1000 BC
Unit costs are positively killing us. Our cities are just too small to support Republic. What is more annoying is we need more workers that would UP unit support. Our terrain isn't well improved.
I sell Carthage Republic for $154. That along with our existing cash lets us build 3 embassies.
The embassy with Netherlands shows them at size 5, 1 luxury, horses and 4 spearman defending.
The embassy with the Iroquois shows them at size 2, 1 luxury, horses and 4 spearman defending.
The embassy with America shows them at size 6, 1 luxury, no resources and 3 spearman defending.
The Aztecs are the only embassy remaining.
(IT) With utter disgust I give the Iroquois construction in tribute.
975 BC
I general hate disbanding units, but we can't afford exploring units at this point. I can up science by 10% thanks to this.
Now the Iroquois have currency and polytheism after I lost my trade material in tribute.
950 BC
(IT) $20 down the drain to the American jerk.
900 BC
The economy is choking so badly that I have to play with the science slider and luxury sliders every turn.
875 BC
The Vikings complete the Great Lighthouse.
850 BC
There is now a Viking city that really screwed our southern expansion. I stop building settlers, as I know have no idea how to use the ones we have.
(IT) The wars start as America declares war on Carthage. As long as nobody gets the upper hand I am very glad to see AI wars.
825 BC
Zaragoza is formed to claim more horses. We will eventually have a spare to trade. I just hope one of the AIs will need it. The city will need temple and irrigation to get anywhere, but I felt horses, possible saltpeter and insure that we control the route to the spices was worth it.
Pamplona is formed to simply claim more land.
The additional cities and fewer units get our science rate back to reasonable.
800 BC
Never mind, the economy bites again.
775 BC
This is starting to sound like a broken record, but now I can increase the science rate by hiring a taxman instead of a scientist.
750 BC
As this is the last turn I will let the next player decide to give the Zulu construction for 2 luxuries. The path is THROUGH Viking territory so we could give up a tech for just a handle of turns of luxuries. The Zulu are one of our two hopes to research currency for a trade.
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Summary:
Our economy is pitiful.
We need to grow our cities and get the right to marketplaces. Republic is just too weak without them.
All of our southern cities are building temples to get the upper hand in as they are all in cultural conflict.
I think as we can replace the warrior with spearman we should disband the warriors. Right know we are dead in any conflict and can't afford to waste GPT our low quality units.
The workers on the iron mountain are to eventually get the spices connected. We really need that second luxury.
Signed up:
LKendter
Greebley (currently playing)
Microbe (on deck)
Gozpel
Kaiser_Berger
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Don't forget the variant rules listed in the first post.
http://www.civfanatics.net/uploads8/LK82-750BC.zip