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K-Mart Horizon

I had to run an errand at Best Buy today, picking up replacement batteries for our cordless phone, as the current batch, while rechargeable, had progressed to the point of holding only a few minutes’ charge. The experience wasn’t exactly consumer hell, but it was a far cry from what I remember of Best Buy when I first started shopping there. They’ve still got staff eager to help you find things to buy, but it’s grown misinformed, and aims at bigger-ticket items. I was sent twice to the wrong place—first to the all-purpose batteries, then to the cell phones—before finally being directed to the proper section of the store, only to find they didn’t carry the appropriate batteries any more, part of the ongoing program of planned obsolesence. And in place of the previous automatic reply, “We’ll order it for you,” I was told, “I guess we don’t have it.” Ultimately, I had to to go Radio Shack for a brand of battery I don’t recognize.

It echoed eerily the slow decline of Barnes & Noble, and after it Borders, in book retailing, my recent complaints of Toyota’s maintenance department and, come to think of it, lots of chains that build an empire on quality and service only to descend gradually towards the lowest common denominator.

What makes this such a common story? I don’t know enough about business to know, and I’m curious. My best guess is the continual, downward pressure of short term profit concerns. It’s a lot easier to cut training, salaries, or product lines than to ride out a downturn, especially for executives whose income depends on bonuses for short-term stock values that benefit big speculators without growing the economy in a substantial way and not on long-term dividends that benefit investors and do help the economy grow. If my guess is right, and short-term concerns are the problem, then the $64,000—nay, $64 trillion—question is how to divorce that kind of short-term thinking from business without destroying the nature and benefits of a free market. I’m sure I don’t know that, either, but I sure wish I did.

Constancy

Every time I give up on the Hellblazer comic book series, I end up coming back, because the tone is great. It gets two things just right: the continual sniping between mages, the presumption from self defense that any mage is likely to screw you over given the chance because so many do, is compelling, and the way magical rituals seem to follow a common broad theoretical basis within an endless variety of specifics born of the way magical knowledge would fragment in such a treacherous community.

And every time I return to the comic, I decide to stop reading it again, because those nifty bits, the hints of a broader world behind all the hubris and backstabbing, always prove only to be no more than hints. Like the X-Files, Hellblazer has an absorbing atmosphere, but there’s no there there. There’s only one story, told over and over. And it isn’t very good, always ending when Constantine pulls some obscure factoid out of his ass and makes the evil wizard’s magic blow up in his evil wizard face. Maybe he gets a little help along the way from a half dozen dei ex machina. Here, I’ll write a new three-issue series for you right now:

CONSTANTINE: Bloody hell. Bullocks. Spare us a fag, luv. [lights up] Being the world’s greatest magician bloody well sucks because I have to deal with wankers all the time and sometimes I wallow in guilt. Better find me old mate, who hates me, can’t say I blame him. Bullocks.

BOB REDSHIRT: Fuck off, Constantine. You just use people and get them killed. Get the hell off my doorstep.

CONSTANTINE: Come with me. I need you to get in way over your head investigating some insanely dangerous magical cabal. Bullocks.

BOB REDSHIRT: Okay.

CONSTANTINE: The great thing about being a magician is you never have to figure anything out for yourself. Just wait around and synchronicity will give you all the answers you need. Wankers.

THUG: Come wit’ me. Da boss says yer too dangerous to his plans, so he wants to talk wit’ yez.

CONSTANTINE: Fuck that. [kicks him in the crotch] Now take me to your boss. I’ve got some questions for him. Bloody fuckin’ hell.

THUG: Urk. Address is on dis piece o’ paper.

[Constantine travels to meet the evil wizard.]

EVIL BOSS: I have mastered this horrifically powerful magical relic, which I will now use to destroy the world and/or indulge my vile and decadent whims. Don’t even try to stop me, Constantine.

CONSTANTINE: Yeah, well, that’s the thing, innit? Your relic is the sacred whoozits of Czernobog, and it contains an ancient demon which will eat your kidneys the moment anyone in the world says “bullocks,” which I just did. Bullocks.

EVIL BOSS: Noooooo—aargghrh!

CONSTANTINE: Bloody amateur wankers. Pity what your goons did to my mate Bob before I got here. Don’t know how I’ll forgive myself. Bloody hell. [lights up]

1830 Redux

The same day I got to try out Dominion, I got a chance after a long, long hiatus to play 1830 once again. 1830 became quite popular for a while in my circle back at U of I, and I miss it. The game is complex—not quite SPI wargame standard, but a step above the typical German family game and a half-step above even the more complicated of those—and all the information has to come up front, since there’s no luck and victory or ruin typically hinges on navigating a series of delicately timed decisions. With a learning curve more appropriately called a learning cliff and a play time around three or four hours even after you know what you’re doing, it’s hard to talk any but hardened veteran gamers into giving it a whirl. But the results are worth it.

Or so I remembered. This opportunity to give it another whirl wasn’t nearly so satisfying as it had been in college, and I’m not entirely sure why.

The pace has a lot to do with it. 1830 involves a lot of finicky fencing punctuated by dramatic seismic shifts, and this run at least was dominated by small play. Although we very nearly saw a bankruptcy and/or the effective ruination of three players at a stroke when diesels appeared which would have made the most dramatic conclusion I’d ever seen, Nik opted to buy up to a diesel rather than take the last remaining 6 train and left the door open for everyone to survive with minor costs. Thus there was only one notable but hardly seismic turn of fortune. As a result, the last turn where little happens but players slogging to drain the bank and end the game seemed more painful than usual.

Nevertheless, this session wasn’t all that different from what I remember from college. The two new players were enough on the ball to grasp what they should be doing before getting into hopeless difficulty, which is a minor accomplishment in itself and compares with some of my college buddies’ experienced play. The grinding last turn had always been a problem, and a new set of players meant a break from stereotyped play. (1830 has a peculiar quality of rewarding a certain amount of mimicry. This leads to a small, predictable set of openings which set, oddly, is different for different local groups, and players are often shocked to encounter a new set of stereotyped openings.) For that matter, all the features I remember were still there.

I suspect instead that the session wasn’t as fun as I recall because we’ve been spoiled in the meantime by the German revolution. In the early ’90s, games for the German market offered quality and, because they were a family institution, had to be accessible as well as offering strategic depth. Turns out you can have both, at least up to a fairly tolerable compromise point, and once the German games penetrated other (i.e., US) markets, creators around the world started imitating the philosophy while exploring elements of their own design, and games just got better overall. Settlers of Catan has all the good parts of Monopoly without the arguments and without the game-killing option of obstructing everything. Small World is like Risk with more variety and less vulnerability to runs of bad luck.

I haven’t seen anything yet to replace 1830 in the same way, with all the play and half the hassle, but it will come. (No, Ticket to Ride is not the same. Trains alone do not make a substitute.) When it does, I’m getting a copy.

Dominion Review

We got a chance to play Dominion last weekend, and it was very good. It borrows the idea of building a deck from the collectible card games, but because everyone takes turns building from the same raw material, there’s no advantage to “Mr. Suitcase,” the guy who buys the most powerful and cost-effective cards.

Starting with a small seed deck of 7 gold and 3 otherwise useless cards worth 1 victory point (VP) each, you deal yourself a series of five-card hands, recycling cards as necessary. On your turn, you are entitled to one action card, if you hold any, and one purchase of a new card from the available pool, if you have enough gold to cover the cost. New cards go to your discard pile, and are rapidly shuffled back into your hand. You might elect to buy new action cards, which do whatever they do; 1-, 2-, and 3-point money cards to increase your chances of being able to afford what you want on later turns with only five cards in hand; and 1-, 3-, and 6-point VP cards. Your entire hand is discarded each turn, so there’s no holding onto a useful card you can’t play immediately. Use it or lose it! (Until a later turn, at least.) The game ends when the last 6-point VP card is taken, and scores totaled in each deck.

The tactical combinations are entertaining, and thick with traps for the unwary. For example, VP cards are the whole point of the game, but if you fill your deck with VPs, your hand will be likewise choked with them, seriously hampering your ability to collect more cards. A single 6-point card is much better than six 1-point cards because the single card won’t get in your way so often. Another example of a trap: I discovered early that a laboratory is a fine thing to have. Playing a laboratory allows you to draw two more cards and take another action—in essence, increasing your hand size by one, hopefully to allow you to draw some money and buy a better card at the end of the turn. Laboratories can be chained: play one, draw two cards, take another action which is spent playing another laboratory, etc. So I bought a lot. Before game’s end, however, I was drawing more cards than I could use every turn, and excess are discarded, so I had wasted my purchasing power on more laboratories than I had a use for.

Dominion has three shortcomings. First, there’s the price tag: $45 for a deck of cards is outrageous, and “expansion packs”—alternate decks, really—cost the same. Second, there is little interactivity, despite the inclusion of various monkey wrench cards that can interfere with opponents. Like Yahtzee or San Juan, you’re playing in parallel and comparing final scores rather than competing directly. Third, there’s a frustrating degree of luck to the game. All cards are good, but they only reach their full potential in combination with others, and you have no control over which combinations you’ll have in hand at any moment. Monkey wrench cards are worse, with effects ranging from devastating to nonexistent according to random draw.

Still, I see the reason for Dominion‘s popularity. It’s fast-paced and rich with decisions, all of which feel vital because opportunity costs are high. Every card is good, and every card can pay off big, if only you shuffle them in the right order. And when the shuffle breaks against you, it nevertheless somehow feels like poor planning rather than the luck of the draw.

Nuclear Option

Hm. Already I need to rethink my intended policy of tackling Civ5 at high difficulty levels.

At least I can rest confident that it isn’t simple cowardice or bad sportsmanship. Turns out I can win at emperor, and I’m pretty confident I can win beyond that with some practice. But at what cost?

My last two games pit me as China against Germany, and Greece against France, and I thought I was getting creamed both times. Had I not shifted mental gears, I would indeed have been creamed. My opponents, despite holding perhaps half the territory I did (and thus half the reserves of strategic resources), and perhaps 70% the population (and thus productive capacity), both handily out-wondered me and remained quite competitive in science. Grinding an economy was sending me to the loser bin. Hoping for some kind of insight as to how Germany was keeping up, I started scouting the world only to discover Bismark only had two cities.* This made me even more curious how it he could keep ahead in the wonder race, when I had several cities producing wonders in parallel—admittedly, not the most efficient strategy.

More confused than ever, I signed an open borders pact and started scouting Germany by land. I learned nothing from his terraforming, but discovered something even more valuable: Bismark had a horde of landesknechts and little else for military power—bad news for the horsemen donated me by a city-state, but good targets for the chu-ko-nu (superior Chinese crossbowmen) I had just learned to build. I popped out four of these and swept the continent. Four. I expected to need more, but figured I had best get started quickly before the Germans upgraded, and heavy reinforcements proved unnecessary. An almost identical victory over France followed, only it started earlier, since I knew what to look for.

So I can easily conquer enemies with numerical and technological superiority, yet can’t compete in the peace race. Moving up the scale from emperor difficulty will just accentuate the problem: you can whip the computer at deity, but only one way. Replayability withers in that scenario. You can struggle as long and hard as you like for other victory conditions, but whenever it looks like things will go bad, there’s always the nuclear option—figuratively if not literally. Worse, the victory won thereby is every bit as much a form of handicapping as playing at middling difficulty levels in order to enable peaceful, building play. Either approach robs triumph of its savor.

* On a side note, I call shenanigans on settling. The landform, which was supposed to be small continents but was in reality a single stringy one, was neatly divided in equal halves of natural spheres of influence. Bismark settled only half of his until my caravel found a wealth of unused territory. As if by magic, without anyone nearby to witness my scouting, Germany abruptly decided to settle this area. Napoleon did the same on a pangaea continent the next game, and I’ve seen the same behavior three times already. A bad omen for hopes that Civ5 wouldn’t be so cheat-dependent as its predecessors.

Wouldn’t You Prefer a Good Game of Chess?

The fools. The mad fools.

If generations of science fiction have taught us anything, it is never give a machine a weapon. Oh, it all starts out reasonably enough: cutting costs and eliminating human error and preserving soldiers from battlefield trauma. But give a machine a gun, and it’ll turn evil before the third act, if it wasn’t evil from the moment of creation.

But the boys in lab coats never learn, and now they’re using robots to patrol a Nevada weapons testing range. As a cost-cutting measure. Uh huh.

HAL 9000 was scary enough without a machine gun; arming the things is just asking for trouble. But on nuclear test site? Nuclear weapons and computers do not mix! If you give a computer nukes, it will use them. If you don’t give a computer a nuke, it will try to get one, hacking your security codes, peeking over operators’ shoulders, or slashing guards’ throats as necessary. Strangelove’s doomsday device, WOPR, and Skynet are just the best-known cases. It’s only a matter of time before these cute little guys begin getting ideas of their own about the inefficiency of the human race.

It Was a Pleasure to Burn

Want to know what the libertarian vision of paradise really looks like? Look no further than this report of a fire department refusing to extinguish a burning home over an unpaid $75 subscription: the Cranicks didn’t pay their $75 subscription for fire coverage, so firefighters were ordered not to extinguish the blaze, although they did put out a neighbor’s house when the fire spread across the property line.

Now, bleeding heart liberals are likely to be thinking something along the line of “Horrors! How could they be so heartless?” and perhaps they have a point, although it’s hard to see how they expect services to exist at all, much less service everyone, when payment is voluntary but service mandatory. Baby-killing arch-conservatives, however, are likely to be thinking something along the lines of, “Those are the breaks. The Cranicks didn’t pay for fire protection, so they deserved what they got,” and perhaps they have a point, though it is grounded on calculated cruelty and a presumption that there is no basic level of human rights whatsoever, that people are entitled only to whatever freedom and security they can afford. (Note that the article doesn’t indicate whether the Cranicks failed to pay as a choice to gouge the system of an easy $75 or because they live in abject poverty.) Personally, I lean toward the latter opinion in this case, on an unfounded presumption that the Cranicks could afford the $75 and refused to do their part to keep everyone safe; if so, they were quite literally willing to see the system fail for lack of funds, to see someone else’s house burn down in order to save a few bucks, and don’t deserve any pity.

The episode is a microcosm of the conflict between the socialist-progressive perspective, which holds that communities have a vested interest in compelling participation in institutions that protect whole communities, and the libertarian-anarchist perspective so popular these days in conservative circles. The house burning is a perfect metaphor for the health care debate, for example: socialists think a mandatory tax to support a single-payer plan, or mandatory insurance necessary to maintain a private corporate insurance system are justified, while libertarians can’t see any difference between that and a Stalinist state. The libertarian position, followed to its inevitable conclusion, would prefer people simply die in the streets rather than drain the system of a $20 antibiotic, just as they take a grim satisfaction in seeing a house burn over a $75 debt. Although I suspect that the only libertarians truly prepared to live that way are the wealthy few who can afford all they need personally; teabaggers and similar conservative rabble are more likely living in the same sort of fantasy world as Mr. Cranick, thinking somewhere in the back of their minds that we can all be protected free of cost: “I thought they’d come out and put it out, even if you hadn’t paid your $75, but I was wrong.” Just as a lot of teabaggers and similar conservative rabble don’t realize until it’s too late how readily a lightly-regulated insurance industry can cut them off just as soon as they actually need expensive treatment, or how much of their own service is subsidized by tax money, or how little coverage they really get in the free market environment they envision, or how little service one gets from an emergency clinic of last resort where imaginary welfare cheats are cured of cancer for free. Applying the metaphor to other safety nets—welfare, medicare, social security—is left as an exercise to the reader.

The South Fulton, TN, burning is not an isolated incident, either. As part of the conversation in which I learned of it, someone pointed me to this article on isolated towns in Idaho expecting fire coverage for which they do not pay taxes, and even individuals refusing to pay the bill for having their house saved.

In the horror of a burning home, or babies dying of malnutrition, or people dying of an easily treated infection, it’s easy to overlook a small but very salient point of this libertarian paradise: the unprotected home didn’t just burn down; in the process, it damaged the property of a neighbor who did pay his fee. (And you can bet those damages won’t be paid.) Likewise, people left to die in the gutters pass their diseases on to the insured before passing away and removing themselves from the sight of polite society. Children with brains starved for nourishment or education develop into criminals and low-wage drones and leave the entire country worse for it. This, then, is the libertarian vision for America: a pay-as-you-go system in which everyone is entitled to precisely as much privilege and security and basic human dignity as he personally can pay for, and not a scintilla more. Those who can’t are to be ignored; best they die out as quickly as possible so as to “reduce the surplus population,” though they’ll continue to be a drain (and a larger one) on society at large while they do. And when, inevitably, people cheat the system—$75 here, $15,000 there—the system will break down entirely, and even those who can pay into the system will be left to fend for themselves. Amid warlords and savages, if things break down far enough. But at least they won’t be taxed for it.

Perfect freedom at last!

Study Buddies

I’ve had a chance now to watch the workbook style of teaching math in action. Though the technique has much to recommend it, I don’t think it’s for me.

For those unfamiliar with the idea, teaching with workbooks is one of the most popular alternatives to the standard lecture-at-the-blackboard approach. There are many variations on the basic theme, but essentially the teacher prepares assignments to be done in class, encouraging students to work in small groups while the teacher circulates among them, helping them past the sticky parts. Obviously, some lectures at the board are necessary, since students can’t generally do exercises without at least a little initial instruction, but whenever possible, learning is hands-on.

Hands-on learning, if nothing else, works far better for getting the lessons to stick in the students’ memory, but advocates of workbooks also point to the way that active exercise engages the students’ attention rather than letting it drift under a droning lecture, the positive environment created by social support, and the multiplier effect of letting the brighter students, who get the lesson immediately, help teach the slower ones, possibly bridging a painful gap between the teacher’s familiarity and the students’ lack of familiarity with concept and jargon. All of that is true, to some extent, and a fine thing when it appears in a classroom. Like all educational theories, however, its application falls short of the ideal. So it goes.

I’ve noticed particularly that the engagement is partial at best. Energy is high, but rarely focused on the lesson at hand. Given the opportunity, students simply open their books and gossip until the teacher reaches them. Even with my assistance, Susan can’t keep everyone’s noses in a book. There’s also a greater danger that students who don’t really get the material seem to follow along, only to find come test day that they don’t understand at all. (Likewise, the teacher may get to grading the tests only to discover the lesson the students handled so well in their workbooks, with plenty of coaching, hasn’t been learned.) The same can happen with a lecture style, of course: students working at home can “study together” in a process wherein one student does the work and others copy, but workbooks can conceal problems even from honest students. My impression is that regular workbook activity undermines discipline on the days when students have to sit through instruction, though that’s hard to measure. And the noise is tremendous.

So I find myself thinking of using workbooks, but much less often than the technique calls for, perhaps once a week. Since each distinct new lesson tends to take about three days to sink in—a cycle of introduction, exercise in the abstract, and application to story problem—a workbook session every fourth school day could be an excellent way to reinforce the lesson. More important for my needs, it could be an excellent way to overcome a language barrier. I casually use ten-dollar words and rarely recognize times when I’m talking over someone’s head. In a variation of bridging the gap described above, workbooks could allow me to employ students as translators. Definitely a possibility to think about, though I’m not entirely ready to give up the lectures I’m preparing in my head, heavy on the illustrations of why a lesson is important and what’s really going on here apart from the ritual of calculation and proof.

Wimping Out

I realized something vaguely disturbing tonight: I’m not playing Civ properly any more.

Let me clarify. Ultimately, “playing properly” is a subjective standard: if you’re having fun, you’re “doing it right.” And I’m having fun. But I no longer (A) push myself to operate at higher and higher difficulties, ultimately demonstrating my superiority over the machine at the top setting, nor (B) find and exploit the game’s peculiarities necessary to do so. Now, exploiting rule loopholes and foolish AI to crack the system and ensure victory is not in itself a worthy play style—indeed, one might argue it a wholly unworthy play style—but the process of finding those loopholes and AI blind spots in the first place is a respectable pastime, and extremely good mental exercise. In the days of the original Civ, and later Civ2, I had the energy to work out for myself what the computer opponent was designed to do, and the proof of that insight was regularly whipping the game at deity level. Every so often I would stumble across someone’s advice only to discover I’d already figured it out, or even found something superior. Now a robust internet allows anyone simply to look up discoveries in an online forum and get someone else’s cracks mere days after the game hits the shelves. Without the exercise of finding the exploits in the first place, simply reading about and employing them becomes a form of cheating.

Not that I employ them, anyway. I read about others’ Civ experiences, note the exploits discovered, and silently applaud the effort and insight employed to find them, perhaps smile at the sometimes ridiculous implications, then return to my own games and play in my own style, ignoring the exploits entirely. Quite apart from a sense that that would be cheating, using such exploits means giving up a sense of “building an empire to stand the test of time,” the game’s explicit purpose and informal motto, and simply swarming the map with cheap units and cheap shots.

I enjoy building empires. I keep returning to Civ because I like building efficient systems more than blowing up bad guys. (That, and nobody else makes 4x games any more.) I also enjoy building sustainable and profitable cities, supply chains, corporations, and criminal gangs. It’s nice to have some kind of military component or other dramatic fail condition; otherwise mere patience becomes a substitute for intelligent play. But all other design elements being equal, I enjoy most those games that enable builder strategies.

Civ does, and that’s swell. But, once you give up on trying to crack the game, you’re on a subtle and slippery slope. Without exploits, there’s no hope of whipping the most advanced skill levels. (Not any more. Civ1’s promise that emperor difficulty was only for players feeling a need to be humbled was laughably untrue, but the AI has been built much smarter since then.) If you’re not going to be able to whip the most advanced skill levels without exploits no matter how cleverly you play, you’re justified in setting the difficulty to something more modest. If you don’t feel like micromanagement of every damn worker in every damn city every damn turn, you’re justified in setting the difficulty to something more modest still. But once you start making concessions like these to the slider bar that sets initial difficulty, where do you stop? When do you cross the line between setting difficulty to reflect the inherent challenge of the game and setting the difficulty to enable you to win with your favorite play style, free of the need to figure out how to play well?

For me, the slider stops at whatever setting is nominally the fair game—that is, employs no asymmetric advantages like a 20% reduction in building costs for computer players, or a 10% research bonus for the human. But is that really fair? Civ4 and Civ5 have superior AI to earlier titles in the series, but it still isn’t all that bright. If resources are even, then beating a random number generator shouldn’t be that great a challenge. If I can’t win a level or two above that, well… maybe I need to consider looking a little more closely towards my survival in a hostile world, and indulging a little less in projects to make my people happy, just as real world leaders must. Refusing to exploit the game’s loopholes becomes an excuse for refusing to step up to a proper challenge.

That’s not entirely wrong. I play Civ for fun. Building a shining, orderly empire is fun. Building a conquering army, terrorizing my neighbors, and generally behaving like an international jackass is not fun. (Not for me. If you like hacking your empire from the corpses of your enemies, go for it.) Adopting a game setting that makes the building of a shining orderly empire impossible is not fun. But a challenge is fun, too. Building a shining orderly empire despite Montezuma’s threats, and maybe even tearing away some of his territory for his affront, makes victory all the sweeter. And somewhere along the line, I stopped forcing myself to fight for victory simply to enjoy the more meditative pleasures of pure management. Maybe it’s time for a return to cracking the system.

World of Civcraft

Reviewing Civilization V, I resisted the temptation to drift onto a tangent about the encroachments of World of Warcraft, yea, even unto the hallowed ground of Civ. Seriously: you take quests from city-states, level up your units, and select from talent trees. How much longer before we just give in entirely and start playing games of world conquest like this?

CatherineTheGreat shouts: “Three stacks of dye now up for auction! Looking for marble or silk.”
MontyZooma says “dye plz”
Copenhagen: Things look pretty grim, [yournamehere]. The barbarian hordes on the northeast peninsula are pillaging our territory. Unless we can break the horde’s will, we may not last the century. I want you to kill three barbarians and bring me their nose rings. Reward for quest: 12 culture/turn.
Quest accepted.
MontyZooma pokes you.
MontyZooma says, “dye plz”
MontyZooma pokes you.
Montyzooma pokes you.
Montyzooma says “dye plz”
/s Go away you little turd.
MontyZooma says, “marble plz”
Pliny the Elder shouts, “Hear ye, hear ye! The world’s most literate people are now listed at the proving grounds!”
MontyZooma spits on you.
/ignore MontyZooma
You buy: 2 grassland for: 195 gold.
You craft: 2 grassland trading posts.
Pharaoh1337 whispers to you: “You honor specced? we need someone to tank Julius”
/reply: trad/piety
Pharaoh1337 whispers to you: “nvm sorry”
You have now entered the northeast peninsula.
There is an Egyptian scout here.
There is a barbarian encampment here!
Barbarian hits you for 4 points!
You hit barbarian for 2 points!
You cast Archery Barrage.
You Hit barbarian for 4 points!
Egyptian scout runs away.
Barbarian hits you for 4 points!
You hit barbarian for 2 points!
You fortify.
You heal for 1 point.
You heal for 1 point.
MontyZooma catapult has arrived.
You hit barbarian for 2 points!
Barbarain hits you for 2 points!
Barbarian dies.
On the corpse you find: 30 gold.
On the corpse you find: nose ring.
Sidon has leveled up! +2 food/turn in Sidon. Select a new construction for Sidon:
MontyZooma declares WAR on you!