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Bloody Monk

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austin, tx
May 2001 time: 23:21
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quote: Originally posted by Scouse Gits
More Gentle Critique
The real reason i pulled down the save was to see if the capture of Beijing was feasible - as you all know, after my pwetty fwowers I have a predilection for large bright lights - however, not yet seems to be the answer...
SG[1] |
Before everybody gets all hot about taking the Lighthouse, I suggest a pause to consider. It gets to a central question that was in my dreams last night. (Please disregard the rim-shot opening ) What is our long term goal???
If we are playing to conquer, there are certain considerations. But if we are playing for the stars, some of those elements will get in the way, in my opinion. If it is to be AC, then it is trade, trade, trade. And for that we will need Magnetism, I think. Lighthouse doesn't look so "bright" then. We will want to keep our Reputation polished up so we can send our vans throughout the foreign lands to demand cities--and reduce sneak attacks on our precious camels.
And if we build STWA and delay Leo's a bit we can have our clads for a space of time. They can become vets the harder way and we can try to induce a declaration of war from our targets. We don't have enough cities to field an Invasion force with any muscle without clads. But no city can stand having two units in the field. But we need our ships for trade. Magnetism is the way...maybe
So, Bloody Monk lays before the August Senate the question: What are our goals to be??
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:21
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It is 100 AD, and STYOM is selected by the local oligarchs as Tricky Tacky of the Cool Consuls.
History will record STYOM as the last (and, first!) of the 15 turn Consuls... so he resolves to leave his mark on the empire.
STYOM surveys the map. We have lots of space, even between our own cities. We know where our enemies... err... trading partners... are. Despite the slow start, we're well positioned as leaders on the world stage.
It's quite a good thing the Egyptians didn't get HG... I'm sure the barbarians now occupying Thebes have no appreciation for flowers 
Priorities:
1) Acquire Construction, and other AI sciences.
2) Stake out territory now that we can grow - especially towards the Chinese, who seem to be the most sophisticated of the foreigners.
3) Get Mikes'... celebrate.
4) Begin to trade with the foreigners.
100: Trade swapped to Chinese for Construction. Alliance refused.
Mysticism swapped to Carthaginians for Engineering. Carthaginians demand Mathematics - soft chuckling from the Consuls - so the Carthaginians remain Worshipful, but unable to count.
We could acquire Iron Working and/or Warrior Code from the Egyptians, but given that we are still several turns from Mono (12/tech), STYOM decides to refrain from further trading.
Science rate bumped to 1.3.6 - income drops but discoveries are now 9/tech. Elvises are fired in StickyMouse. Some caravan production is switched to Settlers, particularly in cities which have an Elvis already. We need cities - and we should easily have the Caravans to finish Mikes when the time comes.
120: Senators Beach builds Caravan>Settler. Dye in South Senate>Settler.
STYOM demands an Aqueduct in his capital, but there are no funds Perhaps I shouldn't have messed with the tax rate, thinks STYOM.
Our Trireme sails up to barbarian-held Thebes, and we offer 80 gold to them to become civilized. Barbarians demand 260 
140: Nothing of real significance. Caravans travel our roads...
160: Aqueduct purchased in StickyMouse for 58g.
French begin to build a Great Library... suckers.
(Incidentally, this is the only Wonder under construction in the world)
180: Disorder in Senator's Beach... elvis hired. Settler construction is too early to be rushed there.
Aqueduct in Sticky Mouse... starts Marketplace.
Eye on Egypt founded, far, far away. Phalanx started there.
French are now a Republic.
Taxes adjusted to 2.3.5 - we will probably need to rush Marketplace in StickyMouse, if we plan to build Mike's there.
200: J'Accuse founded>Phalanx
220: Dye in Shorter Toga>Settlers
Settlers in The Institute>Settlers.
Lots of disorder now (Sarzana, Ides of March) - probably due to STYOM building too many cities
Egyptians start Great Library. Cool, a wonder race. My money's on the French.
Peace between Egyptians and French. Chinese start a Great Library, too.
240: Monotheism discovered! After all my big talk, I'm not sure what the next priority is! With nothing on the path to University available, it's down to Banking, or Medicine (for Sani). Medicine selected (the Chinese are working on Banking, anyway).
Marketplace rushed in Sticky Mouse.
Ahh, diplomacy! The Indians are attacked by the Egyptians! Global stock markets plunge (if there were any)! Indians come to us, asking for us to honor our alliance with them and fight the Egyptians. We demur, mindful of our new city 'Eye on Egypt', so close to the Egyptians. The Indians then offer us 300 g, and STYOM can't resist that. So it's war with Egypt!
(stock markets plunge again )
260: Marketplace in Sticky Mouse; Mike's started.
Pax STYOMania founded>Phalanx.
Phalanx rushed in Eye on Egypt.
280: Order finally restored in Sarzana (doing so earlier would have cost us a Settlers)
The party begins in Sticky Mouse 
Taxes readjusted to 1.3.6, in light of the Indian largesse... which reminds me - contact Egyptians, cease fire in exchange for Construction.
300: All quiet.
320: Final construction Caravans enter Sticky Mouse, and 80 g is spent for the final frescoes in Mikes.
340: Copper in MONKFISH>Settlers
MICHELANGELO in Sticky Mouse>Caravan
Phalanx in J'Accuse>Settlers
Egyptians recapture Thebes from barbarians.
360: Science rate tweaked to 1.2.7
380: Chinese Trireme, apparently unoccupied, sighted S of Senator's Beach.
400: Banking acquired from Chinese, for Philosophy.
Senator's Beach builds Settlers>Crusaders
Lucky Git builds Silk>Settlers
Sticky Mouse hits size 12. All Elvises fired, again.
(STYOM shouts obscenities at GOTO command - the road between Lucky Git and Sticky Mouse is tricky, just like the consulate...)
His 300 year term complete, STYOM retires to the new city of Pax STYOMania (honouring the well timed war with the Egyptians). Pax STYOMania has everything the ex Consul desires - a beach, vineyards and steak on the hoof . Consequently he shall not return to power for many years...
In any event the ex-Tricky Tacky feels good about having turned Sticky Mouse into a proto-metropolis, solved the happiness crisis and added 3 new cities on the edges of the empire. 
Thoughts: Medicine arrives next turn. (7 turns/tech). Good city sites abound - coal/furs to the north (Settler on the way), river w/ wheat to the west. And Sticky Mouse needs some terrain improvements. Thus, many Settlers are pending.
Several AI Civs know Monarchy... none are researching Astro, yet. My successor can decide whether a trade for Monarchy (on the path to Theology) can wait until after we have Sanitation.
Last edited by Six Thousand Year Old Man on 24-07-2002 at 21:55
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:21
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@Monk I did read it. So it's my fault. Not paying enough attention. I was expecting GoTo problems with long camel journeys, not a 6-tile move north and south.
Next time I look at the save, I'm going to check to see if Sticky Mouse was founded on the Civ Prime Meridian (boundary between square 0 and square 100, horizontally). That often causes GoTo probs...
Back to real strategy... rather than my blunders 
Normally when I get to this point, I try to beeline to Invention, get Leo's and upgrade all my settlers eventually. That'll kill the 'clads strategy, but it will also help our happiness in future as our triremes go caravel-(galleon)-transport. No unhappiness.
Given that we aren't aiming for democracy, SoL, fundy etc, I suggest a tech path to sewers followed by invention. Build more cities, road (and rail) them together, build 1 ground unit per inland city, one sea unit per coastal city (more if we get Shakes - which I really like in Demo, but not so much in Rep?), and then we can go to war. Alternatively, build more cities, pump caravans into Sticky Mouse (or over to China?) and go to the stars.
Re: Shakes - I like building it in high production coastal cities for ship support without unhappiness. I also like building it in the SSC to ease celebrations. Given that our SSC isn't on the coast, I'm undecided.
I seldom go on the warpath early in the game on a map this size, so my opinions are definitely influenced by my usual strategy: get really powerful, and crush everyone once tactics/machine tools/espionage are available...
STYOM
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Scouse Gits

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Liverpool, United Kingdom
Nov 1999 time: 05:21
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Republican Sleaze:
640 = Ein recruited in Sticky Mouse; Sewer started; other small changes swap 4g for 8b
660 = Celebration in Sticky Mouse; rush Sewer; tickle caravans;
680 = Sewer in Sticky Mouse; hut - Nomads; hut - Far Village; update maps;
700 = Chinese now have Medicine and are in a three way race for the GL - Shake's just became more urgent (Carts are researching Astronomy); Beads, Caesar's Palace, 60g; Sticky Mouse first city to achieve one million inhabitants (14); Wool, Sarzana, 86g; Beads, South Senate, 60g;
720 = University -> Navigation (a hard one - worthy of debate);
740 = Sell Temple in Sticky Mouse;
760 = MarketPlace in Lucky Git; Shakespeare's Theatre; Celebration in Sticky Mouse (not much food however); Silk, Shorter Toga, 114g; hut - Erehwon;
780 = MarketPlace in The Institute; Sticky Mouse now @15;
800 = Navigation -> Economics; Hides, J'Accuse, 108g; China Road founded;
820 = Temple in Senate Chapel (appropriate I felt); Silk, Senate Chapel, 26g; Silk, Sarzana, 43g;
840 = a bit of tickling;
860 = Economics -> Physics (another hard one); Sticky Mouse @16; hut - Not Another!;
880 = Scouting Crook spots multiple diplo advance from Egyptians; Temple in Monkfish; Dye, Spiceallatum, 58g; Caravans are sacrificed for Cope's more are coming ...
Started at 74g with 18g expenses and 180 beakers a turn (every 5 turns)
Finished @ 87g with 23g expenses and 236 beakers a turn (every 5 turns)
SG[1]
Magellan's and Adam Smith's are now available with caravans coming.
The Egyptians have recaptured Thebes.
Attachment: st_a880.zip
This has been downloaded 5 time(s).
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Bloody Monk

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austin, tx
May 2001 time: 23:21
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quote: Originally posted by Scouse Gits
BM - thanks, but I did little (2) left me an easy game to follow ...
STWA would be lovely, but Monarchy and Warrior Code are complete no-nos - rather let someone else discover Feudalism then steal it or trade for it.
General concept - time to continue slowly building our infrastructure of Market Places, a few Temples, we need a Stock Market and University in Sticky Mouse - but they are expensive ... once we have six or so cities ready to go we invest in the necessary Aqueducts and pump up the luxuries for 5 rounds and get those cities upto 12 - a few others will surely benefit as might Sticky Mouse. ... then another period of consolidation and infra structure development etc etc
SG[1] | snipped a bit
You are welcome, Sir. You guys are very good about complimenting us and I felt someone should step in and return the favor. And the wording was "your names", (2) definitely included.
When you say "M and WC are complete no-nos", does that imply we won't need Bach's?? I have a noted lack of imagination, but I thought that WOW would help us. I conceed it will make the warrior (1st row tickler) obselete, but is there something else??
Thanks for the General concept overview...sounds pretty peaceful for a while.
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:21
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quote: Originally posted by Scouse Gits
[1] I would have picked Navigation...even though it's a trade killer! Followed by Physics. We need Magnetism (no bright light shining upon our flowers) because with galleons there is no unhappiness caused by ships out of port. The only red face then can be down to the occasional Ironclad! The trade loss will be compensated by the ability to supply caravans to civs on different continents. This game is coming together!
Now that Copernicus is ready nothing stands in our way to the stars 
p.s. to players that follow...you probably know that Invention is also a science which decreases trade bonuses...but if you already have Navigation the benefit from trade is not further reduced. (This works the other way round - if you get Invention first then Navigation)
SG(2) |
I knew about invention/navigation and trade bonuses. Now that we have Nav, I see no reason not to head for Inv and Leo's, my usual strategy at this point. Turns all our defenders into better defenders eventually - more important, it will eventually create engineers and turn our unhappy triremes into galleons 
It also kills the vet clad strategy, but since we don't have LH, aren't looking at STWA, and may not get Magellan... I would think destroyers would be just as good!
Having said all that, getting Leos, Magellan and Adam Smith should mean a big win even without Copes (and Isaac) - with those two as well, we can win with style 
@ Monk - we may want to go on the warpath using dips (and spies later) - once a republic gets rolling it's very easy to sustain war - you buy all your troops in the field after buying a city, and then lacking boats isn't as much of an issue. I suspect we'll wind up with quite a few ships soon enough, when the happiness issue is resolved by Magnetism/Leo.
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