Liq-01 Flaming Barbies on the Grill.

(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:
Civ4ScreenShot0120.jpg


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 :P.

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

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 :P. 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...

Civ4ScreenShot0121.jpg


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.

Civ4ScreenShot0122.jpg


Civ4ScreenShot0124.jpg
 
omg a :smoke: for silver!!!! yay he's human!!!

btw butters is a bad ass.

as for keyboards www.pckeyboard.com All hail the buckling spring... yes, I can hear liq typing in the other room!:crazyeye:

Glad the barbs picked up, was getting worried there, they were far far too tame.

as for points don't stress about the raw numbers, just means we can only go up!

Cheers!
-Liq
 
Cool, looks like we're past the hump. We should start working those cottage tiles as soon as we have the population to afford it.
 
Sorry guys, today has been one of "those" days and I won't be able to look at this for a while. If you don't mind waiting another day then fine, otherwise I'll need a skip.
 
Hey, after all that waiting for my pathetic and botched turn, it's no sweat to wait a day for a well played one :p

EDIT: Oh yeah. I count 12 barbs killed :P
 
S.ilver said:
EDIT: Oh yeah. I count 12 barbs killed :P

Your pitiful 12 kills will be shamed after my next turn, even if i have to enter world builder and add some more barbs to kill.

@Scowler
Take as long as you want, i can't play tomorrow anyway (various social commitments in which i had no choice)
 
Sir Toma said:
Your pitiful 12 kills will be shamed after my next turn, even if i have to enter world builder and add some more barbs to kill.

@Scowler
Take as long as you want, i can't play tomorrow anyway (various social commitments in which i had no choice)
lol. You are too rich, Sir Toma! (..add some more barbs to kill.) :crazyeye:
*snort*
rofl1wm.gif


See what having friends get's you? Less civ time! You got your priorities all messed up!
Just kidding, my folks are in town too, so I am a late night civ'er lately.
Still waking up at "O'my goodness" O'Clock though, so I am all squinty sipping my first coffee and reading the reports before I have to head out for the day.

Do what you did last time, Sir Toma. Kill all the barbs, and I can have another peaceful turn. :D
 
Turn 0 (290 AD)
There's an obelisk currently being built in Kill Barb, which seems unnecessary, so I switch it to a granary.

IBT:
Confucianism founded in a distant land
Archer defeats (2.34/3): Barbarian Warrior

Turn 1 (300 AD)
Damaged Goods (Archer) promoted: Guerilla II
Liquidia's borders expand

Turn 2 (310 AD)
Rexburg finishes: Axeman

Turn 3 (320 AD)
Rexburg begins: Walls
Axeman defeats (4.35/5): Barbarian Axeman
Axeman defeats (4.50/5): Barbarian Warrior
Axeman defeats (5.00/5): Barbarian Warrior

Turn 4 (330 AD)
Forest Hermit (Axeman) promoted: Combat III
Archer promoted: Drill I

Turn 5 (340 AD)
Tech learned: Alphabet
Liquidia finishes: Barracks

Turn 6 (350 AD)
First item on the agenda is a call to Gandhi who is willing to make the following trade:

350trading.jpg


- I choose Priesthood next with a view to grabbing the Oracle. We will most likely be beaten to it, but it is worth a try for the reward it offers. We might get lucky with a whip and a chop, but at worst we will get a cash bonus (badly needed) and "waste" a few turns at our target city, which will be Kill Barb.
- Isabella converts to Confucianism

Liquidia begins: Granary
Tech learned: Meditation
Tech learned: Polytheism
Tech learned: Sailing
Research begun: Priesthood
Axeman defeats (4.10/5): Barbarian Warrior

Turn 7 (360 AD)
Archer defeats (2.55/3): Barbarian Warrior
Tech learned: Priesthood
Rexburg finishes: Walls
Archer defeats (1.65/3): Barbarian Warrior

Turn 8 (370 AD)
Rexburg begins: Lighthouse
Kill Barb begins: The Oracle
Research begun: Literature
(The two Epics would be useful, and our promotions would allow the Heroic right away)
- Kill Barb switches from Granary to Oracle; workers are sent to help.

Turn 9 (380 AD)
Archer promoted: Drill I

Turn 10 (390 AD)
Archer defeats (2.55/3): Barbarian Warrior

Turn 11 (400 AD)
Archer promoted: Drill II
Rockland grows: 4
Axeman defeats (4.35/5): Barbarian Archer

Turn 12 (410 AD)
Fetal Mind (Axeman) promoted: Combat II
Kill Barb grows: 6
Liquidia finishes: Granary
Axeman defeats (2.75/5): Barbarian Axeman
- Alex declares war on Isabella!

Turn 13 (420 AD)
Liquidia begins: Library
Sure enough, the Oracle is finished this turn in a distant land, so I switch back to the granary that was already in progress. We get back roughly 120 gold.

Turn 14 (430 AD)
Rexburg grows: 7
Kill Barb finishes: Granary
- Isabella comes crawling to us, begging for help against nasty old Alex. I think not, especially as Alex is more powerful than us at present and prowling round with swordsmen.

430power.jpg


Turn 15 (440 AD)
Kill Barb begins: Walls

- I thought about building a settler before but it didn't seem worth it due to the state of our finances. However, with the boost from the failed attempt on Oracle we should start expanding again, especially as our rivals are now grabbing the land nearby:

440overview.jpg


I started walls at Kill Barb as a temporary build, so the settler could be spawned here.

- We are also due to pop a Great Person at Rex in 2 turns: either a Scientist or Engineer (roughly even chances).

440demo.jpg


We are temporarily in 2nd place.
Barbie count: 10 :hammer:
 
;) Just pointing out...

Variant Notes:
*No Open Borders.
(Nice trade though! Heh heh.)
*********************

We should be able to take the barb city SSW of Kill barb easily. I don't know why we are waiting to take it, but then, how many troops do we have available to attack it? That would be one free city for us.
A settler could build another city, and we'd sitting pretty.

Too bad we never got the Oracle, but oh well. ;)

Nice barbie count. I have a grand total of 2 myself! :lol:
 
Luv_Muffin said:
;) Just pointing out...

Variant Notes:
*No Open Borders.
(Nice trade though! Heh heh.)

:confused:

We don't have OB with Gandhi - or am I missing the point? Surely tech trading is okay?

The barb town has probably been destroyed as its borders disappeared fairly early on in my set. I assume Alex razed it.
 
Scowler said:
:confused:

We don't have OB with Gandhi - or am I missing the point? Surely tech trading is okay?

The barb town has probably been destroyed as its borders disappeared fairly early on in my set. I assume Alex razed it.

Ah, the light switches on in my somewhat soft melon. :crazyeye:
I thought we still had OB with Ghandi, and that was why we got a trade.
Hey, I get by in the world with my looks, don't need to be smart to look good. :smoke:

And the news about the barb town is interesting. I did not know it was razed.
Hmmm, I wonder what resources the barbs built their city around? (Could be just about anything)

Okay, thanks for illuminating me Scowler. :clap:
I feel slightly more clue'd in now (you can only do so much with the material you're born with). Heh heh.
 
I say we meander towards Construction. Gandhi is so weak he almost has to be our first target. The land to the south sucks anyway, better to take his developed cities.
 
Here's my turn. I accidentaly played 16 because i can't count and play civ at the same time. Is there any reliable way to count your turns and not mess it up.


Turn 0 (440 AD)
Axeman defeats (5.00/5): Barbarian Warrior
User comment: 1 barb down

Turn 1 (450 AD)
Imhotep (Great Engineer) born in Rexburg

Turn 2 (460 AD)
User comment: I'll save the Great Engineer for a later wonder. Possibly the Great Library
Kill Barb finishes: Walls

Turn 3 (470 AD)
Kill Barb begins: Axeman
User comment: I build an axeman in kill barb to explore the South
Tech learned: Literature
Rexburg finishes: Lighthouse

Turn 4 (480 AD)
Research begun: Mathematics
Rexburg begins: The Great Library
User comment: Isabella is way ahead in tech
Civ4ScreenShot0028.jpg

Rexburg finishes: The Great Library
Civ4ScreenShot0022.jpg

Rockland's borders expand

Turn 5 (490 AD)
Rexburg begins: Granary
User comment: I didn't declare war on the Spanish because we don't know where they are
Liquidia finishes: Library

Turn 6 (500 AD)
Liquidia begins: Axeman
Kill Barb finishes: Axeman

Turn 7 (510 AD)
Kill Barb begins: Swordsman
Axeman promoted: Medic I

Turn 8 (520 AD)

Turn 9 (530 AD)

Turn 10 (540 AD)
Kill Barb finishes: Swordsman
Rockland grows: 5
Liquidia grows: 2

Turn 11 (550 AD)
Kill Barb begins: Swordsman
Rockland finishes: Library
It seems that Alex did raze that barb city, i have also found part of the Spanish homeland.
Civ4ScreenShot0038.jpg


Turn 12 (560 AD)
Rockland begins: Swordsman
Tech learned: Mathematics
Rexburg finishes: Granary
Rockland finishes: Swordsman

Turn 13 (570 AD)
Research begun: Music
Rexburg begins: Archer
Rockland begins: Swordsman
Research begun: Metal Casting
User comment: I want workshops and the Colossus
Rexburg finishes: Archer
Kill Barb grows: 7

Turn 14 (580 AD)
Rexburg begins: Aqueduct
Kill Barb finishes: Swordsman

Turn 15 (590 AD)
Kill Barb begins: Obelisk

Turn 16 OOPS! (600 AD)
Rockland begins: Swordsman


Summmary:
I used the Great Engineer to hurry the Great Library in Rexburg to improve our science, which is stuggling. I refused Alex's request for war with the Isabella only because at the time i didn't know how close/far away they were and didn't want to risk being surprise attacked from our back. I began to produce some swordsman for a future war with Gandhi and i sent them to Rokwhatever to wait. I started to research metal casting as Rexburg will then have the lake tiles produce 3f and 3g each. I also discovered that Alex did raze the barb city to our south. Hope i didn't stuff up too much. Sorry in advance.

More Screenies
Civ4ScreenShot0049.jpg

Civ4ScreenShot0045.jpg

Civ4ScreenShot0037.jpg


And i just realised something else. I ONLY KILLED 1 BARB IN 15 TURNS:eek:
 
No savegame, so I can't play my turn.

And why do we have an axeman wandering around outside of our borders?
Variant Notes:

*Units cannot be moved outside our cultural borders with the following exceptions.
1.Escorted settler parties, who must settle relatively quickly.
2.Armies traveling towards KNOWN enemy cities with the intention of attacking those cities.
3.Workers/escorts laying roads between friendly cities.
5.Units being sent directly between friendly cities.
6.Spys being sent to known rival lands to conduct their business, taking the shortest safest path.

Exception: Allowed a scout to actually scout the land surrounding start area. This was allowed in order to grasp how the land around us was situated and keep the game entertaining. Scouts were kept in spirt to discover new lands only, never act as a sentry. They proptly all died by the time the barbs started.

*No Open Borders.

*No Unpronouncable City Names by the end of Liq's turn.
 
hehe yah just disband the axe lol.

Bad Sir toma!!!!!!

Well to be honest though so far one barb is just anemic.

Even at prince level the civs just expand too fast and eat up all the barbs.

I think think of two basic ways to spice it up...

Hard goofing with the barbs mod style or Liq's 'god box' idea.

put the cough syrup down Liq!!!!

no no honest. Barbs appear more due to difficulty right well what if that game is set to deity? To prevent the AI from just running with the game, set up the map so that the enemy civ is walled into a corner of the map with world builder?

So then no enemy civs what would be the point of the game?

good question!!!!!

Anyway lets please try and stick with the spirit of this SG and keep the world a mystery.

Cheers!
-Liq
 
No worries. I was knackered last night anyway, so I may have posted a Lurker gamesave on this thread, what with the way my eyes were getting squinty.

Good thing I had a rest.
Muffin is energized, has coffee in hand, and the cats are fed.
Let's do this!
an164ep.gif

* This is my "I got it post".
Cya back here in a few. :)
 
Pre-Turn:
I disband our wandering Axeman. (rats)
It had to be done, to keep with the spirit of the SG.
We'll get it back though, don't you worry.

I switch Kill barb to a settler; put a turn of hammers into it, and
then will whip it.
Capital gets the same treatment (settler/whip)
Kill Barb begins: Settler
Rexburg begins: Settler

I plan on settling the iron, and another city south of our capital
so that Izzy is blocked from walking in on us from the south. Money will be a problem, but we are getting boxed in here.

Turn 1.
Rexburg finishes: Settler
Kill Barb finishes: Settler
Liquidia grows: 3

Our two big cities take the whip.

Turn 2. 620 AD
Rexburg begins: Scout
Start working on a scout, so that we can discover what's out there.
Settlers built and on the move. Iron looks surrounded by mountains, ick.
Southern settler bringing axeman/archer/worker to
join settler in a stack.

Rexburg finishes: Scout
Kill Barb finishes: Obelisk
Rockland grows: 6
Liquidia finishes: Axeman

Turn 3. 630 AD
Kill Barb begins: Archer
Liquidia begins: Obelisk

Western city is going to be mostly mountains. I don't know about that.
Alex has a road here, and it is close to our supply of Iron, so it would
be a strategic city, maybe not the healthiest though. If Alex were to
put a city there, it would be annoying dealing with him so close to Kill Barb.

There is a barb warrior south of our stone city.

Scout promoted: Woodsman I
Rexburg grows: 5
Kill Barb grows: 5

Turn 4. 640 AD
I spot Horses near where I planned to build our iron city!
If we can push Alex's borders back, we might be able to capitalize on
this!

Eagles Nest founded!
liq2127tl.jpg

Eagles Nest begins: Obelisk

I spot Marble a long way at the southern end of the map. Hmmm.
Maybe I can take out settler for a long walk and settle the marble
for strategic purposes? It would give us time to get our finances in
order as I walk to the antartic. Hmmm. But settling there would also
increase our expenses. Nuts.

Barb warrior is getting closer to Fetal Mind SE of stone city.
He's so toast if he tries to attack me.

Kill Barb finishes: Archer

IBT: Barb warrior attacks, win for us!
Axeman defeats (4.55/5): Barbarian Warrior

Turn 5. 650 AD
Kill Barb begins: Spearman

Our southern settler spots Marble closer to home! That was a fortunate
turn of events! I am so gonna settle near here!
liq227hf.jpg


There is a barb swordsman very near where our settler plans on building
our marble/silk city! Rats! Go away, shoo! Just turn around there, sword
dude.

IBT: The barb swordsman kills our archer!
Archer loses to: Barbarian Swordsman (3.96/6)
Alex converts to judaism.

Turn 6. 660 AD
S&M City is founded (couldn't think of a cool name that tied silk to marble)
S&M City begins: Walls


Forest Hermit (our axeman) tries to finish off the Barb Swordsman before
he can recover and attack our city.
High risk! Don't try this at home, folks!
liq239nb.jpg


99.4% chance of winning, so I decide to go for it.
Axeman defeats (5.00/5): Barbarian Swordsman
We win!

We are in first place!
(I just noticed that, lol)
Rexburg grows: 6
Rockland finishes: Swordsman

Turn 7. 670 AD
Rockland begins: Archer

I have our worker at S&M city building a farm
Another worker is set to build road to connect Eagles Nest.
One more worker near Kill Barb is moving to build a road to connect
S&M city.

I see that Ghandi has a settler/archer pair.
liq244gs.jpg


It looks like they are
moving south to grab that iron. I may want to start our war soon if that happens.
I'd like to fight them when they are still lacking iron.
We could easily take a city (lots of swordsmen are ready).
We'll see what happens, before I get too excited.

Kill Barb grows: 6

Turn 8. 680 AD
Christianity founded in Bombay!
Alex and Izzy make peace.

Great Engineer born in Capital.
liq254gs.jpg


I use him right away to build Hanging Gardens.
Rexburg begins: The Hanging Gardens

Liquidia grows: 4

Turn 9. 690 AD
There is a barb axeman SW of S&M city, another barb swordsman
SE of Stone City

I lost sight on Ghandi's archer/settler pair, so I am moving a
swordsmen stack, think I'll take his city before he can defend it
with more than an archer.

Rexburg grows: 7
Kill Barb finishes: Spearman

Turn 10. 700 AD
Kill Barb begins: Swordsman

Barb axeman is outside of S&M city, to the SW. No way will he be
able to take one of our promoted axemen gaurding the city.

Barb swordsman still menacing SW of stone city, I promoted an axeman to
woodsmanII, we'll see if the swordsman will risk a fight.
Axeman promoted: Woodsman I
Axeman promoted: Woodsman II

I whip an aquaduct in our capital (I used our great person for the wonder,
but it says it needs an aquaduct! D'oh!)
Rexburg finishes: Aqueduct

IBT: Barb axeman attacks, we win!
Axeman defeats (4.35/5): Barbarian Axeman

Barb Swordsman attacks our axeman (woodII). Victory!
Axeman defeats (4.35/5): Barbarian Swordsman

Turn 11. 710 AD
We are the poorest civ in the world.
liq264eu.jpg


Our scouts spots Santiago! Another spanish town.
liq296ez.jpg


Hanging gardens should definately be done next turn! Heh heh.

Rexburg begins: The Hanging Gardens
Rexburg finishes: The Hanging Gardens
Eagles Nest's borders expand

Turn 12. 720 AD
Hanging Gardens completed!
liq271mu.jpg


Rexburg begins: Spearman
Kill Barb begins: Aqueduct

There is another barb swordsman closing in on our WoodII axeman.
Good, he will enjoy the XP.

Kill barb is at the happiness limit, so I will put a turn into an
aquaduct, and then whip it. Kill barb will grow quickly.

Rexburg finishes: Spearman
Rockland finishes: Archer

IBT: Barb swordsman attacks our WoodII axeman, victory!
Axeman defeats (3.05/5): Barbarian Swordsman

Turn 13. 730 AD
Rexburg begins: Archer
Rockland begins: Obelisk

Izzy's troops are getting closer to S&M city. I wonder what's going
through her mind? If she tries, she dies.

Rexburg grows: 7
Kill Barb grows: 8
Liquidia's borders expand
S&M City's borders expand

Turn 14. 740 AD
I move our swordsman stack towards Where I think Ghandi built his
ironworking city. We need to money from pillaging his towns.
(This is why our units are moving outside our border)

Barb Swordsman south of S&M city.

I trade math for Monotheism with Ghandi. (He ain't gonna be in the mood
for trading techs after we attack him).
liq289hw.jpg


Tech learned: Monotheism
Since research is so low, we'll need all the techs we can grab for now.
Izzy has code of laws and calendar, but won't trade.

Kill Barb finishes: Aqueduct
Rockland grows: 8

IBT: I think the barb swordsman south of S&M city attacks Izzy's archer,
it's health is way down and I don't see the Swordsman anymore.

Turn 15. 750 AD

Swordsman stack heading east towards iron that Ghandi has likely settled.
liq2117ie.jpg


Attack his iron city, then take Bombay.

Cities are MM'd to work commerce tiles. Any left over citizens can work other
hammer producing tiles. Hope to grow some towns soon.
*********************

Turn Order
1. Liquidated -- Gnashing at the bit
2. Merzbow
3. S.ilver
4. Scowler
5. Sir Toma
6. Luv Muffin -- Turn complete
7. Zavior -- Next!

EDIT: Muffin's barb count leaps to a lofty "Seven" and one.

The time for war is upon us!
Actually, we have to, just to make money from pillaging and capturing cities.
 
Additional Data:
******************

Empire:
liq2167ot.jpg

********************

Northern View:
liq2188qr.jpg

********************

Eastern View:
liq2153ws.jpg

********************

Southern View:
liq2140ew.jpg

********************

Domestic Data:
liq2138gb.jpg

********************

Demographics:
liq2193cp.jpg


Alex's army west of Eagles Nest:

liq2179wp.jpg

(Is this from his war with Izzy, or something more ominous?)
unsure5ap.gif

********************

Religion Data:
liq2207fe.jpg

********************

I think that the small map made our map too small.
We started in the centre, the civs to the outside, and the barbs are running out of places where they can establish themselves (imo)
Maybe next time we try a larger map, to allow the barbs to grow into a 4th power on their own?

Next tech, Currency.
We'd be crazy not to concentrate on money making techs.
 
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