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Scouse Gits

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Liverpool, United Kingdom
Nov 1999 time: 05:26
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0550 = We have too many warriors consuming shields - already in short supply due to corruption. Speak to Germans 50g, and Zulus 50g; Think long and hard about our 200 shields in Arkwright - this map would not seem to favour the Lighthouse, both the Colossus and Pyramids have attractions and the Pyramids come a close second - but it has to be Gardens - honest! Rush Couthouse in Iron Duke - not perhaps my first choice, but we are committed; Disband warrior in Newcomen into a horseman; Rush Temple in The horseman;
The Rabid Reign Commences ...
0525 = Temple in the huntsman; Courthouse in Iron Duke; Hanging Gardens in Arkwright, just in time the Persians would have had it next turn - they have switched to The Colossus, as have the Sioux; As predicted by my illustrious forebears, Arkwright celebrates with one Wizard; hut (94, 100), 50g; Germans Monarchy , Zulus Mathematics - I guess they are both broke;
Persians build Colossus - Sioux & Celts switch to Lighthouse
0500 = Ellie kills Barb horse on hill; Zulus ignore us, Germans declare war;
0475 = hut - Philosophy; Zulus & Germans war;
0450 = The Republic -> Trade; Zulus & Germans war; No way are we ready for a change of government - oedo ignored;
0425 = Zulus CF, 50g, Germans war;
0400 = Eye founded on four special site; Zulus & Germans no change;
0375 = Ellie becomes vet when Barb horseman wastes himself; Germans CF, 50g, Zulus no change; Trireme becomes vet wasting Barb King, 150g;
0350 = Courthouse in The huntsman; Temple in Hargreaves; MarketPlace in Arkwright; Arkwright starts Pyramids (Adam Smith's?); Zulus no change, Germans war; oedo ignored again;
0325 = Zulus & Germans no change;
0300 = Zulus peace, 50g, Germans no change;
0275 = Sioux build Lighthouse; Persians & Celts switch to Marco's; Zulus & Germans no change;
0250 = Eye builds Temple; Zulus & Germans war; oedo ignored;
0225 = hut - Kay; Zulus & Germans no change;
Notes to be ignored by my successor - the Settler in Arkwright is to be 'b'ed into the city to make it size 6; the diplomats in production are intended as poor man's caravans to be run to Arkwright and disbanded into the wonder of your choice; please found the city of 'Bee' to complete the trilogy - Eye, Kay, Bee; I genuinely believe that it is too early for Republic, I have built a fair amount of infrastructure, but much more is (IMO) needed; the cities of Besemer & Trevithick are Xinning on alternate turns, but Trade is still a dozen or so turns away - there is a Trireme building on the North coast somewhere - it will expose a few offshore specials and might find the Celts or Persians - both of whom have Trade - as might the South Coast Fleet (one trireme) which is moving round to make pickup on its Ellie and Dip; don't forget to tap our Zulu and German friends every turn - I reckon the Germans are good for another 50g in the next two turns; the Settler to the East of Iron Duke is intending to mine the oil.
Good luck, SG[1]
Attachment: ne_b225.zip
This has been downloaded 7 time(s).
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Bloody Monk

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austin, tx
May 2001 time: 23:26
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quote: Originally posted by Scouse Gits
Monk! you're up!
SG[1] |
Steady, Steady...Settle down; if you must fire for effect, direct it towards the Poly Server that wouldn't accept a connection last night.
I read your log and I have a few questions before I begin.
1) What is the reference to Eye, Kay, Bee?? This rings no bell here.
2) Concerning Xinning...Do I remember correctly that as long as one sheaf is in the foodbox, it is safe to proceed?? Do you have the size five cities on a rotation and how much food do you accumulate before resuming the Xin in each one??
3) Arkwright is not Xinning so it can get shields for the next Wonder, right?? Trade will allow MPEmbassy which looks like the best choice, atm.
4) What kind/amount of infrastructure do you think the empire needs before revolting--to Republic?? At what size does a city need a temple in a Flower strewn Republic?? Why did you ship out an ellie on a boat from the same city??
5) Is Republic a realistic possibliity considering how many units we have invested in already which we could not then support?? There are too many units, not enough shields per city, IMHO. To say nothing about lack of temples, markets, courthouses (for corruption).
6) With Republic looking like a crippling choice, and with Fundy so far, far in the future, why did you not revolt to Monarchy?? This is clearly the most strategic question.
I did mention, when I signed on, that I might need some guidance in playing extended Despotism.
Hopefully, I can play tonight. So, please help me out by attending to these questions soonest.
Far warning to all: without timely, convincing input to the contrary, I'm thinking we should revolt to Monarchy and get on with it. What is the pay-off to waiting?? Has anyone gone to AC as a Monarchy, and if so, what was it like??
Monk
Last edited by Bloody Monk on 05-03-2003 at 22:43
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Bloody Monk

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austin, tx
May 2001 time: 23:26
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Thanks to SG[1] for providing a great save.
There were two problems that needed attention before revolting to Republic. Bessemer has a boat and a unit exploring, and Watt's will not be able to support its settler after it grows to size 2. The Bessie ellie will be dropped at Kay and the Watt's settler will build a city. With the Gardens our cities can survive at size 2, but a settler or temple will be needed soon.
In preparing for Republic, some units were shifted about, where possible, to end with one unit per city, except at the flanks. Even this is too many, IMHO; but I did not want to hear screams of fear if I left a "defenseless" realm. Amazingly, we are #1 in Science and Supreme. By giving tech, we can keep the AI away for a time, but this is MPGE and I bet that ruse won't work like it does playing 2.42. In any case, we won't be getting two turn advances to sustain that ploy.
Let's play the game!!
200--Settler joins Arkwright --> size 6. Contact the Zulu and Germ people... in both cases, refuse c/f, then accept 50g and peace. The good folk of Trevithick use the funds to set up a flea market. As for all turns, some fill-the-line tickling is done.
175--Start the Huntsmen horse homeward as ithe city is building a boat. Send the Newcomen horse stabled at Bessemer to join the boat when it sails.
150--The seacoast city of Bee (135,87) is founded. Hut (105,119) produces a nomad. No revolt.
Cities should be located on the coast as much as possible for we will need many boats to make our Mercantile Republic work. This means, passing on inland 4-special sites and building one or two cities on the coast instead.
100--Nomad builds Pauling (108,114) a three special site. Watt's settler builds Popiel (120,76) which has a hidden special. The huntsmen launches the flagship of the Great Northern Fleet. Demand tribute of Germans and get war Suddenly, the pesky Germ archer, encroaching on Iron Duke, gets ridden down by our vet chariot. Iron Duke will probably need defending the whole game. We should even consider building some forts around it
The Kelts build Marco Polo's Embassy
Not sure I grasp the naming deal. Feel free to change names to whatever. If someone says they never heard of Ron Popiel, then they know how some of us reacted to "IKB."
75--Peace with Germany, no $
50--Revolt
25--The Sun rises on the Luddite Republic, a very curious social experiment. Disband 3 warriors gathered at Trev'k and build a marketplace. Disband or move or rehome other units. Contact Zulu Nation who offer to Trade us "Trade", an offer we cannot refuse. Change some dips to camels in the build orders. When the Science screen comes up for selection, I chose Monotheism--for Mike's Chapel.
We have now 910,000 souls under our charge. Lux are bumped to 80% to celebrate all seven elegibles.
1ad--Berlin completes the Pyrimids
20--Zulu's send Watt's wayward horse to Iron Duke for us. Thank you Hut (137,119) yields 100g--> Marketplace of Bessemer.
40--Gift techs, get maps from both Zulu and Germans. Hargreaves builds a settler to finish roadwork and begin irrigating a few spots.
60--Celebration ended with 1,740,000 souls on hand. There are now many cities that can Xin. For awhile, we can squeeze advances down to nine turns. After Monotheism is discovered, it will need to go up again while camels are raised so we can get the Chapel and handle unhappiness. Some settlers are needed to irrigate/road.
The road from here will be slow at first. Having zero science is a pickle. But now we have to go find folk to trade with and keep on dreaming of the stars. As SG[1] remarked, this is a fun, enjoyable way to play.
Monk
Good luck with this!!
Attachment: ne_a60.sav
This has been downloaded 8 time(s).
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Bloody Monk

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austin, tx
May 2001 time: 23:26
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@SG[1]
Hanging out for Fundy...you make it sound so close. But really, the deciding factor was how much harder Republic will be. Once in Fundy, we would have had much less to deal with...no corruption, freedom of unit movement in numbers and no unit support. And we have already learned to play Trade Fundy with zero science. No science Republic will be new ground, and a significant challenge. Once I decided that Republic was the way to go, the only remaining question was when to revolt.
@M. La Fayette
Very subtle sentence structure. I choose to take it as a compliment and, thus, respond with a hearty thank you
@Young Master Jedi
Read the rules. Conquest is a pointless effort since we can win only by getting our spaceship to AC. I refer you to line 10 of the first post.
It is not a matter of belief. We have been first in Science since at least the 850 save, according to the science advisor. Of course, much like knowing the rules, one would have to actually get and look at the posted saves to know that. You may want to try that. It is a method non-jedi folk have found to be quite serviceable.
General Observation
The Luxury slider is higher than necessary since Arkwright cannot grow any more until it gets an aquaduct. But it allows Xinning to proceed. I may have let some cities grow too far; but, I thought the Xin would be stronger. Everything will smooth out with Mono-Mike's. Trev'k and Bessemer are no longer alternating the Xin. Pick one to hold an extra turn on food so they can alternate again.
Good luck!!
Monk
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