June 27, 2003, 21:06
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#1
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Tale of the Years 200 BC
The Tale of the Years – 200 BC
450 – Adjust Workers, set Tax Rate to 70% and Science to 30%.
425 – Pop Hut 50G. Pop Hut – Nomad.
400 – Indian civ destroyed by Americans! Roman Emissary offers peace. I refuse. He offers 200G, I accept. Pop Hut – Astronomy.
375 – Pliny reports on most powerful civs. 1st-Apolyton Imperium, 2nd-Greek, 4th-Roman, 6th-Japanese. Pop Hut – Banking.
350 – Pop Hut – Feudalism.
325 – Establish city of Havoc west of Glorificus. Pop Hut 100G. Rush Pikemen in Devastation 19G. Rush Temple in Pax 38G. Greek Emissary offers peace. I refuse. She offers 300G and I accept. We find Roman city of Cumae.
300 – Establish city of Desolation with Nomad to rehome exploring units. Pop Hut 50G. Discover Japanese city of Edo. It’s in our midst! Find Roman city of Antium. Rush Temple on Newton 68G.
275 – Newton builds Temple, starts Library. Pop Hut – Theory of Gravity. Attack Edo with Legion. It is badly wounded, but the city flag goes down!
250 – Something attacks our Legion from within Edo, but causes no damage (Settler?). Something kills a Legion from within Osaka. Legion enters Edo 11G. So much for that sneaky little city. Rename it Misery. Our Legion kills the defender at Osaka and Archer enters city. Japanese civ destroyed! Establish city of Ruin. Rename Devastation “Rack”. Rename Osaka “Devastation”. Rush Temple in Rack 76G. Rush Temple in Devastation 62G. Rush Barracks in Glorificus 24G.
200 – Rack builds Temple, starts Pikemen. Devastation builds Temple, starts Pikemen. Pestilence builds Barracks, starts Pikemen. Glorificus builds Barracks, starts Pikemen. Pop Hut – None Legion.
We're having serious unhappiness problems with new cities and even some existing ones, as they increase their population beyond what can be controlled with a Temple and a unit or two in town. We are getting so much gold from huts that I'm not sure we need to emphasize that in our tax rate, but we are still getting techs from huts, too. We have rehomed a number of units to ease the support burden from our Heartland cities, and that is helping with production. We have 854 Gold in spite of having rushed some Temples for happiness control and a few other structures so that we could get martial law units started. We have destroyed the Japanese civ, and the Americans took care of the Indians for us. Those Americans are going to be a problem. They are matching us on the powergraph and we have not yet found them.
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June 27, 2003, 21:07
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#2
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Cities:
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June 27, 2003, 21:08
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#3
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Defense:
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June 27, 2003, 21:08
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#4
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Demographics:
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June 27, 2003, 21:09
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#5
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Foreign:
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June 27, 2003, 21:10
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#6
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Powergraph:
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June 27, 2003, 21:10
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#7
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Science:
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June 27, 2003, 21:11
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#8
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Tax Rate:
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June 27, 2003, 21:11
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#9
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Top 5 Cities:
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June 27, 2003, 21:12
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#10
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Trade:
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June 27, 2003, 21:13
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#11
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Northwest:
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June 27, 2003, 21:14
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#12
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North Central 1:
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June 27, 2003, 21:15
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#13
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North Central 2:
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June 27, 2003, 21:16
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#14
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East:
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June 27, 2003, 21:17
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#15
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Southeast:
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June 27, 2003, 21:18
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#16
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Southeast 2:
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June 27, 2003, 21:19
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#17
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South:
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June 27, 2003, 21:20
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#18
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Southwest:
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June 27, 2003, 21:21
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#19
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Heartland:
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June 27, 2003, 21:38
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#20
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we have GOT to find some way to increase our trade, every 75 turns in a nightmare
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June 27, 2003, 21:52
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#21
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First, the 75 turns is only because we voted to turn down the science rate because we were getting so much from huts.
Second, we *are* improving or science rate with massive trade on specials and roads. We are also biulding Libraries to improve our science rate.
Third, we are getting close to some size 5 cities and that will allow us to use scientists.
Things aren't as bad as they may seem on the tech front. We are getting what we need, and when the Libraries are built and the science city (Newton) gets going better, we are going to have a drastic improvement at just about the time we stop getting techs from huts.
I am very pleased with our situation and potential.
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June 27, 2003, 23:01
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#22
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The japanese are gone.
/me looks towards those roman cities
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June 27, 2003, 23:47
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#23
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I was wondering why on the powergraph posted by cavebear that the green civ (Japanese) that we destroyed is listed as Zulus?
has the game restarted the civ and if it has should we allow defeated civs to keep one controlled city that we can destroy at a later date than have them restart.
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June 28, 2003, 02:18
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#24
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/me thinks that in an all out war game, with 7 ai civs where we are trying to make it as difficult as possible to win, that restarting civs is a good thing
With a big map, we could end out destoying 10-15 civs by the time this is over, and I would hope our Minister of War would look on this as a good thing
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June 28, 2003, 06:39
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#25
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my personel enjoyment is of little importance to the people , it is my role to provide information to the people.
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June 28, 2003, 14:32
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#26
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Quote:
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Originally posted by Hydey
I was wondering why on the powergraph posted by cavebear that the green civ (Japanese) that we destroyed is listed as Zulus?
has the game restarted the civ and if it has should we allow defeated civs to keep one controlled city that we can destroy at a later date than have them restart.
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Wow! I hadn't noticed that. I checked a previous year's Powergraph, and they were identified as Japanese then, and they've been Japanese on the Foreign Minister screen.
I hope it's just some program glitch because we can't have our victims springing up again all game. I note the the destroyed purple civ is still Indian, and they were killed of several turns earlier. Maybe it only happens when the human player kills a civ?
I guess we'll have to see what happens on future Powergraphs!
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June 28, 2003, 14:35
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#27
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Quote:
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Originally posted by cavebear
I hope it's just some program glitch because we can't have our victims springing up again all game.
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Why not? As I stated above, wouldn't it make for a longer and harder game if there are more then 6 other civs to destroy? And since this is a war game, I would think this a good thing.
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June 28, 2003, 14:35
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#28
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