Trackpad's working, CIV is working. Let's do this.
T130
It is Turn 130 and we have 6 cities. I know we had barb trouble but this is lame. Let's see if we can double that in the next 50 turns or so.
Gligamesh has 8, Rome has 6, Mansa has 5.
Here is what our cities are up to: limping toward currency
SuperMarioBros
Goal will be to grow this super tall.
SonicThePig has too many tiles to be at such a low size; we should not have this many improved tiles with only 6 citizens. I'll try to grow this super tall, too. I'll also add a city to work some of these cottages.
Flindo's Quest is limping into research now, but I'll have it produce archers for Sonic and Super Mario
FootballManager has so much food it's painful. It also has too many forests! Let's lumberjack them down.
Landstalker should also grow tall.
Is there a reason we don't have horses hooked up here?
Techs
Shuffle some units around. End turn.
T131
Mansa makes peace with JC.
T132
Mansa founding right here means we are protected from the barbs.
T133
Finishing adding several workers. Now start the settler spam! (Also a lot of our workers are out of position.)
This was going to be spot 1. I chose otherwise.
T135
I was completely wrong. I have no idea where barbs can spawn.
However, I do found Jungle Strike.
T136
Horses hooked up. Or rather, they were hooked up last turn but I now get capital credit.
I don't have the workers in place to support spot 1, so I was waffling over founding here. In the end, 1 is the better spot so i'll go there.
T139
Lose the horses at Cholo. However, our first horse archer and the axe on site are able to clean it up.
To celebrate, I found Contra. It drives our gold rate down to ... 0 gold at 100% cash.
Oh and I start on this litlte thing called currency. Due in 2 turns. Probably should have started it a turn earlier. That's what I get for not simming.
T140
No thanks, dude.
Buddhism spreads at the capital. I'd hold on the revolt until we get asked; we don't want to fight Rome without crossbows or maces.
We're up to 8 cities. Let's add 8 more in the next 10 turns.
I've left notes for the major actions. I have a settler going to this spot in the north. The workers should give the capital an extra cottage, then head up to the sheep.
Football Manager should chop out workers. You get a great scientist next turn: send him to the capitol.
Next research target needs to be sailing: we might have trade routes over the rivers.
Contra got a chopped granary: it should grow on the food between it and the capital and Football Manager; make sure to switch tiles as needed.
North and South
Demos: not too shabby, especially that GNP #. Let's just get an academy at the capital and REALLY rev it up.
I built next to 0 units in my set. If you're going to build them, use Flindo's quest. Or do the double-whip special (whip an axe 4/35, overflow onto a spear or vice versa; gets 2 units for 1 whip and you can use one for happy and another for fighting)
Techs
We've got 3 people working on the pyramids.