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Old June 22, 2002, 16:31   #1
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Our World in 1800 AD
Tale of the Years 1800 AD -

1778 - Made adjustments to Workers (good work Minister of City Planning atawa)!

1780 - Darkness is attacked, Barb Elephant dies. We have 11 million Citizens. Wow! We kill a couple of Barbs harrassing our cities. An Ironclad kills a Carth Trireme, another Clad kills 6 units on a Barb Trireme. Our Caravel kill a Carth Tri and 2 units.

1782 - Babylonians discover Sanitation. I wish the Indians would get it too. We could use it, fleas are everywhere and our Wise Men say this "Sanitation" idea could help with that. We kill another Barb Elephant and 1 unknown unit at Darkness. Moving Ironclads to enemy coastal cities. We found a friendly Musketeer in a Hut in the Arctic. Poor guy was about frozen and seems very grateful to join us.

1784 - Indian govt is overthrown. We start Darwin's in Paha (just about to discover Tactics). Moving Ironclads to coastal cities. Moving troops by Caravel to new battlefronts.

1786 - Carths discover Seafaring. India is a Republic. We discover Tactics, get numerous upgrades of conquered units (old Warriors, Pikemen, Archers, Legions). We start researching Industrialization. We discover 2 more Carth cities. Our Diplomats visits Calcutta - It's a size 12 city! We back off (they want our entire treasury to revolt). We establish an Embassy with the Carths (finally). We kill an Indian Settler who comes right up to the city gates of Babar

1788 - Paha builds Darwin's! We choose Industrialization and Amphibious Warfare. The other choices were Corporation, Fundamentalism, Sanitation, Theology, Gravity). No Communism. We are offerred Communism after getting Amphibian Warfare. We start researching Communism, to get to Spies, which we desperately need. Bab Diplomat at Babar offers us Sanitation for RR. I refuse, and they declare war. Oh well, I kill their Diplomat and an Indian Settler who is inconveniently nearby. Just out of suspicion, we also kill another Indian Settler within reach (it was building a fortress). We deliver Caravels loaded with troops at Brandenburg (2) and Pisae (1). We also find another Carth city.

1790 - There is nearly constant Barb action around Bloomington and Darkness. We can hold our own well enough, but we also aren't gaining anything in those cities. The Barbs are now Musketeers, and are harder to kill. We discover yet another Carth city. The city of Babylon has grown from size 8 to size 12 in just a couple of turns (it seems). I've had a Clad sitting right next to it for a while, so I can see the changes.

1792 - We kill some Barbs at Bloomington and Darkness (this is a routine event). I'm sending an Engineer and some Riflemen to a spot at the edge of the Carth landmass as a great city location (2 Whale and 1 Silk) and deathtrap for offensive Carth units when the discover it. We have every coastal enemy city pretty much blockaded now. Ships can get out, but not without being seen and chased down and killed.

1794 - Carth Trireme lands near Girba (ours, but formerly Roman) and demand Gunpowder for tribute. I say NO and they declare War. They attack Girba with an Elephant and it dies. More Barbs appear near Bloomington. This is getting ridiculous! We kill the Carth Trireme and 1 unknown unit with a Clad.

1796 Barbs land near Thebes. The Barb attacks are really becoming a problem. They know where we are weakest (amazing, isn't it?), so all of our cities have to maintain about the same defensive ability (2 Riflemen and 1 Cavalry being my default choice). The Barbs are Dragoons now, which is getting rather difficult to deal with. We discover Communism and start researching Espionage (finally). We suddenly have disorder in Bombay, NY, and Thebes. No reason I can see, but there it is. We move conveniently placed armed Caravels to attack some of the Barbs. I'm moving a Caravan Caravel toward some likely trading locations.

1798 - Barb attack by Dragoons kills a Rifleman in Heliopolis, and further damage is likely. We capture a Barb Leader at Bloomington and get 150 gold. We establish an Embassy with the Babylonians (out of Brandenburg)! We kill a Carth Trireme, and discover Tingis (Carth). City of "Watership Downs" is established at far W end of Carth landmass and we immediately dump 3 defensive units into it for protection (and start building City Walls). I expect many dead Carth units to accumulate at those gates. I have arranged units to defend Heliopolis and Thebes as best I can. A Cavalry unit from Memphis has moved into a fortress just out of Barb sight. Heliopolis is in grave danger even with a rushbuild and an Engineer moved in for some additional defense.

1800 - Carths discover Engineering. We lose a 2nd Rifleman to a Barb Dragoon at Heliopolis. The Cavalry unit from Memphis kills a Barb Dragoon and exposes the Barb Leader. I use a Thebes Cavalry to kill the Leader (150 gold). The last Heliopolis Cavalry kills 2 Barb Dragoons separately; they are all dead for now. It was a close fight, and we need to rebuild our defenses in that area. If we hadn't happened to have (by luck) a Caravel carrying troops to the Indian battlefront, we would have probably lost Heliopolis

End of session… We have no Barb activity at the moment, we have many Cavalry, Diplomats, and Riflemen around the Indians. We have a good defended outpost on the Carth landmass, and the Babs are subject to attack from numerous units in Brandenberg. We need to watch out for Diplomat attacks on our cities.

It is time to take a fresh look at things and decide how to press the assault. The next polls should consider coordinated plans, not separate ones for each enemy civ. I suggest that it is time for a detailed battleplan from the Minister of War (if attacking is workable yet - saying "wait" is valid too).

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Old June 22, 2002, 16:33   #2
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Cities, part 1:
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Old June 22, 2002, 16:34   #3
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Cities, part 2:
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Old June 22, 2002, 16:35   #4
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Defense:

(messed up)
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Old June 22, 2002, 16:36   #5
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Old June 22, 2002, 16:37   #6
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Old June 22, 2002, 16:38   #7
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Old June 22, 2002, 16:38   #8
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Old June 22, 2002, 16:39   #9
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Old June 22, 2002, 16:41   #10
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Old June 22, 2002, 16:42   #11
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Powergraph (notice we have hit the top and levelled off):
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Old June 22, 2002, 16:49   #12
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If anyone thinks this game is over and only a mopping-up operation is left, you're crazy. The Indians are very powerful in defense, the Babs are gaining strength, and the Carths are at least large and have many units (they even had the nerve to attack one of our cities). This one will be tough for 2 more months, and we could still lose if we are not careful. "Diety level" still means something. The computer is going to work hard to equalize things. The Barbs, for example went from Elephants to Dragoons in only a few turns. The Indians have Gunpowder/Musketeers and the rest will have them quickly....

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Old June 22, 2002, 19:07   #13
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A stalemate-period. The production shields in our cities are too few. What's going on with that? We have way to much food as it seems. Probably to much workers wasted in the rural economy. A large industrial proletariat is essencial for out victory and our way of life!
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Old June 22, 2002, 19:15   #14
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Its still the AI, we will crush them very soon, don't be afraid to lose a few units to take out a city, we get spies soon so we can use then to take out citywalls and then just throw 15 vet cavalry at that city, I bet we take it, then move on to the next city and repeat.
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Old June 22, 2002, 19:35   #15
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nice play, a lot of barbs though...
btw how's our treasury?
I saw the AI's having 1000's of G, is this the same for us or are we 0->100G rush-investment-system?
If not, (spies + G) x barbs=New troops for us

Well it seems like there will still be something to do next month...

Shade,looking forward to shed some blood leading troops into battle(if ellected)
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Old June 22, 2002, 20:02   #16
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We have 3,340 gold at the moment. I didn't realize that didn't show up anywhere, it matters. And here is our Tax Rate screen:
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Old June 22, 2002, 20:04   #17
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ooohh in that case... having spies in the frequently visited cities and some cash will solve our barb-problem and give us cheap troops we can trow at the Indians & Co

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Old June 22, 2002, 22:21   #18
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Good round

I think Hydey is right, with spies most of our problems will be over.
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Old June 22, 2002, 22:36   #19
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Originally posted by atawa
Good round

I think Hydey is right, with spies most of our problems will be over.
Yes, I think the way through the enemy civs is by Spy assaults. To knock down the City Walls, to investigate the cities for units counts, and to protect our own from bribery!

We get Espionage in 2 turns. I think we should plan around that. Um, I have no idea if Dips upgrade to Spies through Leo's? Do they?

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Old June 22, 2002, 22:50   #20
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They do, but they loose their vet status in the process
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Old June 23, 2002, 00:08   #21
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No great loss. Definately worth it!

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Old June 23, 2002, 07:42   #22
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yeah, spies are as strong as vet diplos anyway right?
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Old June 23, 2002, 11:41   #23
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Just about, I would however suggest we dont build anymore diplo's and wait for espionage.
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Old June 23, 2002, 22:01   #24
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Remember also that under Comunism all newly built spies have vet status.
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Old June 24, 2002, 04:46   #25
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Yes vet spies are just what the comrade ordered.
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Old June 24, 2002, 06:03   #26
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Is it 1800 already? My, how time flies.

Good job, government dudes. I just bought the Civilization Chronicles package, so I'm now equipped to potentially run for office in the future, depending on what my domestic situation is and how much longer this game goes on.
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Old June 24, 2002, 08:25   #27
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I suggest we build a veritable army of vet spies as soon as we have Espionage, then make a strategic oedo switch to Fundamentalism.

Only then can we outproduce the cheating AI civs, ramming cavalry and spies down their throats while bribing their weaker cities.

Great job, cavebear!
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Old June 24, 2002, 08:29   #28
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Quote:
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and how much longer this game goes on.
I'm sure another one will start, this is alot of fun.
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Old June 24, 2002, 14:43   #29
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A good transition turn !
Two remarks :
1/ why are we building a new caravel, rather than waiting for transport, soon coming ?
2/ about barbs, at this era in the game, they don't come from the sea but are uprising from void areas : to avoid that, in some situation, a well-positionned new city may be founded to filfull unoccupied spaces.(possible near Bloomington or Darkness ? probably not near Heliopolis !)
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Old June 24, 2002, 14:58   #30
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A good transition turn !
Two remarks :
1/ why are we building a new caravel, rather than waiting for transport, soon coming ?
Because your esteemed President forgot that Caravels won't upgrade to Transports, that's why. We do have Transport technology now, so we can convert production.

Quote:
2/ about barbs, at this era in the game, they don't come from the sea but are uprising from void areas : to avoid that, in some situation, a well-positionned new city may be founded to filfull unoccupied spaces.(possible near Bloomington or Darkness ? probably not near Heliopolis !)
I've noticed the recent Barb incursions are "peasant revolts". If I understand that correctly, they can arise from anywhere within our borders, and don't require Barb ships to deliver them. In any case, I have moved some units out of Bloomington and Darkness in an attempt to prevent further problems.

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