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La Fayette
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albi, france
Oct 2000 time: 06:28
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I am afraid we are going to lose this game in any case, since we have so few degrees of freedom.
Does anyone know how to win ?
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Old n Slow
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Vienna, VA
Jun 2002 time: 00:28
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And here I though that the waning interest was due to the fact that it looked like it was so close to done that we all figured that it was of no interest to ‘go though the motions.’
Part of my rationale with setting up this game was to see what “Auto” would actually do -- were there any predictable paths? And of course part of setting this up was to see what great players would do with a fresh challenge.
By some VERY liberal interpretation of the rules I’ve discovered that smallish cities (say sizes 3-6 or so) with open terrain are likely to opt for an engineer (a good thing imho.) and an empty city will likely opt for a defender -- and the domestic vs military voice may even ‘choose’ different defenders (one ‘picked’ an alpine, the other a rifle one time that I checked.) Other than that, the domestic advisor seems to opt for white goods to an extreme.
1) So what can we do? We have the choices of the great governments of Democracy, Republic and since we’re too lazy to say no, Communism.
2) We have spies… and they look oh so wonderful. For all practically purposes, the existence of spies should guarantee tech parity.
3) “Fortified units can attack out of their cities when the attack is at the door. Units can also be called up to move up to three spaces from cities to chase down bandits, barbarians, invaders and other riff-raff. -- This is the only time when a player can disturb the otherwise preplanned city activity of a fellow mayor. Naturally, said units should be returned to the appropriate city as soon as possible after the emergency is over.”
Well let’s see -- one can interpret the above statement to mean “only move three spaces from originating city”…but one can also construe a thought the units need to stay within three spaces of ANY city (yes it is a stretch, but maybe we’re close to not caring.) After, all maybe the sole nearby city will be unable to fend off the riff-raff by itself (like poor Dukedom). With a reasonable rail network/boat chain, we should be able to move our defenders to any of our lands. This should guarantee a reasonable defense. (A side effect from having an empty city is that the advisor may opt for the construction of another defender…)
So maybe we should build a few forts around the perimeter, inviting the barbs to come in and feel comfortable in their new homes. If there is a city or two within a few spaces of that ‘riff-raff’ (which will STAY there, of course) then those cities can pump out spies for the duration….Hmmm a bit sleazy, but hmmm.
I’ve made the mistake of founding new cities (and then noting that we were only supposed to found one -- but in the spirit of the game) & setting them to Auto. Feel free to found new cites & set them to auto as well. (But of course if there is riff-raff around, then the call to action may dictate something other than what the advisors would recommend.)
4) “I’m willing to consider a modification mid game or later for up to three turns of player control solely for the generation of camels & trucks depending upon the trade routes already in place, but otherwise I think that the new cities to the republic don’t get equal rights, don’t get mayor council votes and don’t get player controlled services. Of course, this also means that existing mayors don’t get extra cities to control and gain all of that unequal extra power.”
During my last set of turns I checked though & found a few of our cities with fewer than three trade routes & proceeded to see if I could add a few. Feel free to abuse this (we can certainly use the $$.) Also during a “local call to action” the cities at risk (one close & one nearby) built some spies…(So I guess one CAN get more than two per turn.)
5) With the exception of the remaining player cities, Slowville, Warrenville, Tatooine, La Fayette, Antlergrad, and the soon to be founded/renamed Dukedom II, any player can switch the advisor -- in fact, there may be the possibility that switching from one choice back to the first choice could even change that first choice (??hmm? -- not sure but I think that I saw something funny there once.)
We can make Howies, and the tech for tanks is right next door. Jeeps should also be available soon since our neighbor is collecting info every other turn. We are sooo set to roll!
(By comparison, in reading over the log in Silly, we “picked up” Mass Production in 1915.)
A) Strategy -- I’ll quote from Kev over at Cfc:
“Build stuff & kill. Kill lots.” I couldn’t have said it any better.
B) Tactics: Switch to Commy & stay there. We’ll need a few boats of merit off the eastern shore -- one to two BB’s and a couple of cruisers should do it.
Spy away all the American techs.
Any city with fewer than three trade routes (can and maybe) should build trucks.
‘When the enemy comes near, cities can be roused to action…’
Well, duh -- after we invade the American coast, we should get a few partisans from our first city. So leave one alive nearby (riff-raff) & keep that city pumping out howies! As we walk though the American empire, we should have a few ‘hot spots’ making all of our new cities ‘at risk’ thus allowing our freedom to make the necessary units for (an offensive) defense.
Once we roll through the Americans, the pattern should be set. 
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La Fayette
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albi, france
Oct 2000 time: 06:28
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Here is my opinion about changing the rules:
NO! NO! NO!
but IMO it wouldn't be against the rules to give new rulers to the cities which have lost their original ruler.
This is therefore my proposal.
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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:28
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I finally wrested the Mac from my daughter late last night. Only had time to do a situation survey; hoping to play 10 turns tonight.
Question -- We have about 10 caravans lying about. The only easy deliveries are on the home continent, with minimal payout. The only WoW available is SETI.
Did the previous players have thoughts and intentions for these investments?
My impulse is to hold these until I can deliver them to a large, doomed American city before the howies lay waste to it. But with minimal control we have in build queues and resources in this game, I wanted to be certain there was some clever plan in place for these.
Can anyone shed light on this?
BTW, I'm planning to play, essentially, by the original ruleset.
Looks like the Greeks are massing naval forces to the south and ground troops around isolated Delendapolis to the north. Makes their "peace/receptive" status look, uh, temporary at best...
And there's a lot of pollution about.
We have virtually no navy, and much of it is far from the homeland. We will require some transport support before we can mount a dependable attack force, even for the short trip to American shores.
Basically planning to follow OnS's guidelines -- build stuff, kill stuff, and go Commie...
Leaving a partisan around to act as a threat and thus permit action in captured cities is a nice (cute) interpretation that should aid the process of conquest.
Few cities have a sufficiency or quality of troops to permit heisting them for the war effort, so I'll live with toggling the advisor in non-core cities to aid in the effort. Warrenville and Oldetown will pump out as many as possible, and they'll be sent away from home for general use. (Orig rules stated "anything blinking" falls into this category iirc.)
I see several new, small cities in the empire. I do not plan to plant any more. Engineers will be used for pollution control and as part of the attack force (if I can mount anything respectable in 10 turns).
Thoughts on best use of the many vans/freights (mostly hides, with an oil, a gold, a dye, and a food (?) iirc) we have laying about, are solicited.
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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:28
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Start survey: 1906 and we're in Democracy, 60-10-30, netting 473 GP/turn, one tech/14 turns. We have 1572 GP in the treasury, 12.88 MM ppl in 20 cities. Hey, that's as many cities as the evil Americans! There's considerable pollution, and the "sun" is shining brightly.
We rush a row here, a white good there (Coastal Fort in navally threatened La Fayette) , and a spy in Delendapolis (which is being used as a training ground by peaceful/hostile Greek forces. Much checking of Auto settings in non-mayoral cities, several of which are adjusted for the greater good. We gather engineers for pollution control, toggle to 50-0-50 and start a REVOLUTION! This requires a troop of Elvi to be hired. Moving to war footing, we dismiss Dr. Einstein and hire a fleet of accountants.
"Press NEXT to die."
1907
--Greek fleet moves threateningly all around our southern coastal areas, from Ant's Nest to West Chalco.
--American cruiser kills our lone DD in the SE seas.
--La Fayette starts Howie. (Good Auto Advisor!)
Delendapolist complete a spy. With several Greek incursions and massing on the borders, we authorize starting another.
--doldrums completes Engineer, start Explorer (domestic advisor wanted SETI)
--Oldetown completes Mass Transit, starts Factory.
--Delendapolis spy uncovers 2 Greek cities. No wonder so many troops are about!
--With great trepidation, we ask the Greeks to leave our lands. Shockingly, the do!! 
--Communism established, Comrade Rudy Rabbit at the helm. Toggle to 80-0-20.
--Note American DD outside Slowville, authorize change to Cruiser. American DD outside La Fayette; change build there to Transport.
--Transport lands spy NE of American lands.
1908
--Americans develop Refrigeration.
--Greeks are everywhere -- on land north near Delendapolis, asea to the south.
--Greeks and Russians now at war.
--Spy gains rail access, maps most of the american mainland. Capital of Washington holds 4 WoWs, 2 alpines, 6 rifles, and has walls. building offshore Platform. spy steals
Amphibious Warfare. and escapes to Oldetown.
1909
--Antlegrad now threatened, switches to Howitzer.
--Greeks learn Machine Tools, expel our spy (who previously mapped most of the Greek-German continent SE of Delendapolis).
--Delenda builds another spy.
Tatooine completes Hides freight, MIL advisor says Alpine (dom wanted SETI)
--Oldetown rushed Factory, starts howie.
--LaFayette completes Transport, starts Explorer (it was that or SETI)
--Slowville completes cruiser, which kills American DD and starts "around the horn" toward Oldetown for proposed shipchain to America.
--Slowville miltary advisor suggests a Battleship. We rejoice!!! 
--Greek town of Sicyon is loaded with troops, so we Subvert for 283x2 (plunder of 26 and Atomic Theory. We get a couple fanatics, a rifle, 3 transports, a camel (oil) and a dragoon. (Also got 3 engineers, but had to disband cuz at size 2, Sicyon was -7 shields. So now it's size 5.)
--Toggle to 70-10-20.
--Ask Greeks to leave. They take umbrage, declare WAR. (Guess I should have asked before subverting...)
1910
--Americans learn the art of Flight. Spies alerted to be on the lookout for technical documents.
--Toofaraway revolts for 293 (79 plunder, Theology. We also add 2 rifles, explorer, and a Cruiser. .
--Phocaea follows suit for 283 iirc (29 back, plus Fundamentalism, a rifle, 2 engineers, and a cannon.
--American cruiser kills our cruiser. 
--S Pole dye (d) to Oldetown, 122 GP.
--Our DD kills Greek galleon near Antlergrad. Amazingly, Greek ironclads steam AWAY from unprotected Chalco Island area...
--La Fayette builds Explorer, starts Howie.
1911
--Busy Greeks switch from Republic to Fundy, capture Krasnoyarsk (Russian), and declare war on Japanese.
--Ant's Nest comopletes Sewerage, starts Coastal Fortress (dom adv)
--Totooine completes Alpine, starts another (mil)
--Chalco completes cavalry, starts CF (dom)
--Our cannon kills Greek marine near Toofaraway.
--Delendapolis out of danger, starts aqueduct (dom)
1912
--Amicans nearly done with SETI. (Too bad, many domestic advisors wanted SETI, meaning that we are building troops in many locations.)
--Pergamon cavalry attacks our fortressed Rifle (now vet).
--Greeks get Automobile, peace with Russians.
--Middleboro Offshore Platform.
--Pollution nearly under control.
1913
--Americans learn Radio, complete SETI.
--Germans learn Metallurgy.
--Hobbitown completes CF, starts Alpine (mil)
--Slowville complete Battleship, starts Alpine (mil)
--With seas to the south still infested with american and Greek naval units, we send a full transport to the mostly-empty peninsula btween us and the American population centers. Advance spy IDs safe route, many howies come ashore, clearing 2 armors in our path (one American, one Japanese)... 
1914
--Japanese learn Machine Tools
--Greek cruiser attacks Sicyon, kills rifle.
--distant empty transport ambushed by American cruiser near (IIRC) Richmond.
--3 American ships die against LaFayette walls. We lose a troop there as well.
--2nd landing party alights on american continent.
--Tatooine Alpine, starts Hydro Plant (dom -- mil wanted Explorer)
1915
--americans learn to Recycle.
--Greeks go from Fundy back to Republic.
--Our BB blows away a Greek ironclad, now VET 
--americans chat, request CF (OK), then Peace (OK).
--Our spies continue exploring, and we slip troops into a fortress outside Buffalo, our first target city. It has 3 rifles, 2 alpines, a nearby marine, and city walls. Dallas has 3 rifles and walls.
--West Chalco complete Alpine, starts CF (dom)
--Sicyon oil (d) to Oldetown 126 GP (Why so little???)
--Our cruiser kills a Greek Cruiser and Destroyer outside Toofaraway.
--spy notes Pergamon defended by 2 fanatics and a rifle. Bribe cost is 928.
--Nearby Artemisium is more reasonable. Revolts for 464-44, netting one-each Cavalry, Fanatic, Rifleman, and Engineer. City generates 1st Partisan resistance (1) in aftermath.
--Greeks parley, demand 300. We decline, the re-declare WAR!
--Rush Coastal Fortresses in Toofaraway, Sicyon.
1916
--Greeks see Republic = bribed cities, return to Fundy.
--Americans move more defenders (marine, armor) ito Buffalo. (But we're at peace! Don't you trust us???)
--Disorder in Middleboro. Oops.
--ant's Nest completes Coastal Fort, switches to Offshore Plat (dom)
--Pollution outside Tatooine, Warrenville, Slowville -- makes it hard to add Eng to invasion force.
--With BB nearby, we attempt to shift our nascent american shipchain, only to find a Japanese sub blocking the way. Transport retreats to Oldetown. BB moves toward sub. (Yes, we're at war with the Japs too, just haven't seen them much...)
--Cruiser near Chalco kills Greek DD, becomes vet.
--Transport westbound is planning to drop Explorer on large virgin island NW of Chalco, then pick up Chalco engineer and drop him off where he can do some good.
--Troops now fortified outside Buffalo. Expecting American demand that we leave next turn.
Th-th-th-th-that's all, f-f-f-folks.
I think I stayed within the sprit of the rules. I did employ the tactic of not fortifying most fo the new troop builds. IIRC the rules state that if they're blinking, they can be used as the Comrade in charge sees fit for the good of the empire. I also invoked the "city being threatened" rule to change build orders a few times. but mostly, I rushed howies and sent them to Oldetown for the American invasion.
The American cities are HUGE -- very few under (12) and several over (20). The WoWs are concentrated in Washington (4!) and New Orleans (2). They have air support, so beware. Once they declare war again, spies should go grab Mobile Warfare and whateve other techs suit your fancy. With a pure-howie attack force, we can ignore the walls.
The Greeks are fighting on 2-3 fronts at any given moment, so they are not as troublesome as I feared they might be. We now have a solid, defendable core of cities up north.
My only regret is not building barracks in Oldetown and Warrenville. Somehow, it just didn't occur to me.

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