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Bloody Monk

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austin, tx
May 2001 time: 23:25
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quote: Originally posted by Scouse Gits
The Rabid Rodent claims the Imperial Throne by right of arms, the four other contenders now lying in a bloody heap in the Palace, and howls in anguish. His incisors gnash and foam spills from the corners of his mouth as he surveys the chaos that is his Empire.
Despite his best efforts as an Imperial Advisor, the Gardens have not been started and now a couple of civs have started on the Pyramids our nation is behind in the Wonders race - our cities are misplaced, we have no discernable infrastructure to expedite the build. Drastic measures are called for.
His first instruction to the nation is that his predecessors should be burnt in effigy in every city square - uncontent with this, he orders their tombs violated and their decaying heads displayed on pikes at the gates to Steamboat Willy.
Our Nation needs the Holy Gardens for survival!
"We will have the Gardens, or you may have my head!"

Enjoy, SG[1] |
Ah, yes...the ever genteel, understated, somewhat droll, somewhat ambiguous prose of the British.
The dreadful incisors are fearful; but the rapier wit and slashing tongue are more incisive by far.
Well said, [1]!!
And well played.
--------------------------------
Monk
Contemplating the beauty of all these pretty flowers
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:25
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Whaddya know, I had a free hour and played 
1250 BC: Wicked Lord STYOM takes over the Kingdom. First order of business is to rename New Capital to Magic Kingdom. Unfamiliar with the concept of being a Despot for a long time, STYOM then consults his advisors on the pros and cons of Despotism.
The major pro - no unit support beyond city size. A size 8 city would have 8 free units - even better than Monarchy.
The advisors then suggest "Try to switch to a Monarchy as soon as possible." STYOM frowns and has them beheaded.
In gratitude for being gifted the lovely Garden, STYOM has a wax effigy of SG[1] crafted and placed in the front hall of the soon to be defunct Palace. (The actual corpse is buried beneath the foundations of Palace, V. 2.0)
STYOM notes that our cities are poorly defended and the science rate is a dismal 13 turns/tech. We need Republic/Wheel/Banking/Construction/Engineering/Invention to get to the promised land of Democracy.
First order of business is to get better defenders, particularly if the Romans are wandering around our lands - the map suggests they are, since it's a cinch our Trireme didn't make that trip Wheel is to be chosen next, since chariots will be our best units for offensive defence, pre-Democracy.
Second order of business is to maximize arrows/shields. We want the new Palace ASAP! We want more science ASAP! Since it's not a wonder, we're loathe to use Caravans on Palace building, but we will if we must. Hopefully, we can put some Caravans away for MPE as well.
1250: No changes to anything.
Population now 200,000
1200: Road started near Middleton. We contact Romans and they declare war before we say a word! We're spotless... what did you say to them last turn SG[1]? 
Fantasia production switched to Horsemen - we don't want to be caught with only a Warrior out here if the Romans show up.
1150: Aha, there's the Romans at (52,108) - a safe distance from our core cities - and we have Horses there if needed.
Horsemen in Fantasia>Settlers
1100: Romans edge closer, and our Horsemen from Magic Kingdom dispatch their Horsemen.
Science now 11/tech due to some worker rearrangement.
We say hello to the Romans... they tell us to p1ss off - yup, still Spotless 
1050: Settlers in SteamboatWilly>Horsemen
Tomorrowland founded near the last Whale on homeland shores>Horsemen.
Science 12/tech; workers rearranged,
Contact Romans - still war.
Chinese start Pyramids.
1000: Not much of consequence. 
975: Settlers in Middleton>Horsemen; Settlers in FreeWilly>Warriors
Republic discovered>Wheel. Insincerely, STYOM affirms that 'Despotism is working out fine'.
NeverNeverLand founded>Warriors
Contact Romans; they ask for 50g>war.
950: Roads are built towards Magic Kingdom with the intent of growing the city.
Roman Archers spotted near Tomorrowland! Production there switched to Horsemen and rushed. Horsemen from Fantasia move out along the handy road in support.
925: Our Fantasia Horsemen attack the Archers and die; Tomorrowland Horsemen kill Archers 
(STYOM kicks himself - this is one instance where it might have been better to build a Phalanx?)
Fantasia production changed to Horsemen; Tomorrowland starts Warriors.
900: FreeWilly Settlers added to Magic Kingdom. Science 11/tech.
875: Magic Kingdom celebrates. 
Romans demand 50g again>War 
Tomorrowland Horsemen rehomed in Fantasia and production there changed to Settlers.
Warriors in FreeWilly>Settlers
850: Settlers in EuroDisney>Horsemen
Warriors in NeverNeverLand>Settlers
Roman Horsemen appear near FreeWilly Our FreeWilly Horsemen dispatch them.
825: Nothing of consequence. Science 10 turns/tech.
STYOM hops on a fast horse to get out of town, lest he suffer the fate of his predecessors. 
Not much of import this time around - couldn't get much done due to the pesky Romans. I left a few options open: My successor can rush the Palace in Magic Kingdom by disbanding a Horseman, and I didn't talk to the Romans this turn - they may offer peace again.
The plus side is the tech rate is down and we need only 5 techs to change to Demo - the minus side is that we may be in poor shape to do that. No infrastructure in place to speak of, except that I've been roading up the shielded grass to pick up arrows.
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Bloody Monk

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austin, tx
May 2001 time: 23:25
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quote: Originally posted by Straybow
Building on plains is OK because irrigation of city square is automatic, and there would still have been 2 food. I'm going to complain because EuroD is one tile N of a 3 special location, even if it would've required 5 turns for chopping down the forest before settling. |
Thanks for the correction, Stray; +1 food from building on plains. But I always thought it was 3 turns for an engineer to clear a forest, twice that for a settler. Am I misrembering that as well??
Also, if it's mutiple specials you want, there are two, mutually exclusive 4-specials sites, either on grass, just a few steps away without the time loss of deforestation. (72,104) & (74,108) if I copied the coordinates correctly.
In any case, building on forest in despotism will be very limiting for growth which was the main point.
Monk
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