Autumn Leaf
Since 1992
== ROUND 7 ==
1804: Celts ask for help against Spanish. Sorry, no.
1806: Zulus liberate Greek Ibabanago, take Metallurgy! T1L6S3 for WLTP.
1810: Zulus discover Explosives. I discover Explosives > Electricity. Settlers upgraded to Engineers. I decide that the GL is pretty much played out and it's time to go for Electricity.
1812: Population 11.08m. This celebration is actually largely for Kerman, which needs to grow fast if it is to survive.
1814: Germans and Americans sign "Hamburg Pact" to contain Mongol aggression. I start hardening the defences of Karakorum.
1816: population 12.28m. Germans demand Sanitation and throw a tanrum (declare war) when asked to remove their troops. German Diplomat swatted near Shangtu. German-American treaty activated. American Legion killed as preventative measure.
1818: As with the Germans, demand Gunpowder and throw big temper tantrum when denied. Zulus develop Electricity (that was fast). Zulus liberate Greek city of Swazi. Kerman has a reprieve, of sorts. Population 12.68m, and due to wars breaking out and Kerman reaching 8 pop, I end the celebration. I capture Buffalo (between Shangtu and new York). City count: 20. I start starving Buffalo so I can capture other cities as required. I clobber the Celts intruding on Kazan and threaten Cork. Karakorum starts Statue of Liberty as a placeholder.
1822: Zulus and Spanish sign "Cannae Pact" to contain Mongol aggression. Zulus drop two Caravans on Zanzibar and make loud noises. I don't demand they remove their troops, so "Peace" nominally survives.
1824: Wretched Senate signs a Cease Fire while an American Catapult is squatting on Shangtu lands! OUTRAGEOUS. I bribe it away by pointing out there's no Prohibition in Mongolia, promising it all the alcoholic *kumis* it can drink! I also start gathering Diplomats and Dragoons at Shangtu to form a cavalry army to counter-invade America.
1828: Buffalo becomes an Engineer. City count: 19.
1832: Greeks liberate Zulu Swazi. I capture 7-pop Cork. City count: 20. Once again the Wretched Senate agrees to peace. Now I have a dilemma! I can't kill such a big city so easily but I am at the max cities, so I am stymied till I lose a city somewhere. But this city is in a fairly quiet corner of the world and close to home, so I should probably lose some other city. Poor Kerman! It's a better city than Cork, but probably impossible to protect. I begin dissolving my greek enclave, pumping out Engineers and selling improvements. In other news, there is a massive Barb uprising between Khorasan and Kashgar. Cavalry despatched! I will niggle them down.
1838: HOOVER DAM IN KARAKORUM. Meanwhile, Zulus liberate Greek Swazi. These two have found a rough way to equalise their techs! But surely diplomacy would be easier.
1840: Tugela builds Statue of Liberty. Zulus revolt.
1842: Barbarian nuisance abated. I counted at least 5 Musketeers and 4 Cannon. I killed a couple each turn, leaving no Cavalry units where they could be counter-attacked.
1844: Communism cancels Marco Polo. From here on in I'm in the dark again. The first boatload of refugees from Kerman arrives at Isipezi. The plucky Transport sets off across the pirate-infested seas to pick up a second load. Funnily enough, I had two boats but now I have only one - Karakorum's disappeared from its dock in Naples at some point. I decide I don't need Cork. I begin breaking that city down as well.
1850: Americans sneak attack me yet again. I still have 20 cities, so I just kill the defenders in San Francisco to reduce its population.
1855: Kerman turns into a Settler. City count: 19. I capture San Francisco. City count: 20.
1862: Celts sue for peace. Wretched Senate agrees.
1863: San Francisco turns into Engineer. City count: 19.
1866: Cork turns into an Engineer. City count: 18.
1870: CURE FOR CANCER IN KARAKORUM.
1871: Greeks contact me to make peace. Hah! Supposedly, we already had it!
1874: Americans sneak attack me and kill two Engineers. This costs them Hamburg. City count: 19. As usual they beg for a Cease Fire. For the first time in this game, the Senate approves continued action against them - so I take Leipzig, too. City count: 20. AMERICANS DESTROYED.
1876: Zulus and Greeks sign a Peace Treaty.
1877: Embassies established with Zulus and Greeks. Zulus: Fundamentalism, 57 techs, 18 cities. Greeks: Communism, 46 techs, 23 cities. By contrast I am Democracy, 61 techs, 20 cities. I'm not one of those who calculates caravan loads and builds massive ship-chains to finish the game ASAP. It's just not that interesting to me. But with the evacuation of Kerman complete, I am running my single Transport back and forth to dump Freight on Mpondo to get some extra money. Enough so I'm building a second Transport. I'm also building a railway line to the end of the peninsula behind Bokhara to shorten the sea run. But it may all be wasted effort as I'm about to get Airports, which will shorten the whole cycle to an airlift to Isipezi or Naples then by ship across the narrows.
1878: Celts declare war.
1880: Hamburg turns into Engineer. City count: 19. Celt city of Iona destroyed. Wretched Senate signs a new peace treaty. I fortify a NON Musketeer on the Cork/Iona site to prevent another city being built there.
1881: Leipzig turns into an Engineer. City count: 18. Out of patience with Celts and Senate, I subvert Rhymney. City count: 19. CELTS DESTROYED. I decide to keep the city.
1883: Greeks and Zulus at war again.
1886: Zulus form Democracy.
1887: SPACE FLIGHT > Plastics.
1888: PLASTICS > Nuclear Fission. Spies (OK, Diplomats) are popping up everywhere. They haven't got one through yet and I don't have Superconductor yet, but it looks like now or never to start the Space Race, because sooner or later they will get one through! Production > Freight, ready to rush Apollo and a bunch of Components the move before I get Superconductor. This would all be easier if I'd stopped growing south after I took Phildelphia! Once a spy gets onto my railway network, he can get almost anywhere, so my military is pinned down blocking the chokepoints to deny the AI access to that grid. It won't hold for long, it just has to hold long enough for me to launch a fast ship!
1889: I subvert Phocaea to stop spies. City count: 20.
1894: Germans sneak attack then instantly sue for Cease Fire and the Wretched Senate accepts. Greeks sneak attack me. The Laser > Superconductor. Every city not already partway to Freight > Manhattan Project.
1895: SUPERCONDUCTOR. APOLLO IN KARAKORUM.
1804: Celts ask for help against Spanish. Sorry, no.
1806: Zulus liberate Greek Ibabanago, take Metallurgy! T1L6S3 for WLTP.
1810: Zulus discover Explosives. I discover Explosives > Electricity. Settlers upgraded to Engineers. I decide that the GL is pretty much played out and it's time to go for Electricity.
1812: Population 11.08m. This celebration is actually largely for Kerman, which needs to grow fast if it is to survive.
1814: Germans and Americans sign "Hamburg Pact" to contain Mongol aggression. I start hardening the defences of Karakorum.
1816: population 12.28m. Germans demand Sanitation and throw a tanrum (declare war) when asked to remove their troops. German Diplomat swatted near Shangtu. German-American treaty activated. American Legion killed as preventative measure.
1818: As with the Germans, demand Gunpowder and throw big temper tantrum when denied. Zulus develop Electricity (that was fast). Zulus liberate Greek city of Swazi. Kerman has a reprieve, of sorts. Population 12.68m, and due to wars breaking out and Kerman reaching 8 pop, I end the celebration. I capture Buffalo (between Shangtu and new York). City count: 20. I start starving Buffalo so I can capture other cities as required. I clobber the Celts intruding on Kazan and threaten Cork. Karakorum starts Statue of Liberty as a placeholder.
1822: Zulus and Spanish sign "Cannae Pact" to contain Mongol aggression. Zulus drop two Caravans on Zanzibar and make loud noises. I don't demand they remove their troops, so "Peace" nominally survives.
1824: Wretched Senate signs a Cease Fire while an American Catapult is squatting on Shangtu lands! OUTRAGEOUS. I bribe it away by pointing out there's no Prohibition in Mongolia, promising it all the alcoholic *kumis* it can drink! I also start gathering Diplomats and Dragoons at Shangtu to form a cavalry army to counter-invade America.
1828: Buffalo becomes an Engineer. City count: 19.
1832: Greeks liberate Zulu Swazi. I capture 7-pop Cork. City count: 20. Once again the Wretched Senate agrees to peace. Now I have a dilemma! I can't kill such a big city so easily but I am at the max cities, so I am stymied till I lose a city somewhere. But this city is in a fairly quiet corner of the world and close to home, so I should probably lose some other city. Poor Kerman! It's a better city than Cork, but probably impossible to protect. I begin dissolving my greek enclave, pumping out Engineers and selling improvements. In other news, there is a massive Barb uprising between Khorasan and Kashgar. Cavalry despatched! I will niggle them down.
1838: HOOVER DAM IN KARAKORUM. Meanwhile, Zulus liberate Greek Swazi. These two have found a rough way to equalise their techs! But surely diplomacy would be easier.
1840: Tugela builds Statue of Liberty. Zulus revolt.
1842: Barbarian nuisance abated. I counted at least 5 Musketeers and 4 Cannon. I killed a couple each turn, leaving no Cavalry units where they could be counter-attacked.
1844: Communism cancels Marco Polo. From here on in I'm in the dark again. The first boatload of refugees from Kerman arrives at Isipezi. The plucky Transport sets off across the pirate-infested seas to pick up a second load. Funnily enough, I had two boats but now I have only one - Karakorum's disappeared from its dock in Naples at some point. I decide I don't need Cork. I begin breaking that city down as well.
1850: Americans sneak attack me yet again. I still have 20 cities, so I just kill the defenders in San Francisco to reduce its population.
1855: Kerman turns into a Settler. City count: 19. I capture San Francisco. City count: 20.
1862: Celts sue for peace. Wretched Senate agrees.
1863: San Francisco turns into Engineer. City count: 19.
1866: Cork turns into an Engineer. City count: 18.
1870: CURE FOR CANCER IN KARAKORUM.
1871: Greeks contact me to make peace. Hah! Supposedly, we already had it!
1874: Americans sneak attack me and kill two Engineers. This costs them Hamburg. City count: 19. As usual they beg for a Cease Fire. For the first time in this game, the Senate approves continued action against them - so I take Leipzig, too. City count: 20. AMERICANS DESTROYED.
1876: Zulus and Greeks sign a Peace Treaty.
1877: Embassies established with Zulus and Greeks. Zulus: Fundamentalism, 57 techs, 18 cities. Greeks: Communism, 46 techs, 23 cities. By contrast I am Democracy, 61 techs, 20 cities. I'm not one of those who calculates caravan loads and builds massive ship-chains to finish the game ASAP. It's just not that interesting to me. But with the evacuation of Kerman complete, I am running my single Transport back and forth to dump Freight on Mpondo to get some extra money. Enough so I'm building a second Transport. I'm also building a railway line to the end of the peninsula behind Bokhara to shorten the sea run. But it may all be wasted effort as I'm about to get Airports, which will shorten the whole cycle to an airlift to Isipezi or Naples then by ship across the narrows.
1878: Celts declare war.
1880: Hamburg turns into Engineer. City count: 19. Celt city of Iona destroyed. Wretched Senate signs a new peace treaty. I fortify a NON Musketeer on the Cork/Iona site to prevent another city being built there.
1881: Leipzig turns into an Engineer. City count: 18. Out of patience with Celts and Senate, I subvert Rhymney. City count: 19. CELTS DESTROYED. I decide to keep the city.
1883: Greeks and Zulus at war again.
1886: Zulus form Democracy.
1887: SPACE FLIGHT > Plastics.
1888: PLASTICS > Nuclear Fission. Spies (OK, Diplomats) are popping up everywhere. They haven't got one through yet and I don't have Superconductor yet, but it looks like now or never to start the Space Race, because sooner or later they will get one through! Production > Freight, ready to rush Apollo and a bunch of Components the move before I get Superconductor. This would all be easier if I'd stopped growing south after I took Phildelphia! Once a spy gets onto my railway network, he can get almost anywhere, so my military is pinned down blocking the chokepoints to deny the AI access to that grid. It won't hold for long, it just has to hold long enough for me to launch a fast ship!
1889: I subvert Phocaea to stop spies. City count: 20.
1894: Germans sneak attack then instantly sue for Cease Fire and the Wretched Senate accepts. Greeks sneak attack me. The Laser > Superconductor. Every city not already partway to Freight > Manhattan Project.
1895: SUPERCONDUCTOR. APOLLO IN KARAKORUM.