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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:28
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quote: Originally posted by -Jrabbit
STYOM Question -- Can I get around the "can't build Settlers" rule by disbanding an advanced tribe? (Technically, it's not "building a settler" IMHO... ) |
Well, technically, the city is disbanded by building the Settler. Sorry, Jrabbit, but no.
quote:
Started last night and I gotta say, this is gonna be a bear. Very difficult to manage our widespread cities in early governments. Tech rate sucks, income sucks, happiness sucks.
(Also pretty frustrating to have all this juicy land and be unable to build on it. )
Hard to find that key insight that will propel us forward. but I'm trying... |
Well, i figured that what we would wind up doing is bribing AI settlers and carrying them home in the bottom of our galleons to work the fields. Kind of a slavery thing, or something... 
* Six Thousand Year Old Man is glad that the game is tricky.
At least we're further along than the Silly rules game is. When you play your turns, think of me trying to somehow catch up to the AI in that one! 
Play list:
1. atomant 
2. Jrabbit 
3. OldnSlow 
4. SG(2) 
5. STYOM 
6. Bob_Smurf42
7. SCG 
8. La Fayette 
Last edited by Six Thousand Year Old Man on 03-07-2003 at 22:25
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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:28
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It's 880AD, and Speaker Remus Rabbit calls his advisors to another interminable committee meeting. He learns that he has taken charge of a Republic of 13 cities and 990,000 ppl, producing a grand total of 2 science beakers per turn (tech rate = 317 turns). The 15 or so GP (iirc) produced seems an insufficient payback for putting up with such lazy wise men.
Adjust to 40-20-40 (6 GP, 95 turns), adjust a few purchase paths (Courthouses!!), buy an incremental thing or two, and press ENTER.
900 AD -- Beachside builds temple, Boring Bastard a harbor, and Rhodes a lovely camel (food!). Got something from hut (???) Vet trireme docked in NoWhales4You sinks barb units blocking the harbor, killiing 5 units and earning the captain the Distinguished Lagomorph Medal. Forgot to rehome Coventry trireme Rampant disorder at ANY settings means I must diband. 
920 AD -- Tax structure now 20/30/50 in hopes of maintaining some semblance of order. Hut yields Medicine (and possibility of Shake's!). Lonely horse on north pole finds companion NONE Crusader in hut. Point all camels to Rhodes.
940 AD -- "Screw The Republic! Long Live King Remus Rabbit!!" chant the revolting throngs. Rates now 50/50/0, bringing research rate to 22 turns with some fresh, youn XinMasters in place. Income is 1 GP/turn. How's your hut luck? Well, not bad, actually -- 50 GP, 50 GP, and Navigation harvested. No new tech choice til next turn, so Xinning stops for now. Change build in Freaky Finds from Marketplace to Harbor. (It has a Library, so we will want to use its sea squares as much as possible.) Use newfound wealth to rush temple in Trireme Cove.
960 AD -- Choices are Banking, Chivalry, Physics, Theology, and University. After much debate, we select BANKING (on path to Democracy) over Physics. Democracy is critical, much more so than Galleon/Frigates, which will require much building before it becomes useful. In other action, Trireme Cove starts a camel, and a hut uncovers the new city of Reading (has fish and whale, but can't use due to red face. ).
980 AD -- Xinning modified. (The Xin cities, btw, are Cul de Sac, Coventry, and Rhodes.) Hut nets 50 GP. Increments purchased judiciously. Rush temple in Plainville.
1000 AD -- Well, another millenium has passed, and what do we have to show for it? A very confusing empire, with widespread triremes that are hard to keep on task. Oh, and a tax deficit of -3 GP/turn (77 in bank) due to all the white goods we've been building. Rhodes = Xinning off to recharge. Hut = Physics!!!, hut = 50 GP.
1020 AD --Hut = NONE nomads!!! . We allow ourselves to buy a few increments here and there.
1040 AD -- Leeds grows to size 2 and is carelessly allowed to go into disorder. Hut = Banking! and another produces advanced tribe of Birmingham (size 3, with Temple, Library, and Market!! -- and one red face). Buy a couple incremental rows, drop science to 30, convert Xinners to tax (my first time ever Xinning for dollars!).
1060 AD -- No sign of William the Conqueror, due in 6 years. Permit myself a few increments. Buy temple in Thudnderdome so it won't stay size 1 forever. down to 20 GP in treasury. comptroller uneasy.
1060 AD -- Choose Construction over Magnetism and others (path to Demo!!). Ellie from NoWhales4U chases down encroaching barb legion near Coventry.
Hut = many barb horses. Noble diplomat to die shortly.
1080 AD -- Fiscal deficit now 5 GP/turn. Need hut gold so Xinners can concentrate on science. Hut = adv. tribe of Richmond (size 4, with granary and temple, one red face). Cul de Sac xins for science, Coventry for gold. Camels near Rhodes.
1100 AD -- Coventry Hides (demanded) to Rhodes, 10 GP. Hut = Chivalry. Science check reveals we're studying Magnetism, not Construction as planned!!! Dazed, we indulge in some semi-random movement of units. 
1120 AD -- More camels approach Rhodes, help toward planned construction of Mike's Chapel. Hut = 100 GP! Hut = Chivalry. Cul de Sac, Coventry now free to Xin madly. We permit ourselves to buy a couple small increments.
1140 AD -- Free Parking completes Courthouse to reduce corruption and be better prepared for a representative government. Indians build Great Library of Lahore. French, Zulus abandon project. Disorder in Oxford (which quietly grew to size 3 without my noticing). Now -7 GP/turn on taxes @ 50/50 rates. Hut = Construction!!!!!!
Prepping for next turn, Remus Rabbit notes that his reign has gone on quite long and abruptly retires. As his final act, he bestows suburban names on the advanced tribes that joined the empire...
Birmingham = Blandville
Leeds = Mall-O-rama
Reading = Stepford
Richmond = Deerfield
Note to successor (OldnSlow IIRC) -- Thunderdome, Stepford, and Boring Bastard are all about to grow. I strongly recommend heavy Xinning under Mondarchy, as we are just too thin an empire to support a Republic at this stage.
Also, beware Magnetism, which will put your triremes at risk by killing the Lighthouse. (Sorry about that. I swear I selected Construction!!!)
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:28
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1670: Lots of money in the bank - do we want Leo, or do we want Mike's? Or both 
1680: Wine>Oxford 16g, Spice>Oxford 6g. So much for trading with our own cities.
1690: Indians are nearly finished Leo; we decide to rush it in NoWhalesforYou.
1700: Leonardo's Workshop completed; all others abandon production 
Advanced Tribe Bristol, Leicester founded with NON Settler.
Trade bonuses remain miserable.
1710: Start work on Mike's Chapel.
1720: French Horse near Dijon kills 2 units on mountain 
Advanced Tribe Carlisle
1730: Michelangelo's Chapel built. We know full well that the unhappiness in Demo will be a killer - hoped all our Triremes would upgrade to Galleons, but a lot are still Caravels. Still, we're going nowhere trying to run a trading empire of tiny scattered cities. We need growth, ladies and gentlemen. Accordingly we're going to give Democracy a try (thought about Republic, thought about the corruption, thought better of it). Revolution.
Nomads near Bristol Will rehome them there.
Dijon captured - no new techs 
1740: Democracy formed. Wool>Rhodes 31 g - a bit better 
1750: Ipswitch founded.
1752: Copper>Rhodes 32 g. Advanced TribePortsmouth
1754: Peace with Zulus, gift 100 g, they refuse tech swap 
1756: Embassy established with Zulus - they're quite low tech, with 14 cities.
1758: Indians start Eiffel Tower. Great, once they build it, we can find their empire 
1760: Not a lot:
1762: Nothing interesting... the inexorable grind towards Steam Engine continues...
1764: Shakespeare's Theatre in Rhodes.
Well, tough call as to where we go from here. I built Shakespeare with an eye to the future. I wanted to grow Rhodes so it would be worth trading with - absent Sanitation, we might as well go to Communism or Fundy again. Democracy really isn't a great idea now - the unhappiness is a real nuisance to deal with - but even at 60% lux we managed to increase our science rate marginally and more than doubled our population.
Oh, and having finally found the Zulu mainland, there is a Galleon with 4 'vans on the way there... and more Galleons in the area exploring, and yearning to become part of a highly productive shipchain 
Next!
Attachment: ro_a1764.sav
This has been downloaded 2 time(s).
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La Fayette
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albi, france
Oct 2000 time: 06:28
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I just read the article: Interesting calculations, but...
1) About combat
The main conclusion: 'real attack' = attack*HP*FP and 'real defence' = defence*HP*FP, is the one I use when I try to appreciate odds. Some people (Marquis de Sodaq and probably SlowThinker) know better, but "fine odds don't make a win".
2) About improvements
AFAIK all the calculations are correct, but they give results for one city and don't take into account the cost of investment.
If you have for example one big city and several small cities, you can keep the big city happy with a certain level of luxuries (let us say 20%), but those luxuries will be 'lost' in the smaller cities (because there is a minimum to make a citizen content).
As to the cost of investment, the main problems are scarce ressources and opportunity costs (it is OK to say that a Market Place is good to have if it brings more than one gold/turn, but the main problem is "shall I build a MP when my treasury is 80 ?")
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