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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:27
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After much gnashing of teeth over the sorry state of the world, President Rabbit Soup is installed as leader of this silly Democracy. He surveys the realm and finds a population of 2.98 MM (pathetic), at war with the French, in cease fire with the supreme Zulus, and at peace with the rest of the world. All civs are either hostile, icy, or enraged, and our Dishonorable reputation does not bode well for change in that regard.
Tax faders are set at 0-80-20, treasury holds 345 GP, and scientists are struggling to maintain a tech rate of 5 turns. We are about to discover Theology, a dead-end tech. Clearly, this is only worthwhile if we build JS Bach's Cathedral, a costly proposition. Fortunately, the city of Silly Walks holds 4 food vans, plus hides and salt. We have a settler and an engineer, but will have to train 6 more (several have been started) to build this happy WoW.
Goals -- Trade for techs, trade routes for cash and beakers, begin slow build toward amphibious attack on the evil French, who hold 4 WoW in accessible cities (attack on the coast, then head for Paris).
So we buy a bunch of Engineer and Freight increments and press ENTER. 
1875
--Can't wait for the French to kill our camel, so we deliver Gems to Lyons = 124 GP.
--Begin reset of shipchain to Umfolozi for final camels.
--One galleon with Silk cargo sets off westward, hoping to find the legendary "West Passage" to Spanish and Russian lands.
1876
--We discover Theology. We consider using the -Jrabbit Coupon to go for Fundy, but decide that an extended stay in Democracy is needed. Thus, we are studying Amphibious Marines.
--Engineers built in Bob Hope and Leiden. They set to work on improvements.
--WLTPD celebrated in maxed-out Beeblebrox (12).
--French cavalry attacks Verdun and dies. 
--Unrest in Goodie. 
--Palace construction in Old Chuckles converted to really classy Barracks. Palace started in Bob Hope.
--Rush Engineers in Bozo, Bullwinkle.
--Move faders to 10-70-20 (7 turns) to stop fiscal bleeding.
--Diplomat heads west from Old Chuck to investigate black-clicked city site.
1877
--Various Engineers and Freights come online, depleting treasury to 12 GP.
--Barracks completed in Old Chuckles.
--"Fright Wig can't maintain Cathedral. Sold for 120 GP." 
--Zulu explorer continues to hang out in suburban Ritter. Zulu and Spanish armadas continue their "maneuvers" in the Ritter Straits. 
--Move faders to 20-60-20 (8 turns) for positive cash flow.
--Umfolozi deliveries -- Hides = 152, Wine = 144. 
1878
--French kill our exploring diplomat.
--Complete purchases required for JSB.
--2.75 MM ppl prepare to celebrate as tax faders are reset to 10-10-80.
--We break the OEDO Rule and declare NO REVOLUTION.
1879
--We build JSB's Cathedral in Silly Walks.
--8 Settlers and Engineers are called off their meager roadbuilding and irrigation tasks and disbanded.
--WLTPD in Sticky Moose, Monty Python, Leiden, Wabbit, Bozo, Goodie, Fright Wig, Silly Walks.
--Beeblebrox Oil delivery to Umfolozi nets 280 GP.
--Purchase harbor in Leiden, Market in Monty Python.
--Diplomatic trade efforts repulsed again.
1880
--Sioux and Spanish enter into peace treaty.
--Sioux and Zulus declare mutual war.
--French complete CfC.
--Destroyers now spotted amid Zulu fleet around Ritter.
--Pop =3.28 MM. Faders reset to 10-40-50 as celebrations continue.
Final delivery to Umfolozi -- Dye = 160 GP.
1881
--Hey man, like, everyone has Espionage but us!! 
--Foreign fleets around Ritter look really nasty, but no attack...yet. People of Ritter cautiously join WLTP celebration.
--We learn Amphibious Warfare! Hoping for espionage, but forced to take Electricity...
--Shipchain begins long, laborious shift to the west, though we divert a couple galleons in an attempt to pick up and deliver Ritter gold freight before we lose the island.
--Purchase aqueduct in Bozo, harbor in Monty Python.
1882
--French gain Electronics, start Hoover.
--Pop = 4.20 MM. Celebrations mostly continue.
--Scary ships are everywhere.
--We find a hut on landmass south of Silly Walks. 
--French cannon and cavalry die @ Verdun.
--Tech trade missions are uniformly blunted around the globe.
--Galleon smuggles gold freight out of Ritter, heads for Umtata, where it's in demand...
1883
--OEDO year. President Rabbit Soup leaves the choice of possible revolution to his successor.
--Zulus demand a chat. They are clearly Supreme. We decline to declare war on Sioux. They demand Theology. We comply. They remain enraged, refuse to trade techs or sign peace treaty with our "puny" civ. We feel lucky to avoid war... 
--Doofus and Bullwinkle now size 3, join celebrations when workers move to sea tiles. Ritter stops at size 5.
--Captain of exploring Galleon spots Spanish and Russian land!! 
President Rabbit Soup collapses.
SUCCESSOR NOTES
--Our Silly Atawa Rule demands that we engage Revolution before ending the current turn!!! (Personally, I would opt for remaining in Democracy for 4 more turns to complete our growth phase.)
--TRADE! Deliveries of Silk to Valencia and Gold to Umtata. This should stuff your coffers and allow you to finance some serious shield purchases. (Trade bonuses another great reason to stay in Demo a bit longer!)
--Electricity is coming soon. Hoping Espionage is next, though it may be Electronics...
--The shipchain to Spanish cities (all of which are 10-12 in size) is better-than-halfway done. Because Freight must travel generally west, it's imperative that this be completed. The 2 Umtata-area galleons will form the delivery side of the chain. Home island pickup point should be Beeblebrox or Silly Walks.
--IIRC we have freights waiting in Silly Walks and Fright Wig.
--Long term, we're going to have to fight. The Zulus are rich (over 6K) and Supreme. It's probably just a matter of time before they take more of our island cities.
--The French keep sending cavalry (and the occasional cannon) against Verdun and Old Chuckles. Our Vet defenses there seem able to hold their own.
--I built ironclads up north (in the greater Doofus metroplex) with eventual amphibious conquest of (nearby coastal city/Lyons??) in mind. If we take that and Paris, we get 4 WoWs (incl Pyramids and Copes) and a strong foothold. This will take time...
--Would love to have built some new cities, but had to sacrifice all those lovely engineers to get JSB.
I am starting to believe we can turn this around, but it will be a late victory, and someone needs to figure out how to control the Zulu production machinery... 
Best of luck.... and DON'T REVOLT!!!
(Or, if you do, at least skip to something beyond Depotism...)
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La Fayette
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albi, france
Oct 2000 time: 06:27
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I am sorry: I don't manage to download the 1882 save.
I only get that new message ' cannot modify header information' instead.
Could someone help (perhaps e-mail me the save ?)
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rjmatsleepers
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quote: Originally posted by Old n Slow
Hmmm -- when this one is all over, I think we should vote to see which rule (or combination) caused the severest difficulty.
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I think the biggest difficulty has been the need to change government every 4 years coupled with the need to go through the forms of government in order.
However, the deterioration in our reputation has hindered us as well. We didn't have the strength to win a major war, but it became very difficult to get and maintain a peaceful relationship with the AI civs.
My suggestion to help us win is that we use the JRabbit exemption rule to stay in republic or democracy for an extended period.
Also we probably should agree whether we are trying to win by conquest or landing - in the remaining time we need to concentrate all our efforts on whichever we decide.
RJM at Sleeper's
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La Fayette
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albi, france
Oct 2000 time: 06:27
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Of course the proposal to reduce the number of turns/player to 4 is very attractive.
Personally I would rather fight and lose, than twist the silly rules we have chosen:
" à vaincre sans péril, on triomphe sans gloire "
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