http://www.civfanatics.net/uploads9/LK99-1450AD.zip
1400 AD
(IT) France and Germany ally vs. the Zulu. We will be lucky to raze many more French cities.
1405 AD
I formed an empty army. I have no plans to waste it on an army with 2 cavalry when tanks are close.
1410 AD
I perform an immediate steal on Germany and we steal Tank Warfare.
India gives us Flight and $475 for it. Zululand gives us Advanced Metallurgy, $15 and wm.
What really bites is there is NO spare oil to even try to buy.
1415 AD
Marseilles is razed for $6 and some more labor. Edrine is also razed for $6 and 4 workers.
1420 AD
Our supply of wines disappears, and we suffer a city riot because of it. This hit unexpectedly and appears that India lost a source the other luxury they were giving us as they now have just 1 luxury available.
1430 AD
I try an immediate steal from Germany. I take Machine Tools. India gives us Theory of Relativity and $455. Zululand suddenly has Oil. We take Incense, Gold, Oil, wm and $10 from them. Our first tank is ordered up.
1435 AD
Well the gods are nice to me.
I razed Amatikulu for $0 and 3 workers. Orleans is toasted for $0 and *12* workers.
(IT) Germany and Russia sign a peace treaty. There is so little left of Russia I won't even bother getting a new alliance.
Russia and France sign peace. This really won't matter.
We complete Empire State Building. Our spare income goes from $602 to $734.
1445 AD
I upgrade 8 French workers.
(IT) Zululand and Russia sign a peace treaty.
1450 AD
We now have a victorious army. Civ celebrates this by locking up and requiring me to restart the game.
The leader finally made it back to create a second tank army. One more and we get build the Pentagon and get real armies.
Tours is toasted for $5 and 3 workers. Iznik is turned into rubble for $15 and 6 workers.
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Summary:
IMHO Germany is the bigger threat at the moment over Zululand. Our next objective should be to take out the German cities that they took from Russia.
Keep building machine gunners to become our primary defense unit. They upgrade to the very hard to kill tow infantry. We also have a new tank arriving every turn.
The capitol should build all the revenue boasters between us having Estates General and Empire State Building. The Spirit of St. Louis can be built once we steal the needed tech to create a revenue monster in the capitol.
Signed up:
LKendter
Greebley (currently playing)
Microbe (on deck)
Sanabas (indefinite skip) I am still waiting for a back playing notice.
ThERat (skip May 5 to May 22)
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Previous players credit toward city #9: 1
Credit toward city #9: Marseilles, Edrine, Amatikulu, Orleans, Tours and Iznik.
Final credit toward city #9: 7
We may initially build a maximum of 5 cities. After that the plus rules take effect.
We must count the number of cities we raze. When the number of razed cities exceeded the number of cities we have we may build another city. After that the razed city count resets to zero.
For example:
We razed 6 cities. We build out 6th city. We must then raze another 7 cities (total of 13) for the right to build the 7th city.
NOTE: We can't capture cities! All cities must be native built.
Our city count can't ever exceed the amount allowed for even a millisecond.
The right to the number of cities is never reduced. If we lose city #7, we can rebuild city #7. Remember - we can't capture cities including our own if lost.