Sullla
Patrician Roman Dictator
I took my turn - expanded as much as I could in 20 turns. Still no sign of any other civs. Well here is the summary so far:
(0) 3050 BC Why is a worker building roads everywhere but not irrigating? Time to fix that - he's set to irrigation. Since science is same regardless of percentage, set to 10% to get max wealth.
(1) 3000 BC Nothing
(2) 2950 BC Nothing
(3) 2900 BC Very little of note.
(4) 2850 BC Madrid builds temple, switched to settler.
(5) 2800 BC Nothin
(6) 2750 BC Spacebar...
(7) 2710 BC Still waiting for settler to appear.
(8) 2670 BC Goody hut spotted to the south by scout.
(9) 2630 BC Settler built in Madrid - since it costs so little population, another is immediately set to be produced. 25 gold in hut - not much.
(10) 2590 BC Bilbao founded close to Madrid - only 1 square overlap though they look closer than that.
(11) 2550 BC Nothing. This must be a hot world, with so much jungle and desert.
(12) 2510 BC Shrug.
(13) 2470 BC Barbarians appear - our conscript warrior kills them and becomes regular.
(14) 2430 BC Settler produced in Madrid. Barbarians approaching Bilbao - no worries though. We discover bronze working and start wheel. Another hut in the remote south - hoping for better stuff.
(15) 2390 BC Barbarian killed. We now have a veteran unit (with 10 hit points...) Hut is abondoned (damn).
(16) 2350 BC Our conscript warrior is now veteran too. Bad news is that our scout has been cornered by barbarians and is going to die soon.
(17) 2310 BC Andorra founded. We spot another barbarian camp. Scout dies from unavoidable combat.
(18) 2270 BC Madrid builds archer, set to produce another settler. We now have a huge treasury, so science is set to 100% (only -2 deficit).
(19) 2230 BC We take another camp, +25 gold.
(20) 2190 BC Nothing important happened on this turn.
There you go - the reign of mighty Sulla goes out not with a bang, but with a whisper. The goal for now is just expand, expand, expand.
Civanator, I would like to see a list of all the changes you made in this mod soon if possible - like why sea squares are now awesome, for example. Note to others: build cities on coastline as those squares get 2 grain, 2 shield, and 1 commerce with 0 city improvements! This kind of unbalances the game though... And why exactly do workers/settlers have 2 move? I dunno, it's different and somehow it doesn't feel much like Civ III to me.
Here's a map of the world so far. Andorra should be changed to temple production immediately - I forgot to do that. Units are indicated by arrows in which cities they are based. Good luck!
(0) 3050 BC Why is a worker building roads everywhere but not irrigating? Time to fix that - he's set to irrigation. Since science is same regardless of percentage, set to 10% to get max wealth.
(1) 3000 BC Nothing
(2) 2950 BC Nothing
(3) 2900 BC Very little of note.
(4) 2850 BC Madrid builds temple, switched to settler.
(5) 2800 BC Nothin
(6) 2750 BC Spacebar...
(7) 2710 BC Still waiting for settler to appear.
(8) 2670 BC Goody hut spotted to the south by scout.
(9) 2630 BC Settler built in Madrid - since it costs so little population, another is immediately set to be produced. 25 gold in hut - not much.
(10) 2590 BC Bilbao founded close to Madrid - only 1 square overlap though they look closer than that.
(11) 2550 BC Nothing. This must be a hot world, with so much jungle and desert.
(12) 2510 BC Shrug.
(13) 2470 BC Barbarians appear - our conscript warrior kills them and becomes regular.
(14) 2430 BC Settler produced in Madrid. Barbarians approaching Bilbao - no worries though. We discover bronze working and start wheel. Another hut in the remote south - hoping for better stuff.
(15) 2390 BC Barbarian killed. We now have a veteran unit (with 10 hit points...) Hut is abondoned (damn).
(16) 2350 BC Our conscript warrior is now veteran too. Bad news is that our scout has been cornered by barbarians and is going to die soon.
(17) 2310 BC Andorra founded. We spot another barbarian camp. Scout dies from unavoidable combat.
(18) 2270 BC Madrid builds archer, set to produce another settler. We now have a huge treasury, so science is set to 100% (only -2 deficit).
(19) 2230 BC We take another camp, +25 gold.
(20) 2190 BC Nothing important happened on this turn.
There you go - the reign of mighty Sulla goes out not with a bang, but with a whisper. The goal for now is just expand, expand, expand.
Civanator, I would like to see a list of all the changes you made in this mod soon if possible - like why sea squares are now awesome, for example. Note to others: build cities on coastline as those squares get 2 grain, 2 shield, and 1 commerce with 0 city improvements! This kind of unbalances the game though... And why exactly do workers/settlers have 2 move? I dunno, it's different and somehow it doesn't feel much like Civ III to me.
Here's a map of the world so far. Andorra should be changed to temple production immediately - I forgot to do that. Units are indicated by arrows in which cities they are based. Good luck!