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Bloody Monk

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austin, tx
May 2001 time: 23:26
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Made some roads, explored the rest of the island, built two cities, got us about 40% to Monarchy.
Log
2150 Heaven's Gate at (100, 218) with hidden special at ( 103, 217)
2100 Temple in the Mean City...still mean
1950 Writing discovered --> Monarchy
1800 Pool of Grace at (107,227) with hidden special and something in the sea.
My vision is to build a few more cities, link up the roads, explore with dips, do some trade and grow to our fulfillment.
Monk
Attachment: me_b1750.sav
This has been downloaded 2 time(s).
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SCG
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of less than all that I see
Jun 2000 time: 00:26
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thoughts: not especially happy with city placement, 22/60 beakers, max 9 beakers atm - 5 turns by 1 beaker, doesn't matter as we are 6 turns from first viable oedo year. 1 city that can grow in 3 turns, so should be able to get by with 6 beakers right now. can't argue with the build choices atm (3 settlers and 1 warrior)
1750: realize that workers are set for 6 beakers at the start, and wind up putting workers back where they started 
1600: Thucydidies says we are 2nd happiest - must be the despotism we have corrupted shields in Heaven's Gate. (40/60)
1550: settler in Mean City (46/60), need to average 7 beakers now, rearrange workers
1500: none of the advisors are happy 
1450: Germans build palace in Leipzig, Monarchy, choose Currency (Horseback Riding, Literacy and Mapmaking) revolt, crown first Small Meanie!, Berlin (German) #1 city in the world - go figure (followed by Rome, Madrid, Delhi, and New York, all size 3), tidy workers, rush settlers in Beggarsville to avoid food waste.
1400: settlers emerge from Beggarsville
1300: Babylonians build palace in Nineveh? looks like its going to be one of those games
1200: settlers decend in Heaven's gate.
1150: diplomat in Mean city. ponder between settlers, library or colossus. Decide on colossus start.
1050: Romans build Palace in Veii? yep, one of those games
1000: Currency choose Literacy (struggled between pottery, masonry and mysticism)
final thoughts - didn't have any real goal in mind other than monarchy and connectivity. We should be able to get 4 cities on the western half of the island with minimal overlap, allowing us to develop several large cities while we work towards our goal of (did i really sign up for a fundy game???) fundamentalism. We'd have to bypass a small canal to do that, but we don't have an especially large island so shouldn't be a big deal - especially with every city likely to be a port city.
anyway, the save
Attachment: me_b1000.sav
This has been downloaded 5 time(s).
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Bloody Monk

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austin, tx
May 2001 time: 23:26
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@SCG,
We are moving right along. I can't speak for the Scousers, but, I chose my two city sites on the basis of getting the most cities in our tight space, while working the most specials. Each of them has a hidden special to be revealed. Later, two more cities can be added, if needed, SW and SE of Beggersville.
Note should be taken of two more hidden specials at the southern end of the western half of the island, at (92, 226) and (94, 230), where two more cities can be established. Two more can fill in the space in the west without crowding. That should give us 8 (or 10) cities in our home world, that we can "perfect" until we go Fundy. A good base, I think.
As for the exploring dip/hut tipping thing, perhaps our hosts will clarify for us. As it stands now, dips are not proscribed in bullet 5, so exploring with dips is probably going to pass muster. But, I think huts must be passed over until we are Fundy. Otherwise, we will have units/nomads/ advanced tribes offshore before they are allowed. We need a ruling I think.
Monk
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Bob_Smurf42
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North CA
Jan 2003 time: 21:26
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Good King Bob surveys his realm...
Dissedents gather around the palace, demanding to colonize other islands. To show his benevolence, Bob grants them their wish- if they can swim to a new island, they are welcome to stay there. King Bob, too wishes to leave , but is afraid to.
He has had a vision, a man who called himself "[1]", urging him to take power, but warning to not leave the "continent" (island ) until the people can be organised and banded together.
975: German capitol moved to Hamburg
Beggarsville settler sent to mine for special near Point of Grace
Dip disbanded towards collosuss
950: Found Green Meanie
875: Mean City settler mines for special near Beggarsville.
850: Babylonian capitol moved to...Babylon???
Heaven's Gate builds temple, starts settler
Over 200,000 citizens!
825: Americans start HG
800: Discover Literacy, pick Pottery from Horse Riding/Masonry/Mysticism/Republic/Trade/Warrior Code
775: Babylonians start Pyramids
Point of Grace settler starts road between Green Meanie & Heaven's Gate
750: Green Meanie builds warrior, temple next
725: Romans start Pyramids
700: Beggarsville builds temple, starts warrior
Beggarsville settler starts road on newly built forest
675: Heaven's Gate builds settler, begins library
650: Heaven's settler finishes up Green/Heaven road
625: mean settler starts road-Beggarsville>Heaven/Mean City
Some of those high in the governmental ranks report that Kinb Bob has taken to being alone of late. He spends much time thinking, and often refuses to eat. One morning, his loyal servants come to his room, but is locked shut. Bashing down the door, they find King Bob kneeling before an altar, in an almost comatose state. Not being able to arouse him, they return to give the news and await a new leader. He has left but a scrap of paper as to his intentions:
We should get Pottery next turn-I would change Mean City to HG, or possibly GL
And the save:
Attachment: me_b625.sav
This has been downloaded 4 time(s).
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Bloody Monk

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austin, tx
May 2001 time: 23:26
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@Bob
Welcome and congrats on your first turns.
Herewith is a bit of gentle criticism/suggestion. Reading the log and looking over the save, bells went off at...
quote: 675: Heaven's Gate builds settler, begins library |
Why?? A Library costs 1g maintenance every turn, and in a city contributing one beaker, a library will be no help at this time.
Maybe this is a case where nothing leapt to mind when trying to decide what to build next. That happens. Here is a tip from a memorable discussion many years ago: "When there is nothing else to build, make camels."
Now I know camels won't be available until Trade, but the principle still applies. Build a dip that can be disbanded into our Wonder. Now, that would have been a better play, I think. It is still early enough in the build that switching to dip now will lose only four shields.(hint, hint)
Monk
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