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El Civ
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Ohio, USA
Jul 2002 time: 00:21
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El Civ is told that the Apolyton nation needs a leader. He is chosen ahead of the village idiot, though debate over the matter was fierce.
1050 We discovery Masonry and research begins into Pottery. We need the Beer Gardens to grow and keep our serfs happy.
1000 Revolt in Mingatopia. How dare they! Production there changed to temple and rush built.
950 I've changed some city production from barracks to either temples or settlers. It is too early to begin irrigation, IMHO, so settlers are all put to work building roads to gain arrows and prepare for the coming caravans (we need them). Barb horse slain at Markosiospolis (whew, that's a long one).
925 Another barb horse slain at Markosiospolis and the barb leader disappears into black squares. Barbs appear near Apolyton!
850 Our brave and nobel warriors save Apolyton from three barb horsemen. Good work lads! Hut reveals Iron Working and the barb leader who escaped justice at Markosiospolis in the next square! 
825 Apolyton builds Pyramids. In what will likely cause controversy, I switched production from Colossus of Rah to Pyramids. Some like lager, some ale. Still others drink wine (silly Gits). Our archer gets the barb leader and nets us 150g.
775 Rome builds Colossus of Rah. Oh well, it gives us something to go steal later.
725 The Vikings undertake the Beer Gardens! Hut yields legion by Marquiston.
700 We discover Pottery, and not a moment too soon. We begin researching currency so as to get us to trade ASAP. Apolyton begins work on the Beer Gardens.
625 Hoo-Rah founded east of Apolyton, a wine special within its radius.
600 The Sioux have begun building the Lighthouse and the Vikes have nearly completed the Beer Gardens! I check to see if we can rush build it but we are about 90 gold short.
575 Vikes build Beer Gardens! The scoundrels! They've no appreciation of good beer at all. Mere Bohemians. Apolyton changes production to library to boost it's beaker count.
After completing its barracks, Gitchester built a horseman. It and our archer have been exploring and each sits beside a hut just waiting to be tipped. Our settlers are busy building roads but any may be used to found new cities. One is near Apolyton to open up the black spaces around it, but proably too close to found a new city. I was sending the legion to the capital as additional protection from heathens, since we have a horse and archer out and about. The legion is just outside the limits of Apolyton.
Vlad, you are up. Rasbelin, although your first turn was abbreviated, you have still played two turns so you are up after Vlad. If anyone else joins the game and posts that they have the save, wait until they play and then jump in. Please remember to save it as a scenario and put the rules.txt in the folder with the save. Open by choosing the Apolyton tribe and deity difficulty level. Don't forget when you are done to open the cheat menu and save the game as a scenario. We will need to begin zipping the file so it isn't too large to download reasonably. Thanks.
Attachment: apolyton.scn.zip
This has been downloaded 3 time(s).
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Rasbelin

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Tampere (Tammerfors), Finland
Nov 1999 time: 07:21
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T.S. From now on limit your turns to 12 in-game turns.
250 - Viking Horsemen appears from the shroud and sends an envoy to the great people of Apolytoners. The envoy demands 450 gold in tribute, but as the vaults of us would be almost empty if paying such a large tribute, our emissary decided not to pay them. In exchange for that, the Vikings declared war. The Archer next to the Horsemen attacks it and with some good archery skills, they kills the Horsemen. Gitchester produces one Settler and starts building a Market Place.
225 - Viking Legion appears out of from the darkness. Oedonia under serious threat from the Vikings, so the production is switched after the Pikemen to Barracks.
200 - Barbarian Horsemen appear near Hoo-Rah, as a civil disoirder breaks out in Hoo-Rah. And according to the domestic advisor, our empire has exceeded 500 000 habitants. Extra food production in Hoo-Rah is removed to calm down the rioters.
175 - Barbarian Horsemen attacks Hoo-Rah, but fails. The riot in the town is also over as the problem is solved. The citizens of Markosgrad are going to be enlighted by a library, once it has been built.
150 - The white AI player attacks with a Trireme to Marquiston, but is doomed to fail and get sunk. Hoo-Rah completes a Settler and starts building Barracks as there's a need for them. A new hides-wool trade route has been established between Mingatopia and Hoo-Rah.
125 - FYI: the Vikings are now building The Oracle. A new bead-wine trade route has been established between Markosgrad and Hoo-Rah.
100 - Barbarians attack Hoo-Rah, but the defense is good enough to keep them away. Markosgrad suffers a upprise of the locals, but the problem is solved be removing some extra food production as a temporary solution. Mingatopia switches to MPE as there seems to be need for it. Mingatopia will later on build that Market Place.
75 - The men of wisdom have invented Construction and the next goal to be achieved is Mysticism. The riot is Markosgrad has been solved.
50 - Barbarians near Hoo-Rah. Legion destroyed as the whorde of barbarians rage over it.
25 - More barbarians near Hoo-Rah. Growing concern about the defense in the town, so City Wall are finished for 130 Mings (FYI: 1 Ming is the official currency of the Apolytoner empire ). Riots in Apolyton and Gitchester; extra food partially removed.
Next!
OT...
I suggest that my successor builds Barracks in Hoo-Rah, as we do have an annoying barbarian trouble in that area. And could someone tell me what/who the name Oedonia is based on?
Attachment: poly.scn
This has been downloaded 6 time(s).
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El Civ
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Ohio, USA
Jul 2002 time: 00:21
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I don't know what happened with the game save but when I tried it again it was the right game this time. Sorry but I lost track and played more than 12 turns. At any rate, here is the log.
25 B.C. I’ve decided to change Apolyton from the Great Cell Wall to 4Ever’s War Academy. I’ve also changed production in a few cities to caravans.
1 A.D. Minatopia revolts and Elvis soothes the masses. I notice that there are 2 barb leaders in the group approaching Hoo-Rah.
40 A.D. Aztecs complete Great Cell Wall in Tenochtitlan. Our phalanx in Hoo-Rah is fighting off the barb attackers and I’m hoping to position our horseman to pick off the barb leaders. 300g is at stake. The Romans have completed Marko’s Embassy in Rome.
100 Barb attackers slain and the leaders are on separate squares. Our horseman drools with delight and gets the first of two.
120 Apolyton builds 4Ever’s War Academy after food vans speed things up. SidMeier is founded northeast of Marquiston. More barbs appear near Hoo-Rah.
140 Second barb leader gotten and we are 300g richer. Viking horseman spotted advancing toward SidMeier, which is undefended. Barb horse martyrs our horseman outside Hoo-Rah.
160 Stinking Viking horse plunders SidMeier! Vikes want to talk and I decline, so it’s war. Our archer is nearby but too late to save poor Sid.
180 Second (and until now unseen) Vike horse attacks our archer and dies. First Vike horse attacks out settler and martyrs him.
200 Vike horse disappears. Marquiston now building settler to redeem the name of Sid Meier.
220 We discover Mysticism and begin research into Literacy.
260 Our archer finds the Vike horse and is attacked. Vike horse dies. Road to Oedonia completed.
300 Northbound caravan reveals a Vike horse and legion on the map. Oedonia builds settlers and production of a dip begins there. The newly built settler from Marquiston is at the old SidMeier site, but with Vikes running around any new city would have to rush a defender, unless you move our nearby archer into the city (and he’s in the red). The Vike units scurried away but I’m sure we’ll be seeing them again. I got tired of revolts so I changed the tax rates to 3-5-2, which gives us only two gold more than expenses per turn and discoveries every 26 turns (ugh). Turning Elvises into Eins in Apolyton, Mingatopia and Markosgrad improved discoveries to every 14 turns, but keep your eye on those cities for future revolts.
We need to address our newfound Viking problem and expand. We need more than 7 cities, IMHO. We have 3 settlers who can found cities any time. There are two good spots available. One is west of Oedonia (coal and fish) and the other southeast of Hoo-Rah (two whales).
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All times are GMT. The time now is 05:21. Apolyton Time is 00:21. |
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