1575 AD (pre-turn)
Why does Akkad have civil engineers when we are building military? I hire some cops and shave 2 turns off the artillery being built.
(IT) Rome is truly toasted. The Vikings and Zulu sign an alliance against them.
1580 AD
It is one turn to Hoovers, so it is time to trade.
I ship the Zulu Electronics @ monopoly, for Steel @ monopoly and $550.
I ship the Viking Electronics for Refining and $286. No sense in getting GPT from this loser.
I ship the Mongols Electronics for Communism and $25.
I check the map and find we have Oil on grassland by Izbia. This must have been one of the marsh squares we cleared.
We actually have a tech over some of the civs as I find nothing worth trading steel for. Will the Vikings get an attitude again?
1605 AD
(IT) Rome is official killed by the rampaging Zulu forces.
1610 AD
The Zulu borders expand to well, and I can't find a spot to vulture coal with.
1615 AD
The price is obscene, but we get coal for furs, ivory and $60/turn.
I ahve played my last turn. We have 53366 culture earning 582/turn. That leave a max of 45 turns. There UN is the only modern wonder we may build.
Summary:
Thanks to Replaceable parts and Democracy we already have a decent amount of the military rail net built.
Signed up:
LKendter
Microbe (currently playing)
SesnOfWthr (on deck)
Ankka
Karasu
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) We must accept peace once the civ will give it to use for free. We are allowed to take concessions during the peace talks.
6) We are prohibited from signing alliances and MPPs.
7) We may not declare war except for the following reasons:
A) To stop a space launch
B) We hit 80K, but another civ has at least 40K. This still is meant to be a limited war.
8) When in doubt about actions please think about the spirit of the game.
http://www.civfanatics.net/uploads7/LK69-1625AD.zip