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skrobism
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So, water the plains and sand, mine everything else. Roads and RRs are always good.
Excellent and it's almost my turn!
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skrobism
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snoopy: no need to rush.
Thanks for the tips! Water the cows...
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skrobism
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So what is the turn order? This is what I've got:
Snoopy369
Modo44
Skrobism
LMToops
PaddyTheScott
Are we waiting for snoop-dog?
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Modo44
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in western Poland
Jul 2004 time: 06:18
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Sorry to hear that, Snoopy. Hope you can get back soon. 
Alright. Beware, Chief Modo is here. 
Taking a look. We are a bacward civ. Low technology, few Workers, and few cities. Nonono, that can't be happening. Persia doesn't have Philosophy, but has Code of Laws. Germans dont' have Code of Laws... Spain has Polytheism, nobody else has it... How about we make everyone equal, and store all the available cash in our treasury? 
550 BC
- Code of Laws from Persia for Philosophy, 5gp.
- Horseback Riding, 130gp from Germany for Philosophy.
- Polytheism from Spain for 460gp. As "cheap" as possible...
- Mathematics, Iron Working, 59gp from Germany for Polytheism. Now they have 0 gold stored.
- Korea has Currency, but they won't give us a reasonable price. And, we're still at war.
- Switch builds. Most important - switch the Temple in Lake Itcheycott to a Granary. Target: fill the continent with cities, get a foothold on the continent, get to 30 workers. Loads of stored food needed for that.
- Republic in 37 turns. As fast as possible, with 30% lux, 70% science, -5gpt.
510 BC
- Barbarian galley bounces off our own ship. Good, we will need to transport some Settlers soon...
- Established Embassy with the Aztecs.
- Established Embassy with the Spaniards.
- No useful alliance possible.

- Spain has Construction now.
- Lake Itcheycott is a 2-turn Worker pump now. Please don't touch it for a looong time.

470 BC
- Korea pays the Aztecs to declare on us. More War Happiness.
- Most people have Currency and Construction now. We don't. This is bad.
- Establish Embassy with Persia.
- No useful alliance possible.

- Korea has Philosophy now. Persia has Polytheism.

450 BC
- Found Akwesasne south of Jumping Fish.
410 BC
- Found Tyendenaga in the middle of the prairie.
350 BC (half time)
- 15 Workers (that's 7 new ones)
- 2 new cities
- At war with another enemy (Aztecs).
- Peace with Korea, or Aztecs not really possible. Neither is an alliance with someone.
- Plan to land on the Furs just across the ocean, and Settle there. Have little hope of defending the city, though.

- We have no Horses.

- We have Iron...
- 26 turns to Republic (20% lux, 80% science).
The current map:
Attachment: iroquis map, 350 bc.jpg
This has been downloaded 33 time(s).
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Modo44
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in western Poland
Jul 2004 time: 06:18
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This will be a looong game, I tell ya. Good. 
310 BC
- Buy Currency from Spain. Don't ask for how much...
- Republic in 22 turns, but with -32gpt, and 202gp in treasury. So it will slow down considerably soon. Yes, we are paying huge gpt to the Spaniards.

- Construction, 172gp from the Germans for Currency. Now they are broke.
- ROP, Alliance against Korea, 14gp from Persia for Currency. They have Iron, so I'm counting on them clobbering the Koreans with the help of a Golden Age. Plus, this will be a distraction, so we can try and put that city on those Furs...
- Peace Treaty, ROP with the Aztecs for Currency. Getting the second threat off our planned expansion.
290 BC
- Found Kahnawake near Mount Kahnawake.
- Most people have Monarchy and Engineering now, but no one has Republic. Fingers crossed...
250 BC
- Tired of waiting, I pop-rush a Temple in Maunch Chunk. Now it can make some more Workers. The corruption is high, so a big population doesn't do any good there.
- Spain has Monotheism now. They are running fast, are they not?

210 BC
- Found Caughnawaga east of Salamanca.
Korea pays Spain to go to war with us. That's so nice to hear. They just gave us War Happiness, and gave up the 24gpt we were paying them. 
- We can keep on researching Republic. We are only at -9gpt now.

170 BC
- Spain buys the Aztecs, and the Persians into the war with us. Not a big worry, except that landing any forces on the continent won't do much good. We have Barracks done, and some defensive Archers soon.
150 BC
- Lower research a bit, because we're finally out of money. Republic in 13 turns, with barely enough cash.
We're in a bit of a hole. We are nearly done REXing (2 city spots left at home, as far as I can tell), and we have just about enough Workers. But we are low on infrastructure, low on military, and low on technology. We still didn't get those Furs just across the channel. And four of five nations we know are at war with us. The good thing is, no KAI is developing yet, so we should be able to catch up. The question is when...
Screenie of our Despotism:
Attachment: iroquis map, 150 bc.jpg
This has been downloaded 34 time(s).
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Modo44
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in western Poland
Jul 2004 time: 06:18
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And the save. We just entered the Medieval Era, so it's 15 turns from now on.
EDIT: Sent the save per e-mail.
Attachment: succession, hiawatha of the iroquois, 150 bc.sav
This has been downloaded 2 time(s).
Last edited by Modo44 on 22-12-2004 at 19:48
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skrobism
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Got the save. Will try to play tonight.
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skrobism
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Sorry I haven't played yet. Having a little holiday called Christmas. I'll be right on that.
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:18
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150 bc -> 10bc: Lots of building things. Well, not really - our cities are very very slow builders. But, they're fast growers ... barracks, temples, harbors, all being built or built. Some archers and whatnot. Several cities descend into anarchy because i'm too stupid to notice- but ultimately the problem is we have NO LUXURIES so I'm going to, by my 20th turn, steal one. I hope. Worker production slowed as we now have almost 2 for every city (23 workers, 13 cities) which is plenty, and in republic will be in fact too many for the money. Iron road finished in 10bc. Sumer finishes the Hanging Gardens.
AD10 -> AD 50: Sumer finishes the GL. I think they are in a good spot right now ... maybe we can be teammates? Anywho, Korea lands on the coast (one archer! woo!) and we have started building up some military to land on theirs...
AD 90: Land a spear and an archer on the furs. The beginning of a beautiful relationship ...
AD 130: The last of the 2 spears/2 archers dies, after killing only 1 horseman and 1 swordsman. Perhaps not as good as I hoped. There was a ... welcoming ... party about 3 squares out of what was to be a bit of a fortress. Oops.
AD 170: After a 2 turn delay to finish a few units and build up a small store of cash, we go to Anarchy upon discovering Republic! 3 turns, as usual.
AD 190: Peace reigns over the world! Republic, traded with all of our neigbors, gains us not only peace but:
Monotheism
Feudalism
Engineering
!! And some gold and 9gpt from the Spanish. I'm not convinced they're going to hold to the treaty - but it gained me time to build the fur city and reinforce it. That's what matters.
(Mostly I make this trade because 1) being at war with everyone will kill us and 2) it gets us Feudalism, which if nothing else gives us 3 def and 4 off, which will allow us to fight the other nations who have these units ...)
AD 230: Finally, "Fur HQ" is settled (one turn ahead of the Koreans, probably - they have a settler and a spearman south 1 square of it!) Thus begins the expansion of the Iroquois Nation ...
AD 250: After 400 years, Chief Dog Cat retires, leaving his legacy to another to continue...
Attachment: succession, hiawatha of the iroquois, ad 250.sav
This has been downloaded 0 time(s).
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:18
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The lay of the land. Notice basically all of the tiles are covered with irrigation or mines. (I think 3 tiles or so are undevelopped, at least of tiles we will ever use.)
As such, I strongly suggest my successor join 10-15 workers to towns, to make Cities. We currently spend over 50 gpt on maintenance of units - 15 workers joined to cities (for example, 3 to Mauch Chunk, 3 to Niagara Falls, 3 to Tyendenaga, and a few more elsewhere wherever is convenient; Aquaduct would be needed in Tyend.) This leaves us with 16 workers (if 9 workers added), which is still more than we need, with 95%+ development already.
Those joinings would not only decrease our units being supported from (-27) to (-18) (for 9 workers, obviously less if you add more workers to cities) but also would create (with Ty.'s aquaduct) 6 more unit support through building 3 more cities of 7+ size (mauch is growing next turn and Ty. would soon grow) meaning another 6 units support - to (-12) unit support (- number means losing gold), a -24 gpt cost compared to our current -54 gpt cost: 30 gpt that can go to useful things. 
Anyhow, I leave that up to my succesor, just wanted to make the argument. I thought about doing it myself, but I wanted to leave the option of not doing it in case my successor(s) disagree - it's a hard decision to undo.
Attachment: ad 250 zoomed.jpg
This has been downloaded 22 time(s).
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skrobism
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tonight's the night...
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