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Sparrowhawk

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Canada CST
Apr 1999 time: 23:30
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Looks good to me Julius. I assume you meant bribing Greek units, not English? Hopefully that wandering spy survives to bribe some more, otherwise we will need to move more units into Greece (though we may need to anyway, I am not sure that one spy will be able to bribe enough units to take out any more Greek cities.
I make it STYOM's turn next, and while he has been awol lately, he has also been posting in some of the other threads, so perhaps he will take his turn? (Also, as the starter of the game, perhaps he can offer an opinion on the numbers of turns.......I propose switching from 8 turns to 5).
If not STYOM, it would be Old'n'Slow, and then me 
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Old n Slow
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Vienna, VA
Jun 2002 time: 00:30
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As of 1901, we have 11C, 72T (and with Robotics, really don’t need any more for conquest.)
Bab 5C, 47T
Fre 5C, 68T
Egy 2C, 61T
Chi 4C, 56T
Gre 4C, 47T
Sioux ? 4+C, no embassy. 20+ cities to go. Looks like all (?Sioux) but Greeks are on the same Rock -- that we are attacking on three fronts. At war with everyone.
Shanghai has the Pyramids & (GW) all other wonders are ours or destroyed.
Eight Tanks, 3(3) Howies, 14 (8) Spies, 11 (1) Eng, and other assorted troops.
Notice that a couple of cities only have two trade routes (oh yeah -- their customers bit the dust!) Sell temples in Spare Oval & Lago -- then buy them back to start Howies.
-----
Lose two Knights to Fr & Gr tanks; Sioux Marine, Cav, Tank, & Cannon all die vs our forces.
1902 (1) -- 7 new spies, 2 new skulls and a new engineer. Disband a very wounded cav & use shields towards a Barracks in Le Bunny. Build a Barracks in Oldburg as well. Move 2 combat Engineers & defense support near Shanghai (they will build a fort on the hill & road/rail accordingly -- a future player may want to claim this city -- I think that it is the last one of significant value.)
Establish an embassy with the Sioux = 6C, 57T. (Four cities are in view -- espy a square of irrigation, a later probe with partisan shows it to be target #5.)
Raze Giza + 23g. Raze Hangchow +13g. Buy a Sioux Alpine for 745g (only much later do I realize that this was way too expensive -- but he was in the way. Also buy Chinese Marine (-198) and Engineer (-264), much more reasonable. Hmmm only notice now that funds are “low” -- may have to build a truck or two someday…nah.)
Move out vs Marseilles (size 10) and Ashur (size 20) and start the poisoning vs Tsing (size 12?).
1903 (2) -- AI swap a bunch of techs. Chinese throw away a destroyer to make our cruiser a vet. Sioux throw away a cannon & cav vs our vet Alpine on hill (guarding our two engineers -- next turn they’ll be in a fort.) Lose three spies, but the walls come down and the population scatters. Raze Marseilles. +29g and NF. Really sabotage a boat blocking Keno (choose to buy another cruiser there to activate front #3.) Bring down Ashur walls & start the population relocation plan (out of the city and into the past…)
1904 (3) AI establish three new alliances -- all against us (well, maybe we’d better help them justify that activity…) Discover that it is more disciplined to rush buy at the beginning of the turn so that I don’t go out and buy units thinking that we’re rich. Continue trimming Ashur & Tsing.
1905 (4) Sink a Fr destroyer & Gr Frigate. Our cannon slays a Gr tank & makes vet! (and goes and does it again next turn!) Raze Amiens (+41g). Get the walls around Chartres (size 12). Raze Ashur (+37g). Raze Tsing (+18g). Get the walls on Nanking (size 14) with the first try.
1906 (5) Sioux MT nabs one of our Marines, but a later lose tank of theirs. Get walls on Nin (size 12) on first try. Raze Byblos (size 11, collect 34g, but they had 383 at the start of the turn (??!)) Egypt is gone.
Notes
Greeks have the fewest techs and are mostly contained -- I figure the best jump off point may be after we raze Dijon. There is some area north of France yet to be explored, so the last Sioux city may be there -- maybe a partisan can go looking. Boat chains are in place -- although I forgot to add another boat in the west (after I shipped off a half load in the east) so there are a few extra spies in the homelands a-waiting action -- maybe enough for two boatloads.
Still need to rush buy the spies for 1906 (left the choice up to the next player.) I think we have enough power troops in all three arenas, but that also may be a style “thing” -- should have Barracks in all three as well (I think that Gits *Re has one, know that Le Bunny & Oldburg do.) for healing the slight wounds for the Howies.
26 cities in, 19 cities to go. 
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Sparrowhawk

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Canada CST
Apr 1999 time: 23:30
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Not that I want to nitpick the rules to death (well okay, I do check the rules of all the succession games regularly, but more precisely I don't want to nitpick Old n Slow), but.....I note that our capital is in Sad King Julius still. While the refugees of the dearly departed Slowburg of many years past took a long time to claim the city of Oldburg as their own, did they not desire to make it the capital of our Empire? (In defence of Old n Slow, I am not clear on the rules here, were we just to build palaces in our settled cities and not our conquered ones? Or has it just been so long since Old n Slow had to build a palace that he understandably forgot? )
If the latter is true, as the next player in line to play, I propose that I use our gold to rush build a palace in Oldburg prior to my first turn, and then proceed as normal, building the Palace in our proper capital, none other then the Glorious and Magnificient City of Spare Oval (though we are a little short on building materials currently in Spare Oval, and I might have to take down some City Walls, Libraries and University in order to gather enough materials from our lesser cities (Lesser Cities = Kenobi Kave, Pax STYOM, Sad King Julius, Git's Hole and Lagomorphia) in order to do so.
Note to all: in rereading the rules in the 1st post of this thread, I note that good natured mockery of other cities is a requirment of this game that I have been ignoring, hence my notes above, though I am seriously considering getting rid of City Walls and any science buildings we have
* Sparrowhawk 
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Sparrowhawk

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Canada CST
Apr 1999 time: 23:30
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Hmmm, 9 pages of notes, hopefully this isn't as long as the last one (I take detailed notes, but pare some down when I actually have to type it out ).
War and PeaceRazing
Prologue - 1906 AD
8 000 000 People
823 Gold
70% Tax, 30% Luxuries, 0% Science
Total Income = 862, Total Cost = 176, Net Income = 686
Discoveries 2263 turns (73 Techs), researching Flight (uner 1/4 complete) but who really needs to Fly when Railroads will take you anywhere you need to go and let you attack when you get there? 
11 Cities, 10 Celebrating in Fundamentalism, Oldburg is not celebrating (citizens are upset about not being capital and refuse to celebrate )
Change Oldburg production to Palace (400 Gold to rushbuild from scratch)
Currently producing 10 spies and 1 palace
Units: Engineers-13, Calvary-3, Armour-8, Cannon-3, Artillery-1, Howitzer-9, Spies-10
Supporting two Libraries and one University......but not for long 
Wonders: 14 in Warlordian Cities, 9 Destroyed 2 in the Sioux city of Shanghai (Pyramids and Great Wall)
Sparrowhawk thinks to himself...I am the only one with one city, better make the second one a good one, as I have waited this long. Shanghai with its wonders? (But we really don't need Pyramids as our cities won't be growing much more anyway and the Wall has long since expired) I like Dijon, as the most difficult area in my opinion to attack will be the Greeks, the rest are accessible by road or rail (on will be soon, once our engineers have done their work). Though we could shipchain from either Git's *rse or Kenobikave to the remaining Greek cities, it seems Dijon is a much more natural choice 
Foreign: we are Supreme with an Excellent reputation
Babylonians (enraged, war), 1912 Gold, Monarchy, Capital Nineveh (other cities-Babylon, Ur, Ellipi)
49 techs, all blue, researching nothing
French (enraged, war), 1498 Gold, Fundamentalist, No Capital (cities-Chartres, Rouen & Dijon)
68 techs, all blue, researching Flight
Chinese (enraged, war), 427 Gold, Republic, No Capital (cities-Nanking, Tientsin)
56 techs, all blue, researching Mobile Warfare
Greeks (enraged, war), 475 Gold, Fundamentalism, Capital Marathon (other cities-Argos, Gortyn, Ephesos)
52 techs, all blue, researching Electricity
Sioux (enraged, war), 1390 Gold, Republic, Capital Chengdu (other cities-Little Bighorn, Shanghai, Canton, Macao, Anyang)
60 techs, all blue, researching Miniturization
[i]Note: Little Bighorn is only undiscovered city[/b]
Goals:
- Find Little Bighorn
- Bribe second city, Dijon likely
- Build Palace immediately in Oldburg
- Build Palace in Spare Oval, the Jewel of the Empire, the centre of the universe and historically the divine and holy land of the Warlords
- Raze cities
- repeat last step
Immediately rush Granary in Oldburg for 240 Gold, decide a Granary would make a good palace for Old n Slow, when he returns from the Institute and change to Palace and rush for an additional 80 Gold
Rushing/Partial rushing of spies in all cities with production less then 30 (note: this was done in every turn afterwards in every city not producing something else, and something else wasn't much, I only produced 2 Palaces, 2 Transports, 1 Bank and some 50+ spies in my five turns, therefore I won't mention it again save for how many new spies were added to the Diplomatic Corps which were renamed the Warlordian Hawks in the years 1906 AD - 1911 AD)
Change workers in Spare Oval and Lagomorphia to reduce possibility of Pollution (only 30 production needed for spies though with production at 32-35, pollution on the wrong square may mean a spy is not built in that city in that turn )
Sell City Walls in Six's Torch (80 Gold), Sell University of Le Bunny for 160 Gold
93 Gold left after rushing but set to produce 10 spies and a Palace
Note: Flags are down in Chartres (French) and Nanking (Chinese) Old'n'Slow 
End Turn (0)
Babylonians attack Marines outside of Nineveh and lose 3 units in the attempt (Marine into deep red)
Chinese attack Armour on PLains outside Nanking and lose, (Armour into deep red)
Greeks attack and kill Fanatic fortified outside Ephesos leaving badly wounded cannon exposed to attack
1907 (1)
Capital moves to Oldburg, 10 spies added
Oldburg production changed to Bank (Sparrowhawk wants them to celebrate being the capital)
Engineers complete railroad from former Egypt to Babylon
Clear pollution outside Spare Oval
Vet Cruiser attacks and sinks Sioux Submarine
Complete railroad to Dijon
Vet Cruiser sinks unmanned Greek Galleon/Frigate (I have trouble recognizing which is which , so I usually sink both, even if empty )
Investigate Nineveh (Size 10, 3 Alpines and 1 Riflemen defending city), no walls, on plains
Investigate Ur (Size 11, 1 Alpine and 2 Riflemen defending city), city walls, on plains
Investigate Shanghai (Size 13, 3 Alpines, 2 Riflemen, 1 Artillery defending city), City walls, grassland/river
Investigate Canton (Size 17, 4 Alpines and 2 Riflemen defending city), no walls, grassland/river
Investigate Chengdu (Size 18, 3 Alpines and 3 Riflemen defending city), City walls, on plains
Investigate Nanking (Size 9, empty), no walls, grassland/river
Investigate Tientsin (Size 5, 1 Alpines and 1 Riflemen defending city), no walls, on plains
Spy poisons water in Nanking (size 8), captured
Vet Spy poisons water in Nanking (size 7), escapes to Git's *rse (note: the first time I wrote this I laughed out loud by the end of 5 turns, I was only smiling briefly , but it makes me wonder if SG[1] had this in mind when he named his city...or maybe he had April Cantor in mind when naming his city )
Vet Spy poisons water in Nanking (size 6), escapes to Git's *rse
Investigate Dijon (size 6, 1 Riflemen and 1 Fanatic defending city), city walls, on grassland cost 670 Gold to bribe
Investigate Chartres (size 8, 1 Alpine defending city), no walls, grassland
Spy poisons water in Chartres (size 7), captured
Our cannon attacks and destroys Greek Armour/Cannon stack outside Ephesos
Investigate Ephesos (size 5, 2 Fanatics defending city), no walls, plains
Vet Spy poisons water in Chartres (size 6), Escapes to Le Bunny
Vet Spy poisons water in Chartres (size 5), Escapes to Le Bunny
Spy poisons water in Nanking (size 5), captured
Spy poisons water in Nanking (size 4), captured
Spy poisons water in Nanking (size 3), captured
Spy poisons water in Nanking (size 2), captured
Spy poisons water in Nanking (size 1), captured
Badly damaged Armour (which survived Nanking's earlier attack) moves into and razes Nanking, 22 Gold plunder (Tientsin only remaining Chinese city)
Chinese wish to speak, Granted
Cease Fire? Denied! 
350 Gold for Cease Fire? Denied!! 
392 Gold and all our technology for cease fire? Accepted! (though they have no techs of course)
Peace? Denied!! We don't want peace, I intend to destroy them! 
Tribute? Ignored and they end conversation
Vet Spy poisons water in Nineveh (size 9), captured
Vet Howitzer kills Alpine in Nineveh (size 8)
Vet Artillery kills Alpine in Nineveh (size 7)
Vet Howitzer kills Alpine in Nineveh (size 6)
Vet Cannon kills Riflemen in Nineveh (size 5), city empty
Spy poisons water in Nineveh (size 4), captured
Spy poisons water in Nineveh (size 3), captured
Spy poisons water in Nineveh (size 2), escaped to Oldburg and promoted to Vet 
Spy poisons water in Nineveh (size 1), captured
Howitzer enters Nineveh razing city and plundering 55 gold, Babylonians no longer have a capital 
Talk to Babylonians, they demand Mobile Warfare and remain at war when we deny it (and we must presume it is a stationary war )
Vet Howitzer kills Alpine in Chartres (size 4), city again empty
Screwed up ship chain from SKJ to Oldburg leaves units offshore in transport near Oldburg (my screw up, I am not used to ship chaining )
Vet Howitzer kills Babylonian Riflemen near ruin of Nineveh
Vet Howitzer kills French Tank outside Chartres
Railroad completed to reconnect Babylon to Old Egypt
Adjust workers in SKJ and Spare Oval to ensure continued celebrations (due to loss of trade routes celebrations would have stopped...I think! )
End Turn (1)
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Sparrowhawk

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Canada CST
Apr 1999 time: 23:30
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(Scorched Earth log......continued)
Babylonian Calvary behind lines (attacking from unexplored area north of former Nineveh) attack and destroy Howitzer/Artillery 
Sioux attack and lose various units (from within cities, I am not even sure what they lost )
1908 AD (2)
Pollution in Spare Oval
10 new Spies 
Clean pollution outside Spare Oval
Vet Cruiser kills offensive Babylonian Calvary (in fortress)
Vet Spy destroys city walls in Ur , escaped unharmed and returned to Oldburg 
Vet Howitzer kills Alpine in Ur (size 11)
Vet Howitzer kills Riflemen in Ur (size 10)
Vet Howitzer kills Riflemen in Ur (size 9), city empty
Spy poisons water supply in Ur (size 8), captured
Vet Spy poisons water supply in Ur (size 7), Escapes to Oldburg
Vet Spy poisons water supply in Ur (size 6), Escapes to Oldburg
Spy poisons water supply in Ur (size 5), captured
Spy poisons water supply in Ur (size 4), captured
Spy poisons water supply in Ur (size 3), Escaped to Oldburg and promoted to vet
Spy poisons water supply in Ur (size 2), captured
Spy poisons water supply in Ur (size 1), captured
Badly wounded Marines move into Ur plundering 72 Gold (2 Babylonian cities remain)
Meet with Babylonian Emissary and they demand Mobile Warfare which we again deny and return to our stationary War 
Cruiser discovers the BARBARIAN city of Shangtung! (size 3)
Vet Spy poisons water supply in Chartres (size 4), captured
Vet Spy poisons water supply in Chartres (size 3), captured
Spy poisons water supply in Chartres (size 2), captured
Spy poisons water supply in Chartres (size 1), captured
Riflemen move into Chartres, razing city and plundering 69 Gold (2 French cities remain)
Meet with French Emissary and after we deny them Computers they declare war on us again (and we think it is an actual war, not one simulated on a computer )
Vet Armour destroys remaining Babylonian Calvary behind lines
Vet Armour destroys Babylonian Cannon near old Ur site (blocking path of Engineers)
Vet Battleship kills French cannon & alpine blocking the Road to Rouen (I like that, the "Road to Rouen" )
Investigate Babylon (size 8, 3 Riflemen defenders), City Walls, plains
We talk to Chinese and they request Mobile Warfare (noticing a pattern yet?), denied, ask for peace, denied, ask us to move our troops (which are fortified outside Tientsin), and they deny our request for tribute (not a very productive conversation for either side)
Investigate Ellipi (size 5, 2 Riflemen and 1 Transport defending), no walls, plains
Vet Howitzer kills Ellipi Riflemen (size 4)
Vet Armour kills Ellipi Riflemen (size 3)
Vet Armour kills Ellipi Transport (size 2), city empty
Spy poisons water supply in Ellipi (size 1), not sure if it survived ???
Vet Armour moves into Ellipi and plunders 69 Gold (Babylon is only remaining city of Babylon)
Meet with Babylonian emissary and they ask for ceasefire (denied), more war 
Vet Armour kills Babylonian Engineer
Non-vet Spy destroys city walls in Babylon and is afterwards captured
Vet Howitzer kills Babylonian Riflemen (size 7)
Vet Howitzer kills Babylonian Riflemen (size 6)
Vet Armour kills Babylonian Riflemen (size 5), city empty
Spy poisons water supply in Babylon (size 4), escapes to Oldburg and promoted to Vet
Spy poisons water supply in Babylon (size 3), captured
Sell libraries in Le Bunny and Pax STYOM for 80 Gold each
Incite revolt in Dijon for 660 Gold, spy escapes to Le Bunny and is promoted to Vet, 397 Gold plunder
2 Fanatics and 1 Riflemen also received as part of city, French down to one city, one Partisan appears outside of city
French Emissary demands computers (denied), we remain at war!! 
Vet Howitzer kills French Partisan
Bribe Greek Fanatics for 247 Gold and move them to protect 2 vulnerable cannon and 1 spy outside of Ephesos in Greece
Sell Courthouse in Oldburg for 80 Gold
Rush Bank in Oldburg for 204 Gold
Rename Dijon ----> The Institute as I recall reading that every succession game should have an "Institute"
In posting the new signs in the city, workers note permanent residents Julius Brenzaida & -Jrabbit, the summer home of Old'n'Slow, and the recent evidence of a visit by none other then Scouse Gits himself (locals speak of an incident involving Magellans Expedition). We note a library in the city and decide that we should research these facts so the library is kept.
with 7 gold remaining in the bank we......
End Turn (2)
2 Babylonian Ironclads die attacking our coastal units near Babylon 
The French overthrow their government and change to democracy (over 1 bribed city?? )
Greek Marines attack and kill our Fanatic (2 cannon and 1 spy are once again vulnerable)
Sioux attack and lose 2 unknown units
1909 AD (3)
11 new spies added
We request an audience with the Babylonians to discuss their 1736 gold but they deny us
Spy poisons water in Babylon (size 3), escapes to Oldburg and promoted to vet
Spy poisons water in Babylon (size 2), captured
Vet Spy poisons water in Babylon (size 1), escapes to Oldburg
Again request meeting with Babylonians, again denied, still 1736 Gold (which I could make use of )
Vet Armour destroys Babylon (347 Gold plunder )
Babylonians are razed out of the game arty:
Investigate Macao (size 11, 2 Alpines, 1 Riflemen), City walls, grassland
Vet Spy destroys city walls in Macao
Send emissaries to both French and Chinese with similar results, no change in either relations (cease fire with Chinese, war with French)
Vet Armour kills Alpine in Macao (size 10)
Vet Howie kills Alpine in Macao (size 9)
Vet Armour kills Riflemen in Macao (size 8), city empty 
Spy poisons water supply in Macao (size 7), escapes to Git's *rse and promoted to vet
Spy poisons water supply in Macao (size 6), captured
Spy poisons water supply in Macao (size 5), escapes to Git's *rse and promoted to vet
Spy poisons water supply in Macao (size 4), captured
Spy poisons water supply in Macao (size 3), escapes to Git's *rse and promoted to vet
Spy poisons water supply in Macao (size 2), captured
Spy poisons water supply in Macao (size 1), escapes to Git's *rse and promoted to vet
Vet Armour kills Sioux Artillery near Macao
Vet Armour moves into Macao and razes city plundering 19 gold (Sioux have 5 remaining cities)
Sioux request audience and demand Robotics, denial leads to more war 
Vet Spy poisons water supply in Canton (size 16), escapes to Git's *rse
Vet Spy poisons water supply in Canton (size 15), captured
Vet Howitzer kills Alpine in Canton (size 14)
Vet Howitzer kills Alpine in Canton (size 13)
Vet Howitzer kills Alpine in Canton (size 12)
Vet Howitzer kills Alpine in Canton (size 11)
Vet Armour kills Riflemen in Canton (size 10)
Disband Riflemen in Oldburg, change to spy
Change to Transport in The Institute, disband riflemen
(to be continued!! )
Last edited by Sparrowhawk on 15-05-2004 at 11:13
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Sparrowhawk

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Canada CST
Apr 1999 time: 23:30
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1909 AD (continued)
Vet Armour kills riflemen in Canton (size 9), city empty
Cannon attacks Greek Marine (badly wounded from attack on our fanatic earlier) and kills it, promoted to vet
Realizing that our undefended cannons are likely doomed in the fortress, our lonely spy in Greek lands ventures out to Marathon, arriving by Rail outside the walls of the Greek capital (Marathon) with 1/3 movement point left. With only one chance at the walls, this non-vet makes a valiant attempt to bring down the walls of this last bastion of AI strength, but falls to our enemies before the walls can be destroyed (note: this is the only spy who died trying to take down walls before the walls came down on my turnset...Thank you La Fayette), in hindsight I should have allowed her to choose her own target, as the city only had a temple, city walls and whatever was in production at the time (I don't recall) and the odds of her success would have been much higher, though whether the walls would have come down or not, who can say (but I wasn't able to investigate the city, so had no idea how many improvements were there).
Vet Spy poisons water in Canton (size 8), but did it live or die? I have no idea 
Prepare cities to produce 11 spies and one transport next turn.
Realize the celebrations in Git's *rse are going to end next turn (and this brings another from Sparrowhawk while writing notes...the imagery makes me shake my head ), but I am unable to continue celebrations despite worker placement or increasing sliders (same with Oldburg and The Institute, it seems some cities refuse to celebrate). Elect to leave sliders as they were and continue razing 
End Turn (3)
Sioux attack our Marine from inside Shanghai and lose
1910 AD (4)
As expected 11 spies are commissioned, 1 Transport and Git's *rse cancels celebration
Speak with Chinese Emissary who request Peace (Denied!), they request we remove our troops, and we laugh at their insolence, we demand tribute from them and they declare WAR! (at last, I was beginning to think I was going to have to harm our Excellent reputation in order to eliminate this last Chinese outpost)
Vet Armour kills Alpine in Tientsin (size 4)
Vet Armour kills Riflemen in Tientsin (size 3)
Calvary kills Engineers in Tientsin (size 2), promoted to Vet, city is empty
Spy poisons water supply in Tientsin (size 1), Escapes, promoted to vet and returns to Git's *rse
Vet Calvary moves into and destroys Tientsin, 1 gold plunder , Chinese civilization is eliminated 
Vet Spy destroys city walls in Shanghai, captured
Vet Armour kills Alpine in Shanghai (size 12)
Vet Armour kills Alpine in Shanghai (size 11)
Vet Armour kills Alpine in Shanghai (size 10)
Vet Armour kills Riflemen in Shanghai (size 9), armour into deep red!
Vet Howitzer kills Riflemen in Shanghai (size 8), city empty
Vet Spy destroys city walls in Rouen, escapes to The Insitute (though she was probably wondering why she was sent there, having preformed her duties admirably! )
Vet Howitzer kills Alpine in Rouen (size 10)
Vet Howitzer kills Alpine in Rouen (size 9)
Vet Howitzer kills Fanatic in Rouen (size 8), city empty
Spy poisons water supply in Rouen (size 7), escapes, promoted to vet, returns to The Institute
Spy poisons water supply in Rouen (size 6), captured
Spy poisons water supply in Rouen (size 5), escapes, promoted to vet, returns to The Institute
At this point in the game, Sparrowhawk pauses to think (and count ), Rouen is size 5 and empty, Canton is size 8 and empty, Shanghai is size 8 and empty.
5+8+8=21 - 3 units for razing means I need 18 spies to raze all three cities, there are 9 available still in the Sioux lands with movement points, 7 more available in our homeland cities ready to be shipchained...but to where?? (9 + 7 = 16, therefore we are short 2 spies, so which city lives and which dies?) Decide the Sioux are nearly finished and that we are soon going to need more spies in The Institute for sending to the Greeks so I opt to finish off Rouen first (as surviving spies go to The Insitute and can then be shipped to Greece). In five turns of the game, I view this point as being my only significant decision, as I wasn't sure which way to go here (and not sure it really mattered, I was just thinking more of how much longer it was going to take to finish off the railroad to Anyang, Little Bighorn was still an unknown, and the Greeks were on another continent, I was trying to make sure I was setting it up for -Jrabbit to close at this point in as few turns as possible, perhaps he will be able to tell me if I was wrong.
On a related note, in addition to railroading to Anyang, our Engineers were also railroading to Rouen, and this left approx. 5 grassland squares between our North and South fronts (North being the area the Sioux controlled, and formly included the Chinese and Babylonians and South being the area of the French, where Le Bunny and The Institute were finishing the French and preparing for the Greek assault).
Spy poisons water supply in Rouen (size 4), captured
Spy poisons water supply in Rouen (size 3), escapes, promoted to vet and sent to The Institute
Spy poisons water supply in Rouen (size 2), captured
Spy poisons water supply in Rouen (size 1), captured
Riflemen move into Rouen razing city and getting 95 gold in plunder
The French Civilization is destroyed! 
Units on former French front begin moving to The Insitute to be loaded onto transport and moved to Greece, 4 spies, 2 Alpine and 2 Howitzers in first boat which ends movement outside of Gortyn protected by a Vet Cruiser
Spy poisons water supply in Canton (size 7), captured
Spy poisons water supply in Canton (size 6), escapes, promoted to vet and returns to Git's *rse
Spy poisons water supply in Canton (size 5), captured
Spy poisons water supply in Canton (size 4), captured
Spy poisons water supply in Canton (size 3), captured
Vet Spy poisons water supply in Canton (size 2), escapes, promoted to vet and returns to Git's *rse
Vet Spy poisons water supply in Canton (size 1), captured
Vet Howitzer moves into Canton, 26 Gold plunder
Vet Spy poisons water supply in Shanghai (size 7), captured
Vet Spy poisons water supply in Shanghai (size 6), escapes to Brenzaidopolis
Vet Spy poisons water supply in Shanghai (size 5), escapes to Brenzaidopolis
Vet Spy poisons water supply in Shanghai (size 4), captured
Vet Spy poisons water supply in Shanghai (size 3), escapes to Brenzaidopolis
Change Spare Oval production to Palace (last thing I want to do is forget this, after the hard time about rules that I give everyone!! 
Disband Riflemen in Spare Oval, Rush Granary (80 Gold)...Guess Old'n'Slow isn't the only one to build his Palace out of Straw , and change back to Palace, change city production to 41 shields to ensure Palace will be complete in Turn 5 at a cost of 80 Gold + 1 Rifleman
Disband Riflemen in The Institute towards 2nd Transport production
Finally arrive at the library of The Insitute and meet 2 elderly gentlemen (one a Jedi Knight and one who claims to be into his 6th millenium!, both are arguing about the rules of "the game" and not reading any books or playing any turns so we sell the library for 80 Gold )
Set to produce 10 Spies, 1 Transport and 1 Palace next turn.
End Turn (4)
Greek Tank kills both of our Cannons outside of Ephesos (as expected)
Greek ?Frigate? from inside of Gortyn dies attacking our Cruiser/Transport/Units stack outside of Gortyn
Sioux government overthown, changed to Despotism 
Meet with Sioux and they demand Robotics (Denied) and we remain at war!! 
Sioux Artillery kills Armour in fortress outside of Anyang 
1911 AD (5)
Complete 10 spies, 1 Transport and Palace in Spare Oval, capital returns to it's rightful place in the Empire despite Lagomorphian politicians claiming that Palace should have been built there
Just when our exploring Navy was beginning to despair about finding Little Bighorn, as most of the coast and the islands had been searched, our Engineers building road/railroad to connect former Macao to former Rouen discover the city of Little Bighorn! at 80,40 (North of Rouen site, Southwest of Macao site)
Spy poisons water in Shanghai (size 3), escaped, promoted to vet, returned to Brenzaidopolis
Vet Howitzer kills newly created Alpine in Shanghai (size 2), city again empty 
Spy poisons water supply in Shanghai (size 1), captured
Badly wounded Armour moves into Shanghai (capturing Pyramids and the Great Wall before the city and the wonders fall), 36 gold plunder, 3 Sioux cities remain
All wonders are either now in our hands (14) or destroyed (9)!!
Meet again with Sioux who again demand Robotics (Denied), remain at War!! 
Investigate Little Bighorn (size 6, 1 Alpine Defender), no city walls
(I beleive that the destroyer and submarine that killed earlier in the waters near here must have been from Little Bighorn, and in hindsight I should have been able to find the city earlier )
Investigate Gortyn (size 5, 1 Riflemen and 1 Fanatic defender), no walls
Vet Cruiser kills settlers outside of Gortyn (in the way of landing our troops)
Howitzer lands outside of Gortyn, kills Fanatic (size 4)
Vet Howitzer lands outside of Gortyn, kills Riflemen (size 3), city empty
Vet Spy poisons Gortyn (size 2), escapes to The Institute
Vet Spy poisons Gortyn (size 1), escapes to The Institute
Alpine Troops enter and raze Gortyn, 19 Gold plunder (3 Greek cities remain)
More units from The Institute arrive west of Greece and land on shores, preparing for the assault of the Bunnyman
Meet with Greeks who again demand Robotics (noticing a pattern? ), denied, return to War!
Partisans kills badly wounded Sioux artillery outside of Anyang
Vet Spy destroys city walls in Chengdu (Sioux Capital...on first attempt! ), captured
Vet Armour kills Alpine in Chengdu (size 18)
Vet Howitzer kills Alpine in Chengdu (size 17)
Vet Armour kills Alpine in Chengdu (size 16)
Vet Armour kills Riflemen in Chengdu (size 15)
Vet Armour kills Riflemen in Chengdu (size 14)
Vet Armour kills Riflemen in Chengdu (size 13), city empty
Vet Howitzer kills Alpine in Little Bighorn (size 5), city empty
Vet Spy poisons water in Little Bighorn (size 4), captured
Vet Spy poisons water in Little Bighorn (size 3), escapes to The Institute
Vet Spy poisons water in Little Bighorn (size 2), escapes to The Institute
Vet Spy poisons water in Little Bighorn (size 1), captured
Vet Armour moves into and razes Little Bighorn 35 Gold plunder, 2 Sioux cities remain
Spy poisons water supply in Chengdu (size 12), escaped, promoted to Vet and returns to Git's *rse
Vet Calvary kills Armour outside of Chengdu (hiding on Swamp tile south of the city)
Vet Spy poisons water supply in Chengdu (size 11), escapes to Git's *rse
Spy poisons water supply in Chengdu (size 10), escapes, promoted to vet, returns to Git's *rse
Spy poisons water supply in Chengdu (size 9), captured
Spy poisons water supply in Chengdu (size 8), escapes, promoted to vet, returns to Git's *rse
Spy poisons water supply in Chengdu (size 7), escapes, promoted to vet, returns to Git's *rse
Spy poisons water supply in Chengdu (size 6), captured
Spy poisons water supply in Chengdu (size 5), captured
Change Spare Oval to Spy
Reset Ship Chain from Kenobi Kave to Git's *rse
Reset Ship Chain from SKJ to landing spot near Oldburg
Move Damaged units to Oldburg for -Jrabbits use (Barracks in Oldburg) (note to -Jrabbit, they just arrived, so will need to sit a turn to heal if that is what you choose to do)
We are short on Gold (around 700 or so prior to rushing any Spies yet this turn)
Marathon has only a Temple and City Walls at last check
The Institute has 2 Transports so far, and with Greece so close, I am not sure how many more you need
The road/railroad connecting North and South is close to being complete.
Remaining Cities (6):
Greek - Marathon (capital), Argos, Ephesos
Sioux - Chengdu (empty capital), Anyang
Barbarian - Shangtung
And here is the save:
Attachment: co_a1911.sav
This has been downloaded 3 time(s).
Last edited by Sparrowhawk on 15-05-2004 at 23:03
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