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debeest
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600 AD, 28 cities sizes 2-6 and a 7.
28 techs, currently almost three quarters of the way to navigation; well ahead of all AIs, who are at 19, 17, 16, 13….
30%-70%-0% -- 896 beakers per tech, 114 beakers per turn, so 8 turns per tech
44 gold per turn, 53 in the bank; 162 shields per turn; 3.15M population
War with Japanese, Vikings, and Greeks. Supreme and dishonorable.
9 settlers, 13 triremes, 2 dips, 70 military units with 16 crusaders in progress, 7 caravans with 6 in progress
We have Pyramids, HG, Michelangelo, Colossus, Copernicus, STWA, KRC, and MPE; Great Wall will build at the touch of a key. The Lighthouse in Uppsala is a target, but if we get invention then our triremes will become caravels, and then Lighthouse will become much less valuable.
Our units are widely scattered, aside from the concentration near the Vikes and Japanese. Several units that I can’t figure out why they are where they are. I’ll pull the empty triremes back home to load up, and send wandering military units into cities for martial law. Also, I think I’ll put some more cities to building settlers and triremes.
Very little between-turns tweaking to do. Once again, Bloody Monk has left me an empire purring like a kitten.
620 – build Great Wall
640 – Vikes build GL (Japanese switch to Oracle, Egyptians to Shakespeare)
- build MonksOtherCanal at 130,72
660 – Vikes kill diplomat
- navigation (given banking, bridges, physics, theology, and university, we choose physics)
- build Per Monk’s Plan at 149,13
- village at 113,61 yields eight barbs – bye bye, diplomat
- kill Vike catapult
680 – the eight barbs all ignore our diplomat! they all get away!
- kill Greek phalanx
- kill Viking settler and catapult
- kill Japanese settler
700 – Japanese kill elephant
- silk, demanded, First Wind-Trondheim, 210g
- beads, KillDeer-Trondheim, 66g
- kill Viking phalanx
- kill Japanese chariot
- build DeadBuff Island
720 – build Magellan’s Voyage
- build Canal to Japan
- build Brest
- kill Greek phalanx
740 – Greeks kill crusader
- build First Wind Isle
- build Cherbourg
- village at 111,67 yields 8 more barbs! bribe one, that kills two – now will they ignore us again?
- kill Japanese warrior
760 – barbs kill dip and horseman
- Japanese chariot dies attacking
- physics (given banking, bridges, invention, medicine, theology, and university, we choose to study invention)
- disorder in Kyoto (I hate when I’ve checked to make sure there’s no impending disorder on city growth, but the shuffling causes disorder)
- kill Japanese chariot
780 – Japanese kill elephant and legion
- disorder in Raging Brook (damned shuffle again!)
- build SouthYellowtree
800 – Vikings learn bridgebuilding!
- build SilverMoon Isle
This wasn’t an entirely satisfying turnset for me. Everything is so far away! We’re spread out much too far. We could move a lot faster if we’d gotten Lighthouse. Fortunately, invention is no more than about six turns away, and we can have camels enough by then to build Leo’s immediately.
No real aggression. I built nine cities, learned navigation and physics, built roads, explored a lot (mostly ocean), and finally killed off the barb hordes I’d released, so that we can finally build another city northwest of the Vikings (our settler spent quite a few turns fleeing the barbs). But we had no substantial concentration of force in any one place, and I did little to improve that – we killed a lot more Viking and Japanese units than we lost, but it wasn’t very productive. I felt that we weren’t ready for active war yet, so I tried to lay the groundwork by building new cities that can now crank out units.
I suspect that many of you would have pursued a more immediately aggressive course. I think perhaps I overestimate the resistance that the AI will put up. I’m glad to be playing this game, because I think war is one of the weaker parts of my game. Feedback would be very welcome.
Grigor is sprung; Trajanus, -Jrabbit, the Bloody One, and debeest are in the queue. However, RL (good parts of it) will probably prevent me from playing any more for quite a long time. You'll finish this game without me. Have fun. But note that the Vikes have discovered bridgebuilding! Don't dally!
Attachment: sa_a800.sav
This has been downloaded 3 time(s).
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debeest
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Bloody Monk, you raise valid concerns. That's why I kept taxes at maximum and delivered only the two caravans that were already far out at sea. Hopefully our low science rate is also delaying the AI. I hadn't considered the hut-tipping tech "risk," but I don't think it would have kept me from opening them. Remember, it is always possible for us to set science to zero and deliver no caravans, and our science rate can be held completely in check. We have a lot of techs left before industrialization would be our only option, and I think it's useful to keep our tech lead until it's really time to stop. I'm more concerned about the AI, and the Vikings' recent discovery of bridge-building.
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Bloody Monk

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austin, tx
May 2001 time: 23:35
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debeest,
I probably overstated the threat, it's true. But, hopefully, folk will at least think about it now. There are several points related to your turns...
1) I think you did marvelously with the other choices you made. The ending save shows a solid concentration on the military side. Just what we need. I would recommend a few dips be added to the mix--to bribe and take down walls.
2)Building strategically located cities is excellent.
3) We are indeed playing a bit behind the curve, but the backbone to support total war is just about in place; and the, IMHO, premature start of conflict will not be a problem much longer. The flood of vet Crooks will rock the world!!
4) So far we have avoided the need for temples for happiness control. I would only irrigate in the smaller, no-food cities so they can get a bit bigger. Cheops is an example, and it could use a mine as well. We will want our cities to build killers rather than temples, as much as possible.
5) One way to deal with happiness is to get Banking, Demo/SOL, and go Fundy. That is the direction I would suggest for research after Invention. Even set on zero we might as well have a plan for new scrolls.
6) A final reminder to all. Restarts are on, if I am remembering rightly. As we begin to smash the AI, let's remember to make zoo parks of each last city so we don't have to search high and low for the restarts. That would be a chore.
We are in a good place. What comes next should be fun!! Who wants next??
Monk
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Grigor
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Oberlin, Ohio
Jan 2000 time: 00:35
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800 Look around. We have 37 Cities in Monarchy, though we know Republic. Vikes have Bridge Building; Egypt has medicine and is researching Banking. Invention and Leos are on the Industrialization path but very to the point with all our triremes and warriors. Next should be Demo, SoL, and soft Fundy. That means only 16 caravans in the Home Island - the rest all caravels, settlers, and crooks.
Cherbourg could build a copper caravan for Slim Buttes.
Two war fronts, Greeks and Vikings. Vikes are the priority. Let's plan 8 crooks and 3 dips. That needs 4 caravels or 6 triremes. 5 Crooks are near the theatre; 2 more on the way from home island; another 3 in Japan, so that's set. One dip in the theatre; need 2 more.
Greeks have a passel of crooks abuilding on our near east side. Expansion is still in order, regardless of our happiness problems.
Press ENTER
820 Boston builds Oracle - an excellent new opportunity for us.
-Captainless eastern trireme continues bootless exploration.
840* Japanese: accept cease-fire (to be broken soon )
Cherbourg - Copper Caravan for Slim Buttes
Bunny Luck - Settlers
Wiltcat valley - Settlers
Dead Buffalo - Settlers
Stony Lake - Caravan (now have 7 for Leo's)
Viking Lookout founded
Barbarian Rome (size 5 ) found by leaderless trireme!
860 Disorder in Chiefs Crag. More war prep.
880 Viking emmissary: we continue the War.
Yellowtree: Settlers
Cherbourg Copper to Slim Buttes (d, 54) 
Attack of Uppsala begins.
900 Uppsala captured (Lighthouse, Great Library) Japanese break cease-fire
Sparta captured.
920 *Invention=>Banking. Science set to 70/10/20. Caravans delivered for LW.
Aarhus and Lindholm captured.
940 Egyptians develop Banking.
Slim Buttes builds Leonardo's. Massive Upgrades (to non-vet units)
hut: 50g (it's OK to pop huts now
hut: adv tribe: Grigor Hideout
960 general consolidation. Transported some crooks towards the Greeks. Vike Capital moved to Hladir
980 Hut: NONE Legion
Trondheim size 10 captired (82g and a Granary)
Boston Captured (Oracle)
1000* hut: 50g
Kaupang size 9 captured (62g and granary). Temple rushed in Trondheim (with Oracle it should be a cash cow - make some trade routes with nearby cities - no initial payoff but some nice ongoing cash)
OK, leave it for my successor.
There are a lot of Viking cities we have not found.
Check carefully for sleeping units, not all of which are healing 
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Elephant
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Phila PA
Aug 2002 time: 00:35
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Suppressing Trade in order to suppress research is so galling to me I don't think I could STAND this game...
(just kidding, guys - I'm too slow once the number of cities multiply; I'll just kibbitz from the sidelines...)
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