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Old n Slow
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Vienna, VA
Jun 2002 time: 00:27
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The Silly situation in 1930 -- Oho! why is our reputation Questionable? Hmmm we have a hostile/peace; 3 hostile cease fires and 3 different types of war -- but we are strong.
(0) 1930 -- We revolt. (the Zulus develop rocketry & start Manhatten.)
(1) 1931 -- Half of our cities are in disorder; we choose to ignore atawa’s rule & select Communism as our government. Take Tours (+264). Select Combined Arms for research. (lose a few of units (some spies, a couple of larger ones (like a galleon later on) as we go through the various turns, details available is anyone wants.)
(2) 1932 -- About half of our cities are making spies (get some vets now -- we may opt for other governments later). Steal CA from the French (since they just discovered it last turn -- make a chopper & paratroop for variety)
(3) 1933 -- (Zulus complete Manhattan in Ngome; oh guess what, they want to talk -- so we listen; their words are backs by SG’s stuff & they want Miniturization ---- uh, ok. they also land two tanks, a marine, a cav & an arty on our main isle to visit -- gee thanks.) Switch our research to Computers
(4) 1934 -- we now have 38 spies (most are vets, compared to the 5 spies on staff just a few turns ago.) See a dozen Zulu boats (1 sub, 1 BB, 4 CA, 6 DD) near Gilligan/Bullwinkle. Revolt.
(5) 1935 -- Opt for Fundy. (Hmm even with Lux at 60%, half of our cities are in disorder.) Our reputation is now honorable (??! so the Eiffel tower may help give us some false hope?) Start putting some vet spies to work -- lose 3 spies out of four actions -- resulting in city walls disappearing in Besancon, Grenoble, and Rouen. Take Rouen (+320, gov’t flies to Rhiems.) build city walls in Bozo, Wabbit, & MP (since the Zulu units are still milling around there.)
(6) 1936 -- Take Besancon (+137) buy an offshore in Tours. Oil (d) from Leiden to Nott = 327; not too bad, but would have been better with celebrating or republic.
(7) 1937 -- (Zulus develop computer (they are at a tech per 7 turns in fundy); Spanish develop rocketry.) Heal units and clean up partisans.
(8) 1938 -- Take Paris (+111, Pyramids, Copes, and cure for Cancer!), take Grenoble (+163; still have some partisans milling around, and the only unit that could reach was the paratroop -- now the only garrison.) Still have a few units to move & a revolution to consider.
Thoughts for the next player -- the obligation is to revolt, and after revolt, the next government in line is republic (followed by democracy). Hmmm a few years of growth and perhaps trade might bring money and advances. With Hoover’s, it is kind of a shame not to have larger cities with offshores & factories to crank out good stuff.
On the other hand, there is a boat on the turn (with vet spies) in Ritter (for the Spanish) and another at sea (for the Zulus) -- both have: Labor Union, Rocketry, and Nuclear Fission (Zulus also have computers). Both are also fundy and rank #2 (17 cities) & 1 (20 cities) respectively. They don’t have combined arms (yet) but soon will. Feel free to move boats & “acquire techs” while still in fundy -- some of the tanks on our home island have yet to move should the spirit call.
The only French city left is Rhiems (now a capital), but beyond that is some soft Sioux territory (too bad that they are in democracy) -- about a dozen tasty cities. We are also “at war” with the English (another 10 cities) -- and they are 25 techs behind us -- also easy pickings.
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rjmatsleepers
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quote: Originally posted by Six Thousand Year Old Man
If our intelligence indicates that rogue states possess weapons of mass destruction, our armed forces will do what is necessary to remove the threat these weapons pose to our nation. |
I presume we will not quible about minor details - such as whether the intelligence reports are accurate.
[Idle thought] If in 2019, we have a single size 1 city standing alone amid the radio-active waste land that is the rest of the world, we have none the less won.[/Idle thought]
RJM at Sleeper's
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:27
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MAD seems to work; nobody's nuked anybody.
Yet.
1938: None of the representative governments will work, due to unit support issues in Monty Python, Gilligan, and to a lesser extent Leiden and Sticky Moose and other cities. Accordingly, we're going to have to violate BobSmurf's rule and go to Communism this turn.
Some goals, then, would be to clear up the unit support issues with some Platforms, and/or getting rid of the Zulu units besmirching our lands. Finishing off the French is another goal, and grabbing the Suffrage in Cedar Creek would make celebrations a bit easier should any successors go back to Democracy or Republic. (Mike's is in Zimbabwe, located in between Swazi/Umfolozi/Hlobane, but that may be harder to grab in these turns).
And of course, we'll try to steal some techs. Science goals are Computers and Robotics (Howies) and developing a nuclear deterrent of oour own. 
REVOLUTION. 
Gilligan changes production to walls and rushes. Doofus changes production to Palace.
Diagonal-moving Spy reveals that the Sioux have 4 cities on the former French continent.
Sioux Bomber kills Rouen defender.
1939: We are now Communist, sliders at 6.4.0. Any advances we get, we'll get from trade or theft. Spanish form Fundamentalism and declare war when we refuse them 800 g. 
Rocketry stolen from Bilbao; Spy escapes to Ritter. A second Spy attempts to steal a tech in Umtata, but is thwarted by a Spanish Spy stationed there! (I don't think that's ever happened to me before )
Computers stolen from Zimbabwe; Spy escapes to Bob Hope Labour Union stolen from Umfolozi; Spy escapes to Bob Hope. No incidents; we remain in an uneasy cease fire with the Zulus. We badly need Nuclear Fission, as both the Spanish and Zulus know it and it's the only tech we're missing. Unfortunately, the aftermath of the revolution last turn prevents me from rushing a ship in Bob Hope that could return our spies to Zuludom. 
City Walls down in Rheims on second attempt 
Rheims captured, 261 g, French eliminated. One down.
Sioux Bomber near Rouen shot down. 
Rehome some Monty Python units to avoid disbanding. The Zulus are blockading MP, which is preventing us from shipping units across the water to Verdun.
Peace with English. Their time will come.
Zulus start SETI Program.
Sioux attack our Armor N of Rheims, they lose 2 Armors and a Marines.
Spanish attack Ritter with Bombers (3 Bombers kill 3 units; wish I could have built a Fighter there!) and naval bombardment, but don't capture the city. Their losses: 3 Destroyers and a damaged Battleship.
1940: We choose Robotics as our next research goal.
Spy in Ritter sabotages the Spanish Battleship, and is captured. Ritter is undefended and really indefensible now; at least when it falls, we may get some Partisans. Annoyingly, losing Ritter will put Sticky Moose and Bullwinkle into ICBM range of the Spanish.
Russians learn Mobile Warfare.
1941: Nothing much at all, except building a RR on diagonals towards Sioux lands.
English learn Economics.
Zulus learn Nuclear Power.
Spanish still haven't captured Ritter, despite it being undefended for 2 turns 
1942: Nuclear Fission stolen from Zulus; Spy escapes to Bob Hope. We could have attempted to get Nuclear Power, but the 'vigilant and wary' message appeared and I didn't want to risk getting into a fight with the Zulus just yet.
Gems Fright Wig>Liverpool 200g
Revolution, per atawa.
Zulus are nearly finished SETI 
Spanish develop Combined Arms, but still don't capture Ritter. We continue merrily selling off improvements there 
1943: Fundamentalism formed. 
Cedar Creek and Women's Suffrage captured, 291g.
Sioux revolt and form a Republic 
City Walls destroyed in Wounded Knee on second attempt.
Oil Fright Wig>Moscow 346 g.
Zulus build SETI in Intombe.
Spanish finally capture Ritter, and take Miniaturization.
1944: Wounded Knee captured; Sioux government escapes to Little Bighorn I didn't think they had the cash for that! 83 g taken.
Sioux form Communism.
Zulus get Combined Arms from Spanish
Spanish get Computers from Zulus.
Spanish lose a DD against Marseille, Cruiser kills the defender there.
1945: Sioux revolt at the start of my turns... Diplomacy screen reveals them to be Democratic again. 
City Walls destroyed on 2nd attempt in Little Bighorn.
Little Bighorn captured, 72 g.
Sioux form Democracy.
Zulus develop Laser. Uh oh.
1946: Uranium Fright Wig>St Petersburg 744 g. Gold Beeblebrox>Moscow 114 g.
Slim Buttes captured, 80 g taken.
Despite the warning that the Zulus are vigilant and wary in Amatikulu, we have our Spy steal The Laser there, and she escapes unharmed to Bob Hope.
This seems like a good place to STOP.
Some notes:
- We have CFC and Suffrage, but a foray into Republic and Democracy still seems a poor idea. We have unit support issues in many of our island cities.
- We are extremely close to learning Robotics... but so are the Zulus.
- We can now build SDIs, and I left a chunk of cash (2400g) for building those. We don't need all that many to make our cities reasonably safe (I think building SDI in Silly Walks, Fright Wig and Bozo would protect our original core of cities completely. Build one in Bullwinkle and Sticky Moose is also protected).
- The remaining Sioux cities are mostly in unknown places, and can be mopped up at leisure. They don't seem to have a core of cities anywhere else.
- It's only a matter of time before the Zulus start a spaceship (though Apollo is not yet built). Once we have some SDIs in place, I recommend clearing out a lot of Zulu ships with nukes. We're building 3 ICBMs now, but none are ready yet.
And of course, it's an oedo year next year, so a decision will have to be made whether to continue to Republic or sneak back into Communism.
Attachment: so_a1946.sav
This has been downloaded 6 time(s).
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:27
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quote: Originally posted by La Fayette
... and you call it cold war!
It looks warmer than that when reading your log
About the RR, IMO it is very useful when using howies, but armours and spies have 3 moves, which means 9 along a road. I would say a road is generally enough for efficient use of the spy-armour combo. |
Heheh... well, the Zulus kept the peace for 8 turns, despite having a nuclear advantage over us. So luckily, that war stayed cold! 
I could have used roads, yes. Rails were an easy indulgence, just because we had so many Engineers. Also, a number of our tanks were wounded, so the RR was necessary to get them to Cedar Creek with attacks remaining.
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rjmatsleepers
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Net gain of 4 cities - another good turn set, STYOM.
Who's up next? I fear my turn comes soon and I'm going to have some difficulty matching the successes achieved by the last 4 players.
RJM at Sleeper's
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rjmatsleepers
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OK; will do.
I'll try to play today and post tomorrow. I think we've reached the point where capturing or destroying AI cities is the only thing of importance. That's not my favourite part of the game, but I'll give it a whirl.
RJM at Sleeper's
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rjmatsleepers
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End of Term Report
Someone asked for a war against the Zulus - well we have it in spades. We are in the middle of a nuclear confrontation. In the *** for tat game, they have hit us twice and we have hit them once. On the upside, we gained 6 cities - 3 from the English, 2 from the Sioux and 1 from the Zulus. We have forces poised to make further gains from the Sioux and the English. Despite taking Third Rock back from the Zulus, we haven't dented their power at all. We have about 1700 in the war chest and a high production capacity (when we're not in anarchy). We are about 2,500 beakers away from our next discovery, but are not currently researching anything. From here on in, it gets messy, but every turnset we are growing stronger and more powerful. Good Luck 
Turn Log
AD 1946
OMG There is an armada of green Zulu ships around Bob Hope, Bullwinkle and Sticky Moose. And more Zulus around Monty Python - this could be a white knuckle ride. When the Zulus attack there will be an avalanche of blood. I feel a bit like Jellico - I could lose this game in an afternoon. We are ahead of the Zulus on income, but behind them on manufacturing. If we leave them alone they will grow stronger. We need to reduce their power, but an attack at the moment looks like suicide. On balance I think I have to wait, but maybe I could bribe back Third Rock at some time.
The "mighty" army used to conquer France and rout the Sioux is spread thin and needs rest, but there is no time. They must travel east to carry the fight to the Sioux heartland. I manage to get together a task force of 5 offensive units and 3 spies to board the transport at Rheims. They will have to rest on the voyage! The cruiser from Tours moves out to provide an escort and sends a Spanish destroyer to the bottom.
We have a lot of units on our main island that could use the ship chain to travel west to England, Russia or Spain. They begin to assemble in Beeblebrox.
I station a fighter in both Bullwinkle and Stickymoose. They may be useful in combat and can certainly provide aerial reconasance.
I move the cruisers in and near Bob Hope to escort the transport near Amatikulu. This transport will be needed to carry a spy to bribe Third Rock.
I move the cruiser and transport in Wabbit north to take part in the movement of troops east to finish off the Sioux.
It would be nice to negotiate a cease fire with Spain, but they won't talk.
I add a few shields to various military units leaving me with 2279 gold. I convert the unfinished palace in Doofus to a coastal fortress and start a new palace in Bozo for later conversion to an SDI HQ.
I start the revolution and adjust the cities for a period of anarchy. I hit the enter button and cross my fingers.
AD 1947
The Zulus spend an eternity waving their units around, but the ceasefire holds. The spanish change government to democracy I use the coupon to choose a communist government and set the slider for 80% tax. Sticky Moose is being starved of food and shields, but there is little I can do about it. I disband the artillery and hope.
The spanish change to fundamentalism, but still refuse to talk.
The task force continues sailing east towards Kildeer leaving its "escort" rather a long way behins.
Various wounded units limp their diagonal ways to lightly defended (former) French cities. Thanks to the guys who played the last few rounds, there seems to be a diagonal railway joining up most of the continent - but it sometimes goes on a very strange route.
The fighter from Sticky Moose spots more Spanish ships. Our cruiser sinks a Spanish destroyer and then a Spanish cruiser, but emerges badly wounded. The spy from Bob Hope boards her transport. I hit enter and hope.
AD 1948
The Zulus wave their units around again, but again the ceasefire holds.
2 spanish destroyers die attacking Bullwinkle and another dies attacking our wounded cruiser.
A (small) task force from Beeblebrox sets sail for the west.
The fighter from Besancon sinks a wounded Spanish cruiser.
The original (east bound) task force finds the Sioux city of Running Bear with no walls and a single defender. The Sioux offer peace, but I refuse. We capture Running Bear and take 24 gold. The task force rests in Running Bear.
Sticky Moose is still short of food. I decide to let it shrink. HEAH (Hit enter and hope).
AD 1949
Zulus land near Paris - these dudes are serious.
I demand tribute from the English - we are at war. Liverpool revolts for 1267 we get 178 plus 3 alpine troops, a transport, a diplomat and an artillery unit. I sell the granary. Newcastle revolts for 571. we get 154 plus 2 riflemen and an alpine troop. I sell the granery. I agree to a cease fire.
Sioux ask for a cease fire which I refuse.
I contact the Zulus who demand 1000. I refuse and we are at war. I destroy the units near Paris and those around Monty Python. I also destroy a number of units round Sticky Moose and Bull Winkle. Third Rock revolts for 848. We get 138 + nuclear power and 8 bombers which we can't support. 6 bombers have a good go at the various zulu naval units, then I pay 550 for a cease fire.
I convert the palace in Bozo to an SDI HQ and start a palace in Running Bear
HEAH
AD 1950
Amazingly, the cease fire with the Zulus holds. I might try that again with Naples I add shields to a few builds before approaching the Spanish. I give the Spanish the laser for a cease fire.
I move units to form the second wave going east from Rheims for the battle against the sioux and move other units west from Beeblebrox towards Newcastle to fight the English.
Revolt and move sliders and workers for anarchy.
AD 1951
Zulus break cease fire with nuclear attacks on Bullwinkle. We also loose 3 other units in further attacks, but no cities. We build a nuclear missile. I choose next governemnt in order which is fundamentalism. I set the sliders at 80% tax and adjust workers for shields. We destroy a few units around Bullwinkle, but lose one bomber.
AD 1952
We lost 2 bombers and 2 other units in Zulu attacks. We nuke Naples and occupy the radioactive ruins. We take 88 gold + robotics. Zulus ask for cease fire and I agree. I start an SDI defence in Fright Wig and Goodie. I try to provoke war with the English but they don't go for it. I decide to attack anyway. We capture Sverdlodsk for 102 gold then I accept a cease fire. Strangely our reputation remains honerable.
AD 1953
Amazingly the Zulu cease fire holds. I discover Dead Buffalo. No walls, 1 defender. I capture Dead Buffalo for 62 gold. Sioux ask for cease fire which I decline. I land a tank, kill the partisans and then discover it's on a small island 
AD 1954
Zulus break the cease fire by nuking Liverpool with the loss of about 6 of our units. They also recapture Naples. I think Kildeer can be taken next turn, and possibly Kiev, but it's time for a revolution and to bring my reign to an end. BTW there is pollutuion near Fright Wig as well as all the radioactive debris around Bull Winkle, Liverpool and Naples.
(I had a bit of trouble with my original 1954 save, so I have reloaded from the autosave which should be identical to my original save plus or minus reversable things like slider movements and worker changes.)
Good luck to the next in line
RJM at Sleeper's
Attachment: so_a1954.sav
This has been downloaded 6 time(s).
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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:27
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Downloaded and opened the file last night. quite a sight. FYI, the current turn -- 1954 -- has lots (maybe all) player movement still left to perform. Will have to revolt as well.
Overall, it's quite a messy board. Clearly, the Spanish (CF) and Zulus (war) are our concerns, but our troops are best positioned to go after the English (CF) and Sioux (war).
Transportation of needed troops to the front lines is a priority concern. We need a defensible beachhead city in Zululand in order to deal with them effectively, but it could be that our best approach is to build infrastructure by taking out the weaker opponents first.
I've never played a game with the nuke card flipped so early -- usually it's one opponent, and only when I'm prepping for AC at the endgame.
At first "glance" -- about an hour -- the game looks eminently winnable. In my mind, it's just a question of when. Right now, I'm deciding whether to play it conservative (extreme planning toward specific assault and defense goals) or just go for the "fun and gun" offense to see how much carnage I can wreak. A "blast away" approach may not be wisest, but should be the most fun (and I suspect this may be my last turnset).
I leave it to my silly-but-trusted compatriots to talk some sense into me...
Interesting how our silly rules have become less restrictive as the game has advanced. In fact, I think it's now been quite awhile since the coupon has been used for anything other than maintaining our commy/fundy war stance.
Kudos to my silly predecessors, and wish me luck.
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:27
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quote: Originally posted by -Jrabbit
Yeah, I know (heavy sigh)...
Seems pretty expensive for one-time use...
"Nuke trap city"????? WTF?????????
also --
1. A quick recap of nuke effects would probably be helpful (as I intend to print this page before I go home tonight).
2. At what point do we see global warming turn everything into jungle/swamp/desert, and is there anything I can do to control it?
3. How immediate is nuclear retaliation from the AI? (I don't want to waste a lot of $$ rushing SDIs if they're gonna be bombed out before the city can support a rushbuy.
4. What's the SDI shielding factor for surrounding cities? Obviously, this affects the choice of cities in which to build SDI.
5. Is SDI 100% effective vs nukes? |
The AI is dumb, of course. A nuke trap city is a small city built within 3 tiles of a big city. You build a SDI in the small city and sell the SDI in the big one. The AI never sends nukes at cities with SDI... but it can't tell if a city is protected by another city's SDI protection 'umbrella'. This is a nice way to get rid of the AI's nukes. 
As for nukes being expensive... they are, but if the ship stack is a big one, you can destroy units worth several hundred shields this way.
1. Nukes destroy all units on the target tile and the 8 surrounding tiles, plus they halve city size and create 1-8 pollution tiles (none over water).
2. All you can do is watch the little sun and don't let it get too bright I think 8 polluted tiles is where global warming risk begins.
3. Sometimes the AI nukes the city the turn you capture it, sometimes not (BK had Delhi get nuked a few turns after capture in the Seriously Tricky game, IIRC). I always rush the SDI if there isn't one within 3 tiles... just in case.
4. SDI shields all cities within 3 tiles of it (one square beyond the city radius). This can save us from building them in any city, and makes the nuke trap possible (see above).
5. Yes. Except for the spy version, which I don't think I've ever seen the AI use other than in ToT.
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La Fayette
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albi, france
Oct 2000 time: 06:27
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Jrabbit,
Never forget that a vet spy (with a nuke well hidden somewhere in her luggage) costs 30 shields (and there is no SDI protection against my beloved vet spies).
The only problem is logistics (how to transport my vet spies to the city where a nuke is required ?).
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