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Bloody Monk

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austin, tx
May 2001 time: 23:34
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Progress Log for 980a.
We have a weakish Republic of 3.53mm folk, 28 techs, sliders at 1-6-3, yielding 7 gold, research every 9 turns. The SSC is stagnating at 12 without a sewer and also needs Shakes. We also can build Leo's and Magellan's. We could get some of the boats out exploring and looking for huts. Many white goods needed, also settlers and camels . Decisions, decisions. Reset some build orders and hit ENTER.
Not quite yet. Noticed a boat with a camel has just uncovered a hut. Activate camel and get a NON Crook. ENTER.
800 Settlers in Oea and Leptis Mag. Meet the Suefolk. Peace is forced by the Senate. I give them Nav, Rep, and Phil and get maps.
820 Settler in Rusucurru. Our coneheads discover Physics. We are not impressed and tell them to solve the Sanitation problem. A hut yields 100g.
840 A hut gives up a NON Crook
860 Carthage gets rid of its malcontents by building Shakespeare's Theatre. Sell the temple and start Colosseum pending discovery of sewer building (very confident ) One hut gives up 50g and another a Nomad. Reset Lux to 30%.
880 Deliver a beautiful Silver camel from Leptis Mag to Cartenna for 107 gold and beakers.
900 Coneheads come thru again. Sanitation discovered. Set them to work on Banking, looking forward to Demo and SoL.
920 Carthage gets a sewer. Growth begins again!!
940-80 Set up for WOW in Gades; get some coins from huts; build some white goods
Ended with 4.82mm folk; sliders at 2-3-5, for 46gold and research down to 5 turns; we got 2 techs, 2 WOW, 3MPs, and 6 Harbors; and we added 6 settlers.
Monk
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Bloody Monk

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austin, tx
May 2001 time: 23:34
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Some NOTES and Such
--Gades has completed a WOW. It is set for Leo but we need Magellan too. I recommend Leo first for the upgrades, but you choose. Partly, I waited to delete some of the extra warriors until the upgrade.
--Utica has problems with lack of significant shields. The settler has just made a road and now I suggest growing trees there.
--Cartenna has a clear build coming. It is set for camel but Aquaduct is now called for too.
--Leptis Parva is set for settler, then mine the grass to get more shields.
--Likewise, Oea will benifit from some trees where a road is being built.
--Tingis. What to do with Tingis?? Use it to make settlers and then new cities, or camels??
--Someday Western Station will be a fine Colony for trade. Right now the boat near there needs to drive by to uncover a special just offshore, whales, or maybe fish.
--The boat just East of Cartenna has just picked up a settler to build a new 3-special city at(441,35) just to the South.
--I don't know what to do with the salty camel in Babland. If we knew where Babylon was, it might be worth risking getting it killed. The boat on the north rim to the NW has a nomad aboard and could pick up the camel or aim for a hut in the dark at (455, 13) to the SW.
--I built a dip in Selinus because I feel we will have Bab incursions eventually, and some forward exploration is needed. The city itself is badly placed and probably should be zeroed out in favor of the
4-special site at (446,21). Build the city, rehome the Selinus units and burn it down.
--When I found the Suefolk and got maps there was a yellow unit in the picture. The boat in the area is near and might find more neighbors.
--Banking is the current research topic. I would try for Democracy next for SoL and Fundy. Carthage will be maxed out by then so Republic will be less attractive. Many laundramats are needed to set up WL_ growth in Demo so Fundy cash will be wonderful.
The next big steps seem like WOWs, find more AI, get a CELEBRATING Fundy going, and trade like crazy.
Monk
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debeest
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Okay..... I'm getting the sense that I should have studied sanitation instead of invention and built a sewer instead of a university.
Right or wrong, here was my reasoning. I could build a university and increase our SSC science by 1/3, with a very fast payoff time. But I couldn't build a sewer, because we didn't know sanitation. And since celebration is very expensive, I anticipated that it would continue only for a few turns, which meant that we would not learn sanitation in time to build a sewer before we stopped celebrating. We're churning out science pretty fast, so I concluded that we'd be able to learn sanitation in time for SSC growth. (However, I've never paid enough attention to the chart showing which techs will become available, so I did agonize over whether sanitation might not be available next time).
I wasn't primarily interested in Leo's but in steam (for SG1 ) and in the variety of options that invention opens up.
So, I'm packing up my toothbrush, but I'm wondering exactly how many rooms I have to clean for this one. 
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debeest
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quote: Originally posted by Bloody Monk
Why not use this relatively expensive time of celebrating Republic to churn out some settlers?? After they do some irrigation locally, the city can grow back that pop point, maybe more. |
We're not churning out much of anything; that was the source of my frustration. And again, the period of celebration would be really short, so there was little time to build settlers and replace them free. Still, you may be right.
quote: [SIZE=1] Also, did you check what the effect this WL_D growth will have on attitude levels when the slider is backed off. For example, maybe a Market would be better in Cartenna than the Aquaduct it is building, or even a settler. For, without the SSC being able to celebrate, Lux settings are a drain. |
Hmmm... good points.
quote: [SIZE=1]
Loved your log. "Planting mulberry trees", getting a captain for a ship; very nice touches.
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Thanks! But we must give credit to Pro Vice Chancellors past (sorry, I forget whom) for the captaincy terminology.
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Old n Slow
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Vienna, VA
Jun 2002 time: 00:34
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Hmmm 21 cities, 30 techs. Carthage is size 15, about a half dozen cities at size 8 or so, similar number at size 5-6, and the rest about size3. Officially, KRC, Leo’s, and Magellan are available wonders (default allows Leo’s -- good choice.)
Infra shows 11 temples, 7 markets, 8 harbors (we’ll probably want more of all of that stuff if we want to grow more cities to size 8. Looks like size 9+ may have to wait for Aqueducts, Banks, & JSB -- we’ll pass for now.)
Move a citizen or two, spend a couple of $ & move out.
1000 AD (1) -- Gabe builds Leo’s. Pop = 5M Note Carthage has a demand for hides… why not drop off a couple of local camels? Toggle is now at 50% Tax/30% Lux/20% Sci.
1020 (2) -- Discover Bank, opt for Demo over Chem, Eco & SE. (only a moderately difficult choice -- I don’t want to change to democracy until the boats are galleons -- at least a few techs away; but Chem is unexciting until gunpowder can bring Eng, Eco doesn’t offer anything when I’m postponing banks and Steam might have value, but I think that having Demo in the back pocket may be better.)
1040 (3) -- See a Babalonian Ele too close to one of our strongly (read warrior) defended cities. We strike up a conversation & end up with peace. Hides (d) Utica to Carthage = 56; Hides (d) Malaca to Carthage = 40 (needs an optimal road path) Huts on the North Pole = Legion (Far West), 100g, and Legion (None).
1060 (4) -- (Babs start KRC) Salt (n) to Ellipi = 90 (sigh -- could have used him to map but I usually cash in camels for dough -- can always use food camels for mapping.) Meanwhile back home start 3 cities with the camel drive.
1080 (5) -- Far West squirts out a settler. Pop = 6M. found Saguntum near the South Pole (nice site, some whales, grass, only a couple of glacier spaces.) Carthage is at size 21 and OUT OF FOOD (OK, toggle back to 6.2.2) Babs make us withdraw a crook. We love ends in six cities (but they weren’t growing too much anyway.) Camels Silver (d) Caralis to Pan = 32; Pan Hides (d) to Carthage = 64; Wool (d) Carthage to Sel = 138. (Ah yes the local trade post Inv & Nav -- almost worth it. Want the arrows almost as much as the payoffs.)
1100 (6) -- Diiscover Democracy (but don’t switch -- we have a few boats far a field and a number of other units as well. Opt for TG over Chem, Eco, WC.
1120 (7) -- Make contact with Spain (because I didn’t fork over 1000 out of 1012 coins, we are at war.) Hmmmm, after much consideration we sacrifice a dip & steal Iron Working (good choice agent 7 -- we can use this for Mag soon.) We still have a None Legion to captain the vessel. RB a couple of explorers for the south pole (let’s see if they pay for themselves.)
1140 (8) -- (more camels) (Sioux start KRC; Spain begins Magellan’s (ha, ha)
1160 (9) -- Utica launches Magellan’s Expedition (Spain abandons.) Found West Tingis. Hut on North Pole = 100g. Feeling rich, we toggle to 2.2.6.
1180 (10) -- Barbs land near West Station -- (our valiant horse attacks out and dies -- city is now empty -- suggest sale of temple there before handing this town over to the red folks.) Camels in Leptis and Tingus adjusted to Dips. Catrenna Salt (n) to Carthage = 27.
Notes -- We have a half dozen camels available for shipping to places we have yet to find or… a wonder or two. Most of the second tier cities should have a trade route by now, maybe shipping the junk products to Carthage could make sense (the Cartenna delivery made a difference of 6 arrows then dropped to 5 after a more sensible allocation of Cartenna citizens -- we may want to invest in some infrastructure there & Utica for higher trade routes with SSC.
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Elephant
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Phila PA
Aug 2002 time: 00:34
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quote: We strike up a conversation & end up with peace. |
One question: what happened to "Us Against Them"?
quote: Originally posted by Scouse Gits
Rules
The enemy is the enemy at all times.
We must refuse all offers of Peace or Cease Fire - unless imposed upon us by The Wall or UN. |
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Scouse Gits

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Liverpool, United Kingdom
Nov 1999 time: 05:34
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Good Sir Monk,
As Faithful & Macchiavellian Leader of our spotless nation We are at liberty to take any and all advantage from treaties imposed upon Our Rodentian Selves by those scurulous ragamuffins that think they have some influence over Us. Peace is not "disgusting", but We are a man of Our Word - thus We cannot set Our seal upon a document that we have no intention of honouring. If, however, such a document is forced upon Us, the consequences are not upon Our head, but rather upon those aforementioned curmudgeons that style themselves 'Senators'.
Let all those of Good Faith wait upon the coming of 'The Hammers of God', for it is pre-ordained that They Shall Return - and as the all-powerful Lady is within Our reach - They Shall Return Soon!.
We remain, Sir Monk, Fundamentally Yours, ArchDeacon Stu RAR.
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Grigor
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Oberlin, Ohio
Jan 2000 time: 00:34
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1180AD The new Pro-Vice-Chancellor looks around. 1063g. 23 cities. Taxes 2-6-2 researching ToG (3 turns/tech, coming next turn) Democracy discovered, but not yet revolted to! Western Station about to go Barb. Tingis has overbuilt a Dip. Leptis Magna will build a Dip next turn. Himera has a settler it can't support. Girba and Gades have temples soon. Far West has 2 settlers and is at size 2. Carthage is at size 21, max before irrigating, (which maybe should wait for Engineers?) Seville discovered. we're at war. Peace with Babs, but no more of their continent discovered yet, though a Dip is sneaking in from the west. No foreign trade plans in place. Magellans AND Leos -good work OnS! Two explorers troll the south pole.
Foreign Trade possibilities: Carthago and Theveste both supply silver; Akragas and Tingis supply Wool (Uruk); Several beads suppliers if we can find Beijing; Salt for Babylon; Berlin demands Coal! (Selinus supplies); Silk can be a big producer in German and Spanish lands; Cartenna should make Gems for the Sioux. Internal trades: Carthage (67 worker arrows) is a Hides demander. That could bring nice bonuses, especially if Carthage is celebrating at the time.
Possible goals include INC, SoL, Magnets, Guns, Chem, Expl. (First Magentism and Galleons) Map the Babs. Find the Germans. Set up a kind of shipchain involving cities to negate the happiness problems of Demo. Rehome Caravels to appropriate cities. For wonders need 16 vans; 8 are built and will be in Carthage in 3 turns. Sol should build further down the list: perhaps a new city? 10-shield cities: Rusicade, Carthage, Malaca, possibly Cartenna if we rehome some units. Definitely KRC would have been useful. Our helper cities on the home island are not productive or large enough for real science. Carthage give 220 beakers and is not celebrating. Its trade routes ar 8/5/5, which seems pretty dismal.
How come the trireme near Western Station did not sail there to uncover the ocean specials?? Way too much time wasted in irrigating size 1 and 2 cities. Roads would be better.
OK, start in earnest. Fix workers in Selinus. Sell Temple in Western Station (the MP may survive when we buy it back). Rushed tons of white goods, and some rows of caravans. treasury now 399. Press Enter
1200AD Barbs capture Western Station, as advertised. Theveste: Harbor. Himera: Temple. Carthago: MP. Girba: Temple. Ruscurru: MP. Gades: Temple. Caralis: MP. Utica: MP. ToG=>Magnets (good - discovered before Carthage checks in) Carthage: food .
The Crook in Babland moves to road for further exploration. Far West Helper founded. Leptis Magna bulids a Caravel to hie toward the West.
1220 West Tingis: Dip. Selinus: Coal for Berlin(!). Selinus celebrates. Tingis: Setters
Using Find City, Hamburg is around 194. Our Legion is at 295. Quite a trek. Romans are even further at 126. Looks like hut-popping is the order of the day. Ashur found. It will revolt for 576g - too much. What will happen if we kill a defender first? Hmm....
1240 Carthage: Bank, Celebration. Rather than have our troops subject to withdrawal next turn, we ask Babs to withdraw - they declare WAR. Our Machiavellian spotlessness is quite secure for the nonce.
1260 Carthage builds INC. Magnets=>Chem (I think it won't be there next turn). Bab Elephants appear near Selinus. Ur and Babylon found. Cedar Creek will revolt for 368g - within reach! Hut: West of Spain
1280 Bab elly kills a settler. Western station rebought for 78g. No MP - those barbarians! Crook clobbers defender in Ashur - now empty! We sell some white goods and buy Ashur for 260g (recouping 38g, and Bridge Building) Babs want a cease fire - we say yes (was that allowed? our troops were at risk), but no peace (and the Senate does not force it.)
1300 a second Bab Elly appears near Selinus. A dip is needed soon! It comes from the home continent on a galleon.
1320 Most Powerful: Spanish, Institute, Babs, Sioux. Chem=>Steam (Hey! no guns this turn!?? Oh yes - Bridge building fromn the Babs) Carthage wool to Selinus (d, 40g - OK that was awful - should have held out for an Uruk delivery 3 turns later)) Himera Helper founded. The Babs are hostile, but they offer no option to ask troops to withdraw - a sneak attack is probably coming.
1340 Barbarians coming to Ruscurru on a scary Frigate. Ashur blows up. Western Island founded. Bab elly bribed 112g. Hut: Closer to Germans. (223,14)
1360 Spanish and Sioux sign secret alliance against the Institute. Girba blows up. Oea - Dip for Barb defence. Babylonians: Senate forces Peace. Bab Elly bribed 112g. I didn't relish spending the gold, but relieving the threat seemed important
1380 Akragas blows up. Steam Engine =>Guns (3 turns) Retirement. There is a dip waiting to bribe Cedar Creek once we get enough cash. There is a phalanx to defend Caralis from the Barb frigate. There is a Gems Caravan moving East to the Babs. The Babylonian lands are mapped. There are 2 Coal caravans on a Galleon moving toward the West, eventually to Berlin. There are a bunch of galleons as the start of a westward shipchain, and to the east we have 2 on line.
My successor should be able to build SoL and go Fundy. Crooks and Clads are here!!
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Old n Slow
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Vienna, VA
Jun 2002 time: 00:34
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quote: Originally posted by Bloody Monk
Tough break about the barbs at West Station.
One question, why so many cities working ocean rather than shield tiles?? ...
Selling white goods at West Station?? ...
Monk |
Early in the turnset I was playing the ocean to see if We could love... in some cases it made a difference. Must've been a bit sloppy. Also I didn't consider the global turns for advance effect vis a vis shields -- good thoughts for next time (can you tell I don't mine grass to trees?)
Selling the white goods -- drawing down the treasury just to save a few coins on a minor city didn't seem to be a priority -- major city, low treasury -- yes, the better choice.
In a number of my games I've noticed that I've become increasingly sloppy -- fewer defenders, fewer white goods in the new outlying towns. I've also noticed that from time to time I've lost a few of those towns...and had to to go buy them back. I've also noticed that sometimes I've purchased said towns, gained some units and ... made a profit.
I've even planted a town or two hoping to turn it into a Barb farm -- short story long, barbs seem to me to be increasingly an irritation, not a major problem.
But as I was writing up the notes, I forgot the number of white goods in the city, and simply wanted to call attention to the next player -- now his problem (or opportunity as the case may be.)
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Elephant
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Phila PA
Aug 2002 time: 00:34
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quote: Originally posted by Bloody Monk
You don't make clear from where you drew the "offending" quote, but, from what I remember, "peace" was refused and then overruled by the Senate. SG[1] then wrote that we could take advantage of such happenstance. It's in the thread, inside Stu's last log, I think.
Does this clear the question??
Monk |
The quote was from Old n Slow's log...
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Elephant
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Phila PA
Aug 2002 time: 00:34
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I've got the SAV and it opened OK. I'll see if I can make some progress tonight (Sun 3/28).
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Elephant
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Phila PA
Aug 2002 time: 00:34
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I spend 2 1/2 hours last night just trying to make sense of the current state of the empire. I'm ready to start now but if anyone wants to bypass go ahead. I won't be able to play till tonight. I'll check in this evening (visiting DC all day) in case someone bypasses. My suggestions at this point:
- keep the Babs for trading partners; Carth Silver to Ninevah should pay nicely;
- Barb Frigate threatens Rusucurru, not Caralis; need 3 more caravans to get SoL (excepting Carthage's);
- Gunpowder in 2 turns, and we have Leos: mass-produce Warriors for 2-3 turns (slow research?) for instant upgrade
- NEED MORE SHIPS! and a few more Dips too;
- both far western cities are from huts: frustratingly just off of high-trade sweet spots. consider rush-building settlers to relocate.
Anyone who doesn't like these ideas is welcome to play themselves before 8pm EST...
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All times are GMT. The time now is 05:34. Apolyton Time is 00:34. |
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