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Old July 7, 2003, 19:39   #31
Scouse Gits
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Thanks La Fayette ... we have come back on track

-JRabbit Please join in


Play Order

1) SG[1] - 20 turns
2) SG(2) - 20 turns
3) STYOM - 20 turns
4) sirsnuggles - 20 turns
5) LaFayette - 20 turns
6) -Jrabbit - 20 turns
7) SCG - skipped
8) Old'n'Slow
9) Julius
10) ???

------------------

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Old July 7, 2003, 19:54   #32
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Quote:
Originally posted by Scouse Gits
Thanks La Fayette ... we have come back on track

-JRabbit Please join in


Play Order

1) SG[1] - 20 turns
2) SG(2) - 20 turns
3) STYOM - 20 turns
4) sirsnuggles - 20 turns
5) LaFayette
6) SCG
7) -JRabbit

------------------

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and if JRabbit wants to play before thursday, feel free to cut line
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Old July 10, 2003, 08:41   #33
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Rabbit droppings...
I actually found time to squeeze in 20 turns! Got a couple techs, met our first alien civ, dropped a few cities. Turnlog shortly...

Here's the zipped save.

[Note to Scousers -- I see you are considering splitting the game into two versions -- AC and Conquest -- with a 1 AD target date. IMHO, this game has not developed far enough yet, so that option remains open (and sounds FUN).]
Attached Files:
File Type: zip bo_360a.zip (40.5 KB, 9 views)
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Old July 10, 2003, 09:35   #34
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Any room left? Downloaded the save & can look at it tonight.
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Old July 10, 2003, 10:29   #35
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20-Turnlog
It's 25 BC and King RabbitMong surveys his kingdom.
It seems we are home to 340,000 ppl -- the only ppl on earth, AFAWK We "enjoy" an income of 5 GP per turn, and our wise men have just begun studying the advanced technolgy called Writing and have issued a memo indicating they believe it will be 12 turns (about 250 years!!) before they can do so.

We desperately need a couple WoWs -- Mike's Chapel and Marco Polo are recommended targets. Cope's would be nice, but unlikely.

Proposed research after Writing -- We need TRADE (for Marco Polo, for camels) and LITERACY (for Philosophy/Monotheism, or for direct run to The Republic.

Clearly, our research rate needs work. But with only 6 cities, options are limited. Plus, we need temples in several cities, none of which are in process. Yet.

25BC (adjust) -- Hire 4 Einsteins in Samarkand (changes rate to 8 turns ). Change Karakorum build orders from Horseman to Marketplace (cost = 5 shields). Our massive (82 GP iirc) treasury is used to complete a row or two. The Rabbit Mong issues a heavy sigh and hits ENTER.

0001 AD -- Machiavelli notes that we possess Pathetic Happiness.
Egyptians begin Great Wall.
A couple more rows rushed...

0020 AD -- Samarkand adds 5th Ein for planned Full Xinning. Plan to change Marketplace (under construction) to Library once we learn Writing.
Chariot finds a hut!
Zulus build Lighthouse of Ulundi. (Carths abandon project)

0040 AD -- Kashgar grows into disorder, another Elvis impersonator hired.
Hut yields 50 GP
Samarkand still has 2 Eins on alternate (non-Xinning) turns. (Who says early irrigation is useless?? :wall )

0060 AD -- Use new cash to complete a couple incremental rows.

0080 AD -- Celts uveil King Richard's Crusade in Cardiff.
Tabriz grows into disorder.
Kashgar solves happiness problem by building Settler. Starts on Temple.

0100 AD -- City of Aleppo founded.

0120 AD -- Zulus start Copernicus' Observatory.
Tabriz follows Kashgar's lead -- builds Settler, starts Temple, fires Elvis.

0140 AD -- Not satisfied with KRC, Celts begin Great Wall.
We discover WRITING (took 8 turns). Literacy not offered, so we take TRADE over Feud, Iron, Seafaring, Wheel. No contest.

0160 AD -- Carths begin Oracle.
Carth troops (ellie and archer!) appear outside (undefended) Aleppo, demanding Polytheism and Pottery. We give it away, and get peace in return. A gift of Monarchy makes them Receptive, but trade offer is rejected.

0180 AD -- We sack the treasury (using 104 out of 106 GP) to complete a Library in Samarkand.
Persians complete the Great Library of Pasagardae, then start on GW.
City of Kabul is founded.
Kashgar sends horsie to defend Aleppo. Elvis hired to keep the peace until journey is complete.

0200 AD -- Karakorum completes Marketplace, starts on Library.
Samarkand now a science powerhouse, with 24 beakers (6 turns/tech) on Xinning turns, 13 beakers (9 turns/tech) on alternate turns. (RabbitMong muses at how great it would be to have a 2nd Size 5 City. )

0220 AD -- RabbitMong declares Quiet Time, a great national holiday.

0240 AD -- Celts complete Great Wall of Cardiff. Egyptians abandon project, Persians switch to GW.

0260 AD -- Nishapur reaches disorderly size 3.
Ormuz founded in juicy sweet spot far from capital.
Chariot completes exploration, declares our continent an Island. Noting the many great city sites available, he heads home to start a real estate company.

0280 AD -- TRADE completed, Literacy started.
Samarkand build orders changed to Camel.

0300 AD -- French complete Shakespeare's Theatre in Paris. Persians switch to Cope's.

0320 AD -- We found the city of Basra.

0340 AD -- Tabriz completes Temple, starts on Camel. Or Settler. (SGC will decide.)

0360 AD -- Temples completed in Nishapur ($$) , Kashgar. Elvises dismissed. Camel/Settlers started.

King RabbitMong completes his 20th and final turn, retires from the throne, taking a job in the private sector as spokesperson for Chariot Realty.

Some quick notes for SCG --

1. Karakorum will complete its Library next turn and should start a camel-building program to get us a WoW.

2. We're now at 540,000 ppl with liquid assets amounting to 0007 GP. (Sorry about that, but we needed those temples!!)

3. I strongly recommend we target Marco Polo. This is especially important on a gigamap!! It's already 360 AD and we've explored only our own island, so instant embassies and tech/map trading seems our only fast way forward. Besides, we can build MP now, but still need 2.5 techs before we get Monotheism! Better to get MP, trade for Mono, and go on from there.

4. DON'T FORGET SAMARKAND!!! If you screw up the alternate-turn Xinning, it will fall to Size 4 and the Einsteins will go on strike.

5. I failed to launch a trireme but pressing domestic issues needed to be addressed first. Perhaps the time has come...

6. Camels (WoWs, trade) and Settlers (new cities, transport system) are the order of the day. The North-South Highway and the Ormuz Off-ramp are nearly complete, I founded 4 cities iirc, but not The Institue. Plus, we'll need a couple more temples as smaller cities grow...

7. There's a Carth elephant blocking the highway up north, fortified on a hill. Technically, not in violation of our treaty. When you're ready for WAR, the Carths will give it to you. (I know we have no Spotless requirement, but I've decided I wouldn't be the one to first smudge our reputation.)

8. Long term (after Mike's is built), we should give serious consideration to going Republic. On a decent-sized island with no competing civs (yet), we can keep a minimal horse force inside our cities and get quick growth to Size 8 in several places.

9. Final Words of Wisdom --
BUILD CAMELS AND GET MARCO POLO!!!

Edited for typos and such...
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Old July 10, 2003, 10:37   #36
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Ons, great to see you posting!!! How's it going?

SCG is scheduled to play his turns tonight, but I'm confident the Scousers will add you to the roster, probably right after him.
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Old July 10, 2003, 12:01   #37
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Correct bunnyman - good turns btw - OnS you're in...

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Old July 10, 2003, 13:41   #38
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The RabbitMong seems to have made good use of the Monarchy I had to fight hard to acquire
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Old July 10, 2003, 13:52   #39
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Yeah, this must have been a real mess in Depotism. We were undoubtedly tops in technology while cursing the hut luck that made Monarchy so expensive (and late).

If we didn't need Marco Polo and Mike's so badly, I would recommend we just keep spitting out new cities (semi-ICS), starting several of them on top of the specials (instead of just one city in the central sweet spot).

Anyway, they were fun turns. Looking forward to some real progress from the next couple of kings.
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Old July 10, 2003, 17:24   #40
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Is it yet possible to join
You know there are nine riders for each team in the tour de France
BTW, are two wheels ok
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Old July 10, 2003, 18:16   #41
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He's back!!
WELCOME BACK, JULIUS BRENZAIDA!!

The living legend returns... apparently using his vacation time to slum among the great unwashed.

Great to see you online, Julius. One assumes the Scousers will be accommodating...
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Old July 11, 2003, 04:48   #42
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One assumes correctly!
Of course you are most welcome Julius

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Old July 11, 2003, 09:20   #43
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Quote:
Originally posted by Julius Brenzaida

BTW, are two wheels ok
Well, I know we've been using a NONE chariot, so it appears that is OK.

Just so no walking is involved (except Settlers/Engineers)...
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Old July 12, 2003, 12:26   #44
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Ons, great to see you posting!!! How's it going?
.
It's going ok, thanks
But I am not THAT great I believe

BTW, whose turn is it to play, not me I hope
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Old July 12, 2003, 17:40   #45
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Still waiting for SCG -- Let me know if I should sneak in foe a few turns...
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Old July 12, 2003, 23:59   #46
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sorry, haven't been able to play atm for a variety of reasons - please skip me for the time being
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Old July 13, 2003, 06:14   #47
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Turn order updated
OnS - you are up!
SCG - we will slip you in once you have cleared up RL

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Old July 14, 2003, 09:45   #48
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Quote:
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Turn order updated
OnS - you are up!
SCG - we will slip you in once you have cleared up RL
As long as it's updated, thought I'd bump it into view...
Quote:
Play Order

1) SG[1] - 20 turns
2) SG(2) - 20 turns
3) STYOM - 20 turns
4) sirsnuggles - 20 turns
5) LaFayette - 20 turns
6) -Jrabbit - 20 turns
7) SCG - skipped
8) Old'n'Slow
9) Julius
10) ???
Lazy Scousers...
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Old July 14, 2003, 09:46   #49
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I'm on it -- rollin', rollin', rollin'...
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Old July 14, 2003, 19:21   #50
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Thanks -JRabbit! You can pop round and do the washing up next.

-----------------------

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Old July 15, 2003, 09:08   #51
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Thanks -JRabbit! You can pop round and do the washing up next.
-----------------------
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Old July 15, 2003, 09:24   #52
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I've started but haven't finished -- unusual for me. Have something that I want to mull over...
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Old July 15, 2003, 09:41   #53
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Hush now, everyone! Old n Slow is thinking!
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Old July 15, 2003, 11:50   #54
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Actually, with some mulled wine, I could the Scouse Gits’ new smiley.
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Old July 15, 2003, 12:49   #55
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Thanks -JRabbit! You can pop round and do the washing up next.

-----------------------

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watch out for those empty bottles on the floor
It could be dangerous
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Old July 16, 2003, 09:24   #56
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Completed my moves & will tell all later (notes are currently elsewhere). For a teaser...let's just say we're back on track.
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Old July 18, 2003, 05:31   #57
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Did I miss something, or is there no saved game avalaible yet
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Old July 18, 2003, 05:45   #58
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Old n Slow ... we are well teased Any log/save game?

-----------------------

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Old July 18, 2003, 06:40   #59
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The save -- had trouble logging on (only four times attempted) yesterday.
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Old July 18, 2003, 06:46   #60
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Hmmm the world in 380 AD -- we have an orange elephant & no information on
anyone else.

Hmmm, JRabbit STRONGLY recommends Marco's.

Hmmm, there are three civs
working on wonders (and these are 300 shield wonders...), and they've been
working on these for some time now...

Ok, let's catch a clue.

If Karakorum is to build this wonder in a timely fashion, we'll need 3-4 camels & some $$. To which we have no camels complete and 7 coins. Yup.
Make a couple of changes (like more $, less science) & hit enter anyway.

380 AD -- With rates set to 7.0.3 & Samarkand off Xinning, we rake in almost 20 coins. Karakorum completes Library. Spend a few coins to complete a row
or two of camels. Hmmm I don't think that this will be enough -- either in effort or time...I don't think that any camel coming from the north will make it in time either. Sell our only market & focus on the south.

400 AD -- a few more coins in. Sell both libraries -- now I'm thinking that I should of switched the library effort in Karakorum to 35 shields towards a camel at the get-go -- yup 35 shields at a cost of $25 a row would have
saved a couple of coins oh well.

420 AD -- Two camels are on the road moving.

440 AD -- The excitement mounts.

460 AD -- Karakorum completes MPE. The Zulus complete Copes. Carthage completes OR. We pass to mull over the foreign situation...

(Saw a posting by Elephant that detailed the initial use of Marco's and the trading that ensued. Inspired by that post (he truly made it sing) I wanted to see how much mileage we could get with a round of trading, particularly aware that relationships deteriorate with MGE.)

In 460 AD, we know 16 techs; the world knows 29 in total.

In a nutshell,

Egypt (6 spears) - Myst, Poly, Cons, Trade; + Sea, Math, trade Maps, Ally? (yes if we give them Poly (what once wasn't enough? Oh Ok); gift? they give us $250 of their 266 treasury, we leave them worshipful of
us. (Persia gets Poly)

Spend a few coins on the off change that if we can gain another ally, they'll take pity on our poverty.

Celts (3 spears) -Myst, Write, Mon, Trade, Sea, Math; +Eng, IW, Wheel, trade maps, ally (yes if we go to war vs. Carthage; Hmmm very tempting, but I want a tech from them, so we'll pass for now) (Persia gets IW.)

Carthage (2 spears) -Write, Wheel, Math, Sea, Eng (later on - Rep & Phil); +BB, trade maps, Ally? no.

France (4 spears) -WC, Poly, Wheel, IW, Eng (and later BB); +Lit, Phil, Rep, Med, Astro, Bank; after second round of trades, end up as cordial...trade maps? (yes!) Ally ? If we attack Egypt. (What with them having 6 spears to our weak status, hey wait a minute -- you guys haven't even seen that country (and they haven't seen you either.) besides, I think
that their herald winked at me -- Nope, no war for now.)

Zulu (5 spears) Just for kicks, let's talk (they are building Magellan's so we don't expect anything) -Cons, Rep, Phil, Trade, Mon; +Nav; Ally? (If we go to war vs. Egypt -- Hmm there might be a pattern here; but I recall once where the demands wnet beyond the first request, so we'll pass this offer as well.)

Persia (0 spears) just for kicks again, let's talk -- we both have 29 techs, so there's nothing to really talk about, but since we're weak & they are Pathetic (and building a wonder) let's demand tribute! -- They declare War. (Yawn).

Persia is researching Invention & has a wonder underway -- I have every expectation that when they discover the tech, they'll switch to Leo's -- and of course, this is the one map we don't have. Thus, the second reason for the extra techs, that we may not have wanted right away (like BB) -- tech bomb their research & slow them down while we catch up. the first reason for BB was to gain an extra tech from trading with France (wasn't expecting to get Nav with the Zulu's working Magellan.) We leave the trading round
with a worshipfull Ally, one Enraged war & four enthusiastic peaces.

480 -- (Barbarians develop BW -- open the trade window to see if we can get their map -- nope they're not listed -- but wait -- we now have one enraged
war, one uncoop Ally & four hostile Peace -- RAPID deteriorization of relationships.) Persians start Magellans (great news -- they only have five cities -- having two of them wonderize improves the chance that they won't get anything!) Research -- we are over halfway towards the next tech (we choose Mono over Inv (a very close second choice -- I want both Wonders -- but felt that Mike's, plus some camels & growth would get Inv & Leo's faster than a straight jump for Inv & Leo's. I have the save at 460 if anyone wants to try an "alternative path to glory") Samarkand finishes its new library & starts a camel

500AD -- $ = 35g. (81 turns per tech) switch back to 3.0.7 Tabriz builds a settler & starts on a camel. Sam goes back to full Xin (tech now down to 22 turns)

520AD -- Kabul builds a settler & starts a camel (Tabriz settler heads toward the coal -- a mine there would be nice.) (Celts switch to Mon. Celt/Car war ends. Egypt discovers Lit.)

540AD -- quiet.

560AD -- unit passing by elephant causes a conversation (we give Carthage Nav) Bokhara builds a caravel.

580AD -- Sam back to semi-Xin; Kar builds a Hides Camel (Car switch to Republic)

600AD -- Ormuz builds a temple, starts a camel. Celts want us to war over Car (we say no, and they fight anyway.)

620AD -- Kashgar makes a gems camel

640AD -- more quiet

660AD -- Sam back to ½ Xin

680AD -- Basra builds a temple, now making a camel (Zulu discovers IW)

700AD -- Nishapur makes a Beads camel; Kar makes a Salt camel (hides has more customers, but this may lead to a second trade arrow.)

720AD -- Nish blows up -- guess I'm sleeping at the switch.

740AD -- Nsih back under control, but Tabriz makes a beads camel & blows up

760AD -- The camels are on the road, move along lil' doggies...

After the great trading round, I stayed in monarchy for the production -- with the great distances & high corruption I was unsure that a shift to Republic would pay for itself -- also unsure whether a 3.0.7 (& 25 coins per turn) was better than a 7.0.3 & fewer turns for the next advance -- in my mind it was close to a toss up. -- In any case, I think that the camels will make the difference.

Notes: Karakorum has a 1 food deficit to work 10 shield row, else and have a 1 food surplus with a 7 shield row -- I've toggled back & forth for production.

The camels are heading north to Zulu country -- as of now all are demanded products. The boat in Ormuz is waiting the cargo that is ion the road. The boat at sea has a camel (I think that Ngome still wants gems) & a horse for the hut & darkness south of Zulu country.

We'll probably want to shift to Republic to cash in on the camels, grow, Mike's, etc.
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