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What to build in the Colony??
This poll is closed. |
| The Consensus Plan sounds good to me!! |
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4 |
57.14% |
| More Boats, Now!! |
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0 |
0% |
| Settlers/Cities are better than Colosseums |
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2 |
28.57% |
| Build an Army, Now!! |
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0 |
0% |
| Other--Write-in |
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1 |
14.29% |
| I need a potassium fix |
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0 |
0% |
| Total: |
7 voters |
100% |
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Sparrowhawk

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Canada CST
Apr 1999 time: 23:36
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quote: Originally posted by Bloody Monk
Who is responsible for a change of Gov't Poll??
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I found this in one of the threads from January, please note the portion that I bolded for clarity (as it directly answers your question.
quote: Originally posted by Cavebear
Despotism
1. In Despotism, we have one (initially-elected) leader who will play the game as usual in short (generally 5-8 turn segments) and report on the progress of the game.
2. In Despotism, the Despot is encouraged but not required to ask opinions and advice.
3. The Despot may or may not ask some players to fulfill certain functions of planning or advice.
4. The Despot may be cast out by majority decision at any time by citizen poll (not to be less than 3 days).
5. A “Remove the Despot Poll” will be phrased as “I propose myself as new Despot” yes/no.
Monarchy
1. Upon achieving Monarchy, play will stop and an election is required.
2. The Monarch will choose the positions of Minister he desires and appoint them (subject to acceptance by the appointees).
3. The Monarch must have at least 3 Ministers and is expected to follow their advice.
Republic/Democracy
1. Upon achieving Republic/Democracy, play will stop and an election is required.
2. There will be elections for Ministers of Trade, War, City-Planning, and Science. City-Planning includes new locations.
3. The Consul/President can be removed at any time for not following advice of Ministers.
4. The Consul/President can remove any Minister for bad advice and appoint or allow election for a replacement.
Communism/Fundamentalism
1. The same Secretaries/Priests as Republic/Democracy except that any can be removed at any time for any reason by the Premier/High Priest.
2. The Premier/High Priest can be removed only by majority decision of the Secretaries/Priests.
Citizens
Any Citizen can post a poll at any time demanding a change of government available at the time (3 days minimum poll and specify kinds of governments to be considered).
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Having posted this, I will tell you now that I will strongly oppose a change in Government at this time and suggest that we stay in Republic until either we are ready to go to war or we have a higher form of Government (Communism, Fundamentalism or Democracy) or until we are under attack and need to move our units outside our cities in large numbers.
Until any of the above, I think Republic is key to giving us at least a somewhat reasonable tech rate for new advances and if we can't begin to catch up in the tech race we are doomed regardless of our Government choice.
* Sparrowhawk 
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rjmatsleepers
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I go along with the consensus plan, remembering that the devil is in the detail.
How many is a "workable mass" of cities?
There is a lot of discretion in deciding when a coloseum is "needed"
What limits are we proposing on the Consul's discretion to build units or barracks?
I'd like to see us continue building cities while there is suitable land for a new city to reach size 4 or 5. (But we may have to stop city building once we get into a major war.)
I'd be inclined to hold of on coloseums until we are ready for more celebration in Apolyton. As far as possible we should cope with unhapiness by recruiting scientists, taxmen or xining.
I'd give the Consul full discretion on building units or barracks where he believes there is a good operational reason to depart from the "consensus" plan.
RJM at Sleeper's
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Bloody Monk

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austin, tx
May 2001 time: 23:36
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RJM
Cities can not work more than three citizens without colosseums, making Xinning a faint hope.
We can go on building cities that top out at size 3, or 4 with entertainer, until 2020 if we choose, or until the Zulus(?) land on AC, or until we are discovered by the AI, which will probably trip a War. There is lots of available land in this peninsula and some nearby islands, too.
But, if we want to try to win this thing, I think the sooner we can gear up and go take some cities the better. I mentioned 13 cities because that is the extent of our current exploration AND seeems a good place to start building Col for city growth, barracks for vets, and Crooks (which will be here soon) to shape up a fighting force with. Our only hope of catching up in Discoveries is to take cities and win Scrolls.
If you can see and describe an alternative path, please, please share it with us. We are getting very close to that proverbial fork in the road that cavebear was thinking of when he offered the strategies thread.
Monk 
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rjmatsleepers
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quote: Originally posted by Bloody Monk
The hinge of this plan is trading, it would seem. Who are we to trade with and from what cities?? Sparrowhawk has mentioned some trade testing that showed no benifit from intra-continent trade with Egypt.
Monk |
This isn't a plan. I voted for and support what you describe as the consensus. I support building temples and colosseums as needed. I suspect that if I were our noble leader, I would regard a colosseum as needed a bit later than you would.
BTW I don't think Sparrowhawk showed that there was no benefit from trading with Egypt. You always get some bonus gold and beakers and until a city has 3 trade routes you (probably) get some extra trade arrows. The questions are how much you can afford to spend rushing the van and which city gives you the best return to trade with - particularly remembering that sometimes a small trade bonus is acceptable if it can be used to unblock something in a larger city.
RJM at Sleeper's
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rjmatsleepers
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quote: Originally posted by Bloody Monk
I believe the bonus mentioned was 40g/beakers. Not much for a 50 shield investment; a real loser if the camel was rushed.
Monk |
I agree that I wouldn't want to spend too much money rushing a van that was only going to yield 40 gold and 40 beakers. However in one of your five shield cities we could complete a line of shields 4 times (thus getting our money back) and pick up the extra 40 beakers for "nothing" every 6 turns.
How bad the return on 50 shields is depends on what else we can do with them. If we don't spend any money rushing, 80 gold every 10 turns (from 2 vans) would allow us to reduce taxes by 10% and hence increase science by the same amount (IIRC).
Until we are ready to go to war, we need to consider whether we are willing to accept the extra support costs of building units.
RJM at Sleeper's
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rjmatsleepers
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quote: Originally posted by Bloody Monk
"Until we are ready to go to war," I think we are best served pumping out Settlers to increase our city numbers and, eventually, road building to connect up the colony. A boat--from somewhere--should be sent through the canal to explore the coast to the S and E of Panama, as well.
It seems to me the first priority now is # of cities and growing those cities in size. Later, when the cities are bigger, AND, we have discovered suitable trade partners, camels may be very useful.
Monk |
The crucial question seems to be "are we ready for war now", and if not "what stands in our way"? I think that the size and production capacity of our empire is already sufficient to begin a war. If the generals (well the minister of war and our noble leader) are confident that we can take and hold our first city with crusaders then let's increase the number of our cities by capturing them.
RJM at Sleeper's
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rjmatsleepers
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OK so we are willing to go to war with veteran crusaders and pick off a few cities without walls. The consensus (well Monk and Cavebear) is for more cities of our own and greater production before we begin a war.
Once we discover monotheism do we switch to 0% research in order to rush build? Has the roaringly valliant Sparrowhawk decided how many crusaders we need and which city is our first target?
(BTW do we simply sneak attack or do we preserve our reputation by getting the AI to declare war?)
RJM at Sleeper's
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Bloody Monk

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austin, tx
May 2001 time: 23:36
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Well, there you go again. Actually, and the poll is at the top of this thread, 4 of the 7 voters are for the Consensus Plan.
Also, and I don't mean to pile it on, but, the Rules for this game (in a topped thread, BTW) require a spotless reputation. So, no; sneak attacks are out. But, never fear, any contact with a hostile or icy civ will get a War declaration from them.
Monk 
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