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La Fayette
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albi, france
Oct 2000 time: 06:28
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BTW I suggest that someone who can build a Palace moves our capital city to the South (perhaps all the way to Rhodes) because it would make it much easier for us to concentrate most cities close to the new capital and fight corruption.
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La Fayette
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albi, france
Oct 2000 time: 06:28
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Now I must have been VERY sleepy when I played the last turns.
Wait a minute!
I'm well awake now and shall play it again from the start.
Finished within an hour or so.
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La Fayette
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albi, france
Oct 2000 time: 06:28
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Here it is (main events, same strategy)
240: Hut = 50g
260: Hut = Feudalism
320: Hut = 25g; hut = legion
380: Hut = legion; hut = chariot
440: Hut = Advanced Tribe: Oxford
480: Hut = nomad (at long last)
500: Trade (r. Republic)
520: Hut = 50g
560: Hut = Philosophy
580: Republic (r. Masonry); hut = Seafaring; hut = Iron Working
600: Hut = 25g
620: Hut = Masonry
640: r. Monotheism
Advice to SCG:
We have so few trade arrows that we get almost no science from research (this might be slightly improved by our capital being moved to Rhodes).
Therefore, if I were you, I would go on exploring like mad and start some 'long distance internal trade' with help of triremes. I left the choice of switching to Republic to you.
Attachment: ro_a640.sav
This has been downloaded 3 time(s).
Last edited by La Fayette on 16-06-2003 at 02:14
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SCG
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of less than all that I see
Jun 2000 time: 00:28
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plan: get to republic, rehome some settlers so can continue to get nomads but still can build roads.
Coventry 5 supported, 4 abroad
Culdesac 4 supported, 2 abroad
Free park 4 supported, 3 abroad
Highway 4 supported, 3 abroad
no whales 4 supported 3 abroad
5 major problem cities preventing republic atm
10 triremes atm, 4 in production
12 dips, 1 in prod
2 active settlers
2 caravans in production
researching mono, 700 next odeo year
change triremes to caravans, start plans for military disarmament and national guard creation, locate settlers, redirect 1 trireme/settler to oxford, other settler to far away, locate 4 special cite near oxford (hidden special) and make plans for city, plan on founding, press enter
660: Capitol moved to Rhodes! decide 8 spaces/6 by trireme is to far, put in a road, plan 2 se for city. move units around, avoid forested huts till reduced # of nomads, hut (Mathematics), hut (50 gp), hut (NON horseman), plan to disband supported warrior, really need magnatism with all these cities supporting 2-4 triremes, but need astro, nav, phys first, tickle a couple caravans
680: hut (Trireme Cove), move units, revolt
700: Republic! rehome nomads at Oxford, move a couple triremes into cities. hut (8 barbs - poor brave (supported) elephant) takes out 1 horseman, makes vet, hut (8 barb horsemen)... hut (astronomy) (was trying for cities to save units ), rush harbor
720: (replayed to the best of my memory after crash), hut (50 gp), rehome trireme, rush temple, hut (NON elephant),
740: as disbanding last of warriors, notice that Rhodes has the unusual situation of having both a palace and a courthouse, take a moment to study effects of courthouse + palace in democracy. courthouse gives no additional happy people, so sell courthouse, rush harbor in Cul-de-sac
760: Nomads debate whether to rehome at coventry or No Whales For You. Both cities need roads and have 1 trireme abroad (and in the same local sea). Rehome trireme, try to remember to rehome trireme at Beachside once grows to 2.
780: hut (nomads), decide to rehome beachside trireme now and go get nomads. we have 2 again, need to rehome settlers, hut (Plainsville)
800: hut (Monotheism!), various movements
820: choose Navigation, locate more promising huts.
840: Hut (Thunderdome) [first pop is red], bypass a couple huts till nomads rehomed.
860: doh, Beachside grew, disorder
880: rehome nomads to Beachside, hut (100 gp), hut (supported legion) - really was hoping for nomads at that one... settlers outside oxford are preworked towards a road.
and so go the growing pains of a young republic. we now have 2 supported settlers, and a nomad that can be supported next turn, giving us the beginnings of what hopefully will become a corp of Engineers to work with. I've worked towards getting temples, harbors and marketplaces in coastal cities to allow growth. We need Navigation, and Physics to be able to research Magnetism. We need Construction and Engineering for Invention and Leos (which change all those darn triremes into galleons. we needs a whole handful of techs for engineers As we get a few more roads and harbors out there, we should be able to better take advantage of the tax rate (it was producing 2 beakers at 10%, so set to 0 for most of the time. We also have several caravans now that are a rather far distance from any sea transport or roads, but should provide a boost once utilized. Most caravans were built to avoid wasting trireme shields. The one down side of the foster program for wayward nomads is that our most developed cities are the furthest from the nomads so newer cities will soon surpass them as they will be able to be cultivated. Democracy though would be a great help towards reducing corruption in those cities. Also, we have several rather far flung units that are still closer to our own cities than any AI, making me wonder where in the world the AI is (well we know where the capitols are, and we are starting to get fairly close to them). One other side note - one of the AIs started building Sun Tsu, but don't remember which (i think they started around the time of my power supply fan complained), but other than that, don't remember any other Wonder Projects. Hopefully, everyone wanted a republic with roads, cause i put a bit of effort into getting it started 
and the save
Attachment: ro_a880.sav
This has been downloaded 3 time(s).
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