150 BC (pre-turn) - Well if we had a lot more troops, I might be tempted to search out more workers from England. :flamedevi:
130 BC - Bayonne is formed.
110 BC (I) - We get Philosophy for free.
90 BC - Our clueless warrior can't kill a barb horseman.
70 BC - It is time to see what is on the other side of the water by England. So far it looks like a small island.
(I) I smack the domestic advisor for suggesting the fp be built at Rouen. Why would I want the fp to cover mostly ice cities?
50 BC - Lyons barracks is going to start building us some horseman. I love cities at 10 shields a turn.
(I) The GL continues to work giving us Monarchy and Construction.
30 BC - We find new civilizations. [dance]
Babylon gets Code of Laws, and gives us contact with Vikings, $4 (his pathetic treasury) and tm.
Scandinavia gets Monarchy ands gives us contract Russia, tm and $165 (all his money).
England gives us $65 for our new maps. They have too much cash; I need to get more map knowledge.
Russia gets our wm, and gives us contract with Ottomans, tm and her total treasury of $22.
I check back with England and get another $65 for map knowledge.
I give Code of Laws to Ottomans and get wm, $4 back.
I sell the Ottomans our wm and get $40 and
$10/turn.
How in the world is there gpt to trade in the ancient times?
It is a boring peaceful world over there, as all city names appear to match their native civs.
I drain another $110 from the English treasury.
I am glad I followed the breadcrumbs. The double deep sea by England caught my eye and that is how I found everyone.
The Russians have started Hanging Gardens, and I decide to do the same. I would prefer to break the cascade to Sun Tzu.
(I) A Roman legion beats us to killing a barb camp.
10 BC - I recover that money by selling him the new wm.
We really can't use the cash the moment, but I do start selling wm to the world for more chump change.
My settler in Cherbourg reverses direction, as I really don't want to settle close to a barb camp that I might not be able to kill before massive uprisings. I don't want $1400 at risk.
10 AD - Our archer kills the barb camp near Cherbourg.
Summary:
LKendter (currently playing)
Jack merchant (on deck)
Hotrod0823
Mystery13
Despot
We must be very careful with worker actions. Check early and often for a possible worker purchase.
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
http://www.civfanatics.net/uploads4/LK46-50AD.zip