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debeest
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I'm also inclined to say that if a full day goes by from the posting of a save, and no one has staked a claim yet, we should allow a restricted player to step in, to keep it moving. What do people think?
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SCG
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of less than all that I see
Jun 2000 time: 00:33
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*SCG walks in off of the streets of Apolytonia, checks to see if he has a pulse, and goes "kewl! a succession game!" and takes a stab (ouch, ack, blood loss - loosing my pulse....)
first glance: 63 cities, Fundy, netting 1100 gp per turn, will take some time to get electronics
celts: 3 cities, no capital, no gold - in range - crushable 
persians: 9 cities, lots of gold so not going to be cheap to bribe
babs: 4 cities and low on gold, but far away
germans: 5 cities, some gold, but again out of immediate reach
carts: 12 cities, lots of gold, large cities, though reachable
Suefolk: 10 cities, no gold, in reach but at peace, potential expansion area
14 spies, 6 in production - could use more
19 engineers, 3 in production - could use more (love my army corp of engineers for combat railroads )
4 artilery, 1 cannon, 6 dragoons, 16 cavalry and 20 more being built- guess we know where the military strength is 
13 transports, but 1 cruiser and 1 destroyer, 1 caraval and 1 galleon - a naval power we are not, but good start for quick deliveries
7 freight, 16 in production, no available wonders, electronics on the horizon so hoover dam is potential soon
freight are wine, wine, salt, copper, dye (middle of nowhere), coal, and silver
we have 4 cities that supply gold, 3 of them switched to freight
8 cities supplying gems
5 cities supplying spices
4 cities supplying silver
2 cities supplying silk
5 cities supplying wine
goal: increase production of spies, engineers and freights. eliminate Celts
decision: rearrange a number of cities to produce more profitable freights, strategicly located spies, and a couple more engineers.
deliver wine 2whales->North Zoom (d, 72 gp) - not exactly what i was looking for... must be this darn fundy... try moving a few more freights and transports around, show my rust in moving units well, gonna give it a try
1832: free range musket fends off Celt elephant 
germans discover Iron Working
not much else by the enemy...
we now have 22 engineers, 10 in production, 18 spies, 16 freight and 21 in production including 3 gold freights 
gold (d, 170) Canal Zone to Wounded Knee - a little better...
DD takes out cart caravel, another DD takes out persian cannon, lose 1 artillery to a fortified musket artillery becomes vet over a transport, capture arbella (260 gp), Copper to Wounded Knee (72 gp), hut (50 GP), stumble on several bab units... realize several of my new freights are stranded... Dye (d, 82) Central City to Wood Lake...
gems (d, 462) The Institute to Susa naturally the institute would come through in a pinch , Silver (d, 170) Sweetwater to Antioch - looks like we should get electronics this turn take down city walls in Susa and get vet out of it, but escapes to Ciudad Gonzales? arbella is much closer and on the same continent now i really need to get a transport over there as a freight is idling there too... 4 muskets in susa, susa falls to cavalry charge, 189 gold.
target Suefolk - buy Dead Buffalo (rebate of 26 gp), purchace Wood Lake (24 gp rebate), Gold (d, 66) to Slim butes, purchace slim buttes, purchace Cedar Creek, sell cathedral from slim buttes, sell aquaduct in dead buffalo, tickle a few things
1834: persians take down damaged DD with ironclad, sioux demand units be withdrawn - we withdraw 8 units, Electronics and the slew of upgrades begin debate over Theology vs Miniaturization... decide like the off shore platforms vs the 140 gp/turn js bachs would bring, finish stock exchange
purchace Killdeer (lose spy), purchace Tara (lose spy), hut (Way Out There), lose 1 spy, 2nd gets city walls at Persepolis - capture oracle! all temple tithes go up purchace Illauntanig (46 gp rebate, carts left with 1 city) nearly loose cruiser attacking tarsus musket , lose rest of spies on persian continent but get down city walls in antioch, recruit more spies from homeland, eventually bring down walls in tarsus, capture tarsus, explore with spy, find samaria and purchace. persians down to 3 cities. Carts now only foreign power with more than 5 cities. hut (100 gp), pick off weak cart units with DDs, various tickling
1836: celts lose a legion to our musket, purchace bab camel (210 gp), convince Celtic empire to disband for 114 gp with a 75 gp rebate purchace Bactra at below cost! again discover lack of spies and again look to recruit from the homeland. seem to be a bit short on engineers as well...
well, its well past my bedtime and only about 2 1/2 turns played so far - can try to finish tomorrow but will post what i have for now in case someone wants desperately to play before that 
Attachment: sp_a1838.sav
This has been downloaded 2 time(s).
Last edited by SCG on 19-02-2004 at 21:02
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debeest
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I haven't looked at the save, but the log shows, well, huge progress in 2+ turns, as Jrabbit said.
We don't need to get 210 gp when we deliver the Bab camel, we only need 105 gp (+105 science) to cover the cost, and that's a tad more than the value as Wonder fodder.
Aside from a few logistical errors, which tend to happen when taking over from someone else, this looks like it was a very efficient couple of turns.
One suggestion: If we're going to build and deliver lots of freights and vans, let's start celebrating so that they'll really pay off. To start celebrating may require about 60-70% luxuries for a turn, but after that it should only take about 30% for most cities, and the increased trade should more than cover that cost.
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SCG
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of less than all that I see
Jun 2000 time: 00:33
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part 2:
1838:
spice (d,186) Cardiff to little big horn, Spice (d,216) Tintigal to wounded knee, gold (d, 182) Central City to Wounded Knee. celebration idea acknowledged and engaged. luxuries set at 50%, netting about 800 gp for this round, further deliveries postponed. 70 cities set to celebrate. reconsider some of the builds. decide against purchace of Big Mound, also reconsider use of beads and salt freights originally earmarked for river blockage. decide against further shopping for Sue (she agreed when told about the wonderous riches that awaited those who were patient )rush many freights, select other items. ponder extra canals realize really really need more engineers... look over transports, try to better align... press enter
1840: carts develop economics, parties cover the world over as the empire celebrates arty: science nearly doubled, income up 50% over pre-celebration levels.
purchace sardis, persians down to 1 city, may be down on the pole near the explorer... gems (d,246) Susa to Three Forks, Beads (xd, 206) The Institute to Rusicade. Dye (d, 62) West Canal to Three Forks, various tickling
1842: sneak attack by Suefolk - 6 engineers lost , babs and germans sign Berlin Pact germans industrialize, persians kill explorer on pole, tyre almost certainly on pole - transport deployed to take spy south, rest of attack force evacuated towards sioux, hut (Down Under), gems (d,204) Caernarfon to Big Mound, realize too many spies are advancing towards babs/german, recall spies preparing for cart offensive, find point of rocks, hope have enough to get down walls in little big horn, change several freights to spies, look over little big horn, pikeman strongest defender? may try and save spies for other cities - have a hoard of vet cavalry at the doors - no losses as the defenders valiantly fall over and die - convince other 4 suefolk encampments to disband for total net cost of just under 1k gp. 2 engineers short of completing the S&C 
Silk (d, 726) East Pheastant to Leptis Parva, Coal (d, 305) SantaAna North to Girba, gold (d, 906) Caerphilly to Girba, Wine (d, 850) North Zoom to Carthage - me thinks we have enough to discover miniaturization
well, again its getting late, and i'm essentially 5 turns in - we have a ton of gold to spend, quite a few freights left to move, a few cavalry to advance, and plenty of options of what to rush - we are a bit short on spies atm, so may want to change a few more freights towards those, as well as engineers or transports. we have a ton of cities celebrating at 30% lux, and is bringing in far more gold and science than we were at 0% lux. the transport SE of Bactra is carrying a spy intent on taking down tyre (presumably next to the dragoon to the south) we have a bit of a mess in the former Celtic front - not enough engineers, roads or transports - we really could use a canal city NE of Caerphilly and SE of Merthyr, but really need infrastructure as well or it may be a while before we get to the Babs and Germans. One more railroad link, and maybe another transport or 2 (and perhaps a port city on the southern coast of the former Sue front would go a long way to a) creating an almost unspendable amount of cash and b) wiping out the Carts. also, another round of upgrades to our military should occur this round. anyway. i had fun 
Attachment: sp_a1842.sav
This has been downloaded 5 time(s).
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debeest
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Fear not, DoY. I got it.
SCG, that not only looks like an excellent set of turns, but you also concluded with a nice set of hand-off info and advice. RCC = 0!
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debeest
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OK, I'm taking it. Not much time, may not get many turns in, but what the heck.
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debeest
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Wow, turns are really taking a long time now. I managed only three turns after finishing up movement that SCG left on his turn. Here's the log and the save.
Free-for-All Succession Log 1842 - 1846
Assessment: fundy, 86 cities, almost all celebrating with 30% luxuries, 50 tax, 20 science
60 techs, about to learn miniaturization – Yikes! We have 4751 accumulated beakers when we only need 2337 beakers per tech! Huge waste! And we’re set to 20% science in fundy! More waste! I recalibrate to 0 science and give The Institute a scientist to push us over the edge (seems right, somehow!).
At war with Carthage (12 cities) and Persia (1), at peace with Babylon (4) and Germany (5).
Hoover Dam available – set Canal Zone to building it. Not that we have any factories to enhance or any pollution to reduce, but I do love the movie….
Lots of sleeping units all over the board, including transports and cavalry and spies. I wake ‘em all up to join the fun.
Wow. Lots of movement left by SCG. I spend a very long time mostly directing units toward Carthage. I’m beginning to see why so many units were asleep, I think….
My few attempts to use GoTo, even when there’s only one path that’s even remotely sensible, all meet with shocking disappointment. Sigh. I’m used to a GoTo command that’s stupid, but not nearly as brainless as this – with railroads in place, it usually follows them pretty well. At least it doesn’t invariably jump off the roads in the opposite direction from what I want. Is the MP GoTo command a lot dumber than the SP one?
I build Hoover Dam, partly out of food, salt, and wool. (Not a confidence-inspiring image, is it?)
I tweak three cities to make them celebrate. Sell city walls in about seven cities far from the borders.
Inexplicably, we’re building three riflemen in fundy. I switch ‘em.
Freights are swell, but with 23 of them, we probably don’t need to be building 29 more. They’re not worth as much once we get a couple thousand per turn in delivery bonuses and can’t get any more science. What we really need are engineers, to get to our enemies, and spies, to make our enemies our friends. I switch a number of cities to build more of them. Rushbuy some harbors and marketplaces.
1844 – learn Miniaturization, choose Refining; population 25 million; bribe Persian ironclad, 177g, to keep it from sinking our transport with spy; move swarms of units, but there aren’t enough engineers and transports in place to invade Carthage yet
1846 – a different Persian ironclad sinks our spy transport; build Far Western Tip and SiouxCanal East; silver, Bactra to Costa del Sol, 237g; silver, Merthyr to Nineveh, 90g; capture Leptis Parva, 197g; capture Carthage, 178g, Colossus, capital to Girba; spice, demanded, Dead Buffalo to Rusicade, 222g; cloth, not demanded, 4Monks to Rusicade, 290g; bribe Rusicade, 1112g - 64g; silver, Bear Paw to Utica, 150g; gold, Persian Canal to Cartenna, 516g; gems, Cardiff to Arbela, 156g
1848 – population 27 million; gems, MonkWine to Malaca, 540g; capture Girba, 92g; coal, Nantucket to Caralis, 520g; bribe disordered Malaca 246g - 59g; bribe disordered Utica, 395g - 71g; bribe Cartenna, 507g - 40g; bribe Panormus, 426g - 32g; bribe Caralis, 576g - 51g; village at 52,0 yields barbs, one bribed; build East Sidon and Canal E Sidon; bribe barb dragoons that killed musketeer at Down Under, use to kill other dragoon; village 184,8 yields mercs; NON riflemen
Unlike last time, I think I handled things OK. The Carthaginians are mostly ours now, and I've headed most of our transports out west to come on the Germans and Babylonians from that direction. It's mainly a logistical operation at this point, so I'm building plenty of engineers.
I built a few cities. I realize that at this point they won't do us as much good as the engineers would have, but it was an esthetic choice. There ought to be cities in those places, especially the two canals, so I put them there.
Attachment: sp_a1848.sav
This has been downloaded 4 time(s).
Last edited by debeest on 24-02-2004 at 21:43
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SCG
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of less than all that I see
Jun 2000 time: 00:33
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quote: Originally posted by debeest
Wow, turns are really taking a long time now. I managed only three turns after finishing up movement that SCG left on his turn. Here's the log and the save.
Wow. Lots of movement left by SCG. I spend a very long time mostly directing units toward Carthage. I’m beginning to see why so many units were asleep, I think….
I built a few cities. I realize that at this point they won't do us as much good as the engineers would have, but it was an esthetic choice. There ought to be cities in those places, especially the two canals, so I put them there. |
nice set of turns - didn't think the carts would put up much of a fight, although i would have thought they would have brought in more gold on deliveries.
i think all the cities that were building riflemen were cities captured that same turn - i hadn't had a chance to go back and change to fanatics (if defence was needed) or something more pressing otherwise. similar reason for some of the cities not celebrating that could - either capturing a city altered # of double unhappies, or for a delivery of goods i had temporarily rearranged the workers for larger delivery. just ran out of time.
glad you figured out why i had some of the freights sleeping and of course some of the sleeping units were sleeping pending a canal being built. since the canal wasn't built east of the Celts, looks like you made good use of the available transports east of merthyr and definitely good to see more engineers - i changed to freight as a default, then was going to look at all the freight builders to see which would be better used as one of the other 4 primary units (transport, spy, engineer, cavalry). a little curious as to why Canal E Sidon was built though given some of the other potential canal choices - other canal/port cities do make more sense (especially Far Western Tip - excellent choice for that one)
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debeest
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Yes, SCG, as I said, the cities were primarily esthetic choices (except for Far Western Tip). I didn't build the more valuable eastern canals simply because I couldn't get engineers there yet.
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