new game (No Mods)

considering there only the four of us playing on here at the moment, i wonder why 700 people been so intrested in coming into this forum to take a look.

I say sign up
 
well, this is a level that is lower than the average here, as most will play Emperor and up.
just play, have fun, and learn.
also - like i said. if you keep it tidy, you might attract other players. as i see it now... its a mess.
but no worries, i plan to play this out.
as this is your game, its your call.
and i think we should maybe discuss things abit more. if we do whatever we want... we will get nowhere and learn nothing.
 
well, I think that means 700 views, not 700 different users.

Also, I just looked in soul_warrior's sig and noticed a link to this SG...good idea, i'll do that right now. :)
 
forget this is a load of......

if you agree to constitution your powers really limitd but will benifit our empire
 
penwa
as i see the whole SG thing, it has, when its your turn, total freedom of choice. movements, builds, that sort of thing - especially those that can be finished soon - are your own to decide upon.
OTH, tech advances, general strategy, war plans, and wonder builds are things that require either many turns of building, or lots of science (for example - the CoL, PHIL, REP slingshot i mentioned earlier) these things need to be agreed upon by the whole team. if you go a mount a massive offensive against the AI, it will have some long term effects, not just your 10 turns. so its only fair we get a voice in that.

maybe we should work less in Prime Minister Mode, and more in Senate Mode?
set up a few plans.
Short term, Medium term and Long term.
short dealing with things like - what do we do with this war? building priorities? next 10-20 turns (think MicroManagment)
medium - who are our next rivals? do we go for war or build in peace? what tech path are we going after now? plans for next 20-35 turns (think TACTICS)
long term - which wonders do we want? where do we prebuild them? why there? which tech do we want at the next age? who has things we need (lux, resources) but cant get to now? who is growing too strong and how to weaken them? this deals with 35+ turns.
 
i dont know what you mean by 'prime minister mode' since the prime minister is not a president, he dont make all the decisions that affect the country, thats the idea of Parliament, so i little confused what you mean by that.
sentate mode, i guess thats what we would call in great britain, mps. unless your on about the greeks in which case its a whole other dealy. (unless thats civ fanatics talk for something completly diffrent.

its all very good setting long term plans, but if you extend the time you have to-20 turns then you will have alot more you can do.

i just write the consitution that you guys can decide on, it on the first forum page. majority wins.
amendmants can be made, basically all that soul warrior said.

you do not really need to pay much attention to it, but if someone has a strong view that we should head in that direction then you have the constitution to back you up.

it also shows what our current plans are for england. so far only one plan made that is to head for republic
 
1275 b.c (1). Looked at general situation. The game seems to be in a stalemate so far, with the french and us slightly above. Seeems that we could make more expansion/exploration. London starts Curragh. Hastings switches to temple from walls. Please show a bit more of criterium to decide. Walls there are of no use, and we can really use some culture, specially in such a potential powerhouse. Settler sent to hill SE of london.

1250 (2): Just about nothing.
1225 (3): More exploration.
1200 (4): York finishes his granary, but needs some terrain working to work finely. Starts worker. Coventry founded. London finishes Curragh that goes North to explore, and starts Temple, but not sure if this is what it will actually do. More terrain working and exploring. noticed the french have a second supply of iron far away from us. Code of laws due in 1, no money save possible.

1175 (5): CoL-->Philosophy in 7. Nottingham starts settler as workers around do the roads to a new city. Why on Earth is Canterbury doing a Granary?? :nono: switched to Curragh.

1150 (6): Nothing
1125 (7): Spotted a goody hut NW of us, but no chance to get to it till Galleys. York worker-->Temple.
1100 (8): Nothing important.
IT: French found new city.
1075 (9): Sucks, but there's not much to do.
1050 (10): French have diamonds too :rolleyes:. There is not much to do as I decided to build a few temples. This is a long time move, as we will enjoy increased culture in the next turns. Nottingham's settler should move East or NE to found new city and possibly push Americally culturally. Philoshophy will be done in 2 turns, and I think we could get Republic. If we do, such an early revolution will definitely give us a good tech lead. Suiciding a Curragh sounds like a good idea to me once we finish scouting the coast.
 
what you mean why on earth canterbury doing granary? why not do granary? just means we will have less time wait to get settlers or workers.


iroquoisplisken: your up

vote-head for republic or Monarch
I vote Republic
Vote-Constitution Yes-No
 
Republic, no point in getting nuts about big wars.

Granary in Canterbury was going to take far too long, and with York and London stablished as settler pumps, I'd say that is enough. A curragh gives us a chance to meet other civs sooner than the AI can even dream
 
Got it. I'm gonna look at it after I post, but I won't be able to finish my turns tonight. I have a half-day tomorrow, though, so I'll have the save up by early afternoon tomorrow (probably around 3 for me).
 
I noticed America is willing to sign peace, and give us 35 gold. I'm guessing we should accept, especially with Republic and Anarchy coming up, but figured I'd ask.

Also, there are two workers to the east of Canterbury, on a forest (outside the cultural borders). Are they there for any reason? Maybe to cut down the forest? Again, figured I'd ask. :)
 
i vote REP.
those two workers could road for that settler.
we shouldnt revolt till after that settler is out!!! we can use that growth!!
if possible - get a few units b4 revolting too - change whatever. get warriors-archers-spears... whatever so we can protect ourselves during the crisis.we will be able to build later.
during revolution MM cities for max growth, as nothing else will happen.

about war.. get peace on good terms, have a defensive army (we are not going to attack ANYONE in the next 20-30) ready. i guess we will have 4 anarchy turns and maybe another 10 to get to full production again. after that, mobilize for war.
IroPlisken - make us proud!!!
 
@ evincar
to cut it short - TEMPLES SUCK. BIGTIME.
think LIBRARY.... culure + SCI + happy face. need i say more?
we can use those shields elsewhere, unless we are going for a culture win?
too lazy to explain, but trust me, we dont need any. we can us ethe LUX BAR.
ill find some more detailed reasonings to this later and post the links here.
 
IroquoisPlisken said:
I noticed America is willing to sign peace, and give us 35 gold. I'm guessing we should accept, especially with Republic and Anarchy coming up, but figured I'd ask.

Also, there are two workers to the east of Canterbury, on a forest (outside the cultural borders). Are they there for any reason? Maybe to cut down the forest? Again, figured I'd ask. :)

I was thinking about founding a coastal city there, however the fact that america is so close makes me doubt...
 
we shouldnt revolt till after that settler is out!!! we can use that growth!!
if possible - get a few units b4 revolting too - change whatever. get warriors-archers-spears... whatever so we can protect ourselves during the crisis.we will be able to build later.
during revolution MM cities for max growth, as nothing else will happen.

well, I agree on waiting until the settler's made. however, if we are the first to Philosophy, that means we will have Republic in 2 or 3 turns. so I'm not going to be making many units. I'll change the temples to units, so most of those will produce a unit in a few turns,. Then, as soon as that settler's made, it's Anarchy time.

Of course, this is all resting on the hope we get Philosophy first. There are 4 more civs out there who could have already gotten it.
 
guess you made peace with america?
why you say temples meaningless, i always thought of them as cheap and easy way to expand our borders, then move on to libary after temple built.

LET THE REVOLT BEGIN
 
Pre-turn – Move a citizen in Hastings to get the temple done a turn earlier, with same turns for growth (10). Do the same in Coventry to get a worker in 2 turns, growth still in 1. I also move science down to 60% from 90% to get Philosophy in 2 turns still, but gain 10 gold per turn. I changed the temple in York to an Archer, but the other two would waste shields if I switched…I switch the temple in Hastings to a Settler, losing 15 shields – 25 shields would have been lost if I switched to a Spearman or Archer. I keep the temple in London. There’s only 2 turns left, and if I switch it to a Spearman we’d lose 26 shields.
I also make peace with America and get 35 gold.

1025 (1) – Archer built, change to temple – I’m kidding, I change to Barracks, due in 8. If we go into Anarchy, the next person can change that. Settler also finishes, start on catapult.
Philosophy next turn *crosses fingers*.

IBT – WE GET PHILOSOPHY FIRST!! We now have Republic. Start on Map Making. Hold off on Anarchy so the Settler can be built, but next turn will be revolting time.

1000 (2) – Start road towards Coventry. Also move worker just made in Coventry onto Wheat to meat up with the other two workers. Move Science up to 90%. Map Making in 12 with –1 gold, but with 141 I think we’ll manage.

975 (3) – Settler built in Nottingham, start Catapult. NEWS FLASH: America and India are not on the same continent. Hmm… Start revolution and – WHOAH!! “We should have the government back under control in 2 turns.”

950 (4) – London is in danger of unhappiness. Change one citizen to a taxman, instead of raising luxury, so London won’t grow (already size 6). Warwick founded. Newcastle founded. Not much else, except I discover another small island southeast of us (south of America).

925 (5) – We are a Republic. That seemed awfully quick. I thought 4 was the minimum number of turns for non-Religious civs…Move Science down to 60%, Map Making in 10…scratch that, 9 turns after some micromanaging. France has Construction, but won’t trade for even both, Philosophy and Code of Laws.

900 (6) – India has Currency now, but won’t trade either…

875 (7) – French are building the Colossus. Change York’s production to Settler.

850 (8) – Settlers built in London and York. Start both on Barracks, next person can change both. It appears America’s island is…rather small…and I see shore east of them. Not sure where to send London’s settler, but it won’t have built a city before the next person’s turn, so they can decide…

825 (9) – Land east of America is just a one-tile island, but there’s another island south of it. Move Science up to 80%, Map Making in 4 turns, -16 per turn, 145 gold in treasury. Trade Code of Laws to France for Construction and 14 gold in hopes to trade with India. They still won’t give up Currency, though.

800 (10) – Catapult built in Hastings, change to Archer for now. Moving a Curragh down the west coast of India/France for a possible suicide.

If you’re wondering why those workers are irrigating that tile south of York, it’s so I can get water to Coventry.

England,_800.JPG


I believe you're up soul_warrior:
 
i propose the invasion of america. When we have our army up and running, they seem to have a small amount of land but will add greatly to our empire.
 
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