting. Axe in 3.
Worker moves to build road to iron mine. Camp worker is finished, so starts a road. Big Rick is done with road at the cattle, I ponder what to do with him... I send him on his way to Rockland to chop trees and prepare land for irrigration.
Take calculated risk and beat up a barb with Harvis.
(8)220AD:
Really, nothing else to do, so I start on some more military. Another archer.
Found Liquidia on the hill south of the copper. We have the wines now. Or will soon... Relatively. Keeping with the recent trend, I start on a barracks. Notice 23 turns and scoff. I work the copper for 15 turns.
Chop at forest beside Rockland. Notice that road to camp is done. Yay for luxury! I go and unstagnant KB. I go to Rexburg and stagnant it, moving the corn worker to the newly finished cottage. We want cottage! Although the lake gives us more commerce right now, it's a long term descion.
Back to 50% research at net change of 0 gold. I then decide 70% at -3 is ok for a bit.
(9)230AD: Lots of barbs from the south, 3 archers. Joe makes a road for the cottage. Fetal Mind destroys a barb warrior.
(10)240AD: Arg! Chain of 4 barbs coming in from the south. I fervently take a calculated risk and use forest hermit to attack the head of the chain. He wins, but only with 2.2 health left.
Barb archer assaults him! I cringe. Will he make it? Yes he does!
(11)250AD: Archer done in Rexburg. Start on Axeman for staying power. Axeman done in KB. Start on Archer for city defence
.
The latter half of the 4 barb chain is moving toward's Kill Barb's hills, where I conviently placed some Axemen
.
Chop comes in Rockland will have it's Granary done soon. Then we can pump units.
Barb archer suicides on newly built Axeman. I name him Big Basher. He'll get some generic combat upgrades next turn.
(12)260AD: Granary done in Rockland (no surprise). The city is so screwed for food. Nothing I can do except worker medication. Start on Axeman.
Little Joe goes north to Liquidia to help make the area habitable.
Worker starts mining the iron. 8 turns. Sheesh.
(13)270AD: Arg. Too many units. Start on a Obelisk in KB. Smack self for not revolting government earlier. Bad S.ilver! Idiotic S.ilver! Start change to represetation. I was thinking of Hereditary Rule, but upkeep would kill us, and we don't have more than 5 cities anyways.
(14)280AD: Back in control and losing money still
. I kill two Warrior barbs harrasing Rockland. Workers are farming the area over. I shuffle tiles at Rockland so we are making more money. It does not seem that we need to be pounding out units right now anyways.
I relieve some workers of their duty in the mines so we can get to stupid Alphabet in better time.
(15)290AD: Finish Axeman in Rockland. Start on Library.
Uh oh...
Strategic Analysis. We're last place. Again. We temporarily passed Izzy somewhere back there, undoubtbly due to Pyramids. But it looks like we'll be cherishing this spot for a while.
Barbs continue to attack on all borders. We need to take out that barb city to the south. Also, Alex and his three archers perusing our borders is not a good sign. Big Basher and Dr. Crusher are on standby to smack him. They're hanging out by Kill Barb's mines.
Alphabet in 5, assuming we keep the specialists I laid down. Doesn't look like we have much of a choice anyways, seeing the shape our economy is in. See if anyone will trade with us once we get Alphabet. I seem to recall Ghandi being a charity case.
Alex took the horses to the north. Any confrontation with him will allow us the chance to get them back.
We should trade for sailing or something, so we can more easily fortify Liquidia. The mountain pass is a bit too long for comfort, and any road coming from Kill Barb would be at risk for attack.
Rexburg is unhappy, yet we are still working a forest which will allow us to grow. I instead move the forest worker to the mine to stagnate the city. 16 turns from 20.
Rockland's granary is taking too long to complete. I shuffle around tiles. Growth in 26, complete granary in 18. I feel this is the best solution at the moment, because I still want Rockland growing while it's finishing it's granary.
(1)100AD: Definately something up with the barb city down there. Izzy sent a beat up warrior to investigate. Another barb is incoming from the north. Butters studied on killing barbarians, and flawlessly smacks a pathetic warrior who wandered out of the forest.
Kill Barb's border's expanded to include the iron. We may want to do something about that.
In between turns, more barbs move in from the north, and Fetal Mind destroys a barbarian axeman who attacks.
(2)120AD: Butters retakes his position on the mine. He's earned a promotion, which I will not use yet.
Pyramids in 10, a chop finished this turn. I see a greek town northwest of Kill Barb. Not good. He took the position ON A HILL next to the lake.
In between turns, Izzy asks for OB. Since this is a violation of rules, I say take a hike.
(3)140AD: Kill Barb finishes a settler. Seeing as it is set to grow alarmingly fast, with no luxuries inbound yet, I start on a worker, specifically to go after that iron.
We may have an excellent lake network, but we don't have sailing, so we can't utilize the rapid transportation

Another chop, and Pyramids in 5.
(4)160AD: Barbs are swarming kill barb. Combat 1 axeman goes after the fool who took our farm and barely makes it out with 0.5 strength, after a supposed 70% win chance.
Morbid mistriss moves back into our territory after the chop. And Big Rick starts connecting cow #2.
(5)180AD: Morbid Mistriss will try to road up to the new town to the north when it's done. Seeing as there is massive mountain coverage and only 1 route through, not many will be sneaking past us after we set the town up.
Axe and Archer coming in on Butters. Hope he has the stuff...
Science down to 40% to stop hemmoraging. Making 3 gold a turn now. I will fiddle with it so we can research and stay in the green. This is bad for the science though...
In between turns, Butter's beats the stuffing out of the Axe. The archer takes off. Warrior moves in on Damaged Goods.
(6)200AD: Shuffling to avoid barbs.
Damaged goods clobbers the incoming warrior. And Lord McCauley again thinks we suck.
(7)210AD: Worker done. I want another axe, so there we go. Stagnate Kill Barb to prevent further rioting. Axe in 3.
Worker moves to build road to iron mine. Camp worker is finished, so starts a road. Big Rick is done with road at the cattle, I ponder what to do with him... I send him on his way to Rockland to chop trees and prepare land for irrigration.
Take calculated risk and beat up a barb with Harvis.
(8)220AD:

Really, nothing else to do, so I start on some more military. Another archer.
Found Liquidia on the hill south of the copper. We have the wines now. Or will soon... Relatively. Keeping with the recent trend, I start on a barracks. Notice 23 turns and scoff. I work the copper for 15 turns.
Chop at forest beside Rockland. Notice that road to camp is done. Yay for luxury! I go and unstagnant KB. I go to Rexburg and stagnant it, moving the corn worker to the newly finished cottage. We want cottage! Although the lake gives us more commerce right now, it's a long term descion.
Back to 50% research at net change of 0 gold. I then decide 70% at -3 is ok for a bit.
(9)230AD: Lots of barbs from the south, 3 archers. Joe makes a road for the cottage. Fetal Mind destroys a barb warrior.
(10)240AD: Arg! Chain of 4 barbs coming in from the south. I fervently take a calculated risk and use forest hermit to attack the head of the chain. He wins, but only with 2.2 health left.
Barb archer assaults him! I cringe. Will he make it? Yes he does!
(11)250AD: Archer done in Rexburg. Start on Axeman for staying power. Axeman done in KB. Start on Archer for city defence

The latter half of the 4 barb chain is moving toward's Kill Barb's hills, where I conviently placed some Axemen

Chop comes in Rockland will have it's Granary done soon. Then we can pump units.
Barb archer suicides on newly built Axeman. I name him Big Basher. He'll get some generic combat upgrades next turn.
(12)260AD: Granary done in Rockland (no surprise). The city is so screwed for food. Nothing I can do except worker medication. Start on Axeman.
Little Joe goes north to Liquidia to help make the area habitable.
Worker starts mining the iron. 8 turns. Sheesh.
(13)270AD: Arg. Too many units. Start on a Obelisk in KB. Smack self for not revolting government earlier. Bad S.ilver! Idiotic S.ilver! Start change to represetation. I was thinking of Hereditary Rule, but upkeep would kill us, and we don't have more than 5 cities anyways.
(14)280AD: Back in control and losing money still

I relieve some workers of their duty in the mines so we can get to stupid Alphabet in better time.
(15)290AD: Finish Axeman in Rockland. Start on Library.
Uh oh...

Strategic Analysis. We're last place. Again. We temporarily passed Izzy somewhere back there, undoubtbly due to Pyramids. But it looks like we'll be cherishing this spot for a while.
Barbs continue to attack on all borders. We need to take out that barb city to the south. Also, Alex and his three archers perusing our borders is not a good sign. Big Basher and Dr. Crusher are on standby to smack him. They're hanging out by Kill Barb's mines.
Alphabet in 5, assuming we keep the specialists I laid down. Doesn't look like we have much of a choice anyways, seeing the shape our economy is in. See if anyone will trade with us once we get Alphabet. I seem to recall Ghandi being a charity case.
Alex took the horses to the north. Any confrontation with him will allow us the chance to get them back.
We should trade for sailing or something, so we can more easily fortify Liquidia. The mountain pass is a bit too long for comfort, and any road coming from Kill Barb would be at risk for attack.

