RBD SG3 - The Builders

At war! The Deacon was sadly disturbed to find this out. Who was it?
Soulless atheists who would persecute us merely for our divine favor?!
Ha! They would be shown the folly of attacking the righteous!
Our missionaries in the Eastern Colonies!? They've been sent with so little
provision and protection. May he who never sleeps watch over and protect them!
Glad to see them working on temples anyway. If not for charges of profligate
spending, he would accelerate their completion right away!

900 AD (0) - His advisors break into him before he starts a full-scale sermon,
and encourage the Deacon to review his notes and prepare to lead! He first
wants to know about the Wonders. Three in progress, with Leo due in two,
excellent! Atlanta vs Orleans, Madras and Corinth for Magellan. Dehli,
London, Rheims, Sparta will try to cascade from Leo but may have nothing
to go to, and Boston will take Smiths on his watch. Once we figure out
Gravity, Boston can do Newton's to match Copernicus. The city demographics
still shows Washington at top but with no other American cities, and Orleans
being the only non-capitol. He tosses out the idea of horse trading with
England but the prices are so high as to be laughable. Aha! There IS one
full ship left, settler, pikeman and a Holy Paladin! (Ok, a swordsmen)
Very good... let's roll! (Oh, one little change, switches St. Louis to
a Caravel, moves a worker in Boston to get some shields to finish that
ship in one turn. We MUST send aid to our missionaries! Send a few units
to St. Louis to board)

910 AD (1) - Land our settler as near the horses as we can and race for them.
Back in St.Louis, what do we put on board? Longbowmen? Swordsmen?
Nay, a worker! And a catapult. There is a plan... (Something about
plowshares into swords? I can't tell) Albequerque rushes its temple
to bring the wheat into its borders before our foe Portsmouth. San Diego,
in the new world, also rushes its Temple. There are plans for it...

920 AD (2) - We lose our furs and spices and Joan comes to see us. Well...
we don't need both, but like to encourage trade, so get her spices for
our wines (bleech), 3 gpt and 5 gold. Leo's completed in Chicago,
which starts a Marketplace. Cleveland in the deep south expands borders.
Physics arrive, ToG started and science pumped a notch to hit it in 4 turns
to snag Newton just in time.

930 AD (3) - The "caravel train" runs, shuttling our three heroes from one
to another to speed their arrival in San Diego.

940 AD (4) - Next 'shuttle' of train starts, Longbowman, Swordsmen and Worker.
The town of "Louisville Stables" if founded one square above the horses.
San Diego rushes a harbor! Now it's all clear... horses... harbor... workers...
we're going to scramble to get our OWN horses online! It's not cheap but
if you compare to asking price of horses from other civs, a bargain.

950 AD (5) - For several turns now, many cities on the homefront cranking out
Pikes and Cats a few bows... Tis good to see, thinks the military advisor.
A veteran galley came up aside us at end of last turn, to our LOADED shuttle
about to arrive, fortunately with no moves left to attack. We'll drop off
our men then invite it to 'come get some'! Our swordsmen exploring the
colonial territory left see an English settler, bah!

960 AD (6) - Not one Russian galley, but three! One attacks our just emptied
regular galley... and makes it a Vet! (Note if we survive but are hurt,
that rushed Harbor next door will help, especially if they try a blockade.
Smiths is completed at Boston, reducing our growing maintenance costs.
Deacon remembers to kick Washington off placeholder and will see it win
Newton. The settler ran AWAY from our swordsmen? Well, ok. Can we get a
settler there to that wheat/river in time? (BTW, with this potential
blockade against us, Magnetism is chosen for next tech) We go one galley
to galley battle, winning but dropping to 1 hp. It's toast.

The men of the USS Charis see the two veteran galley approaching from both
sides, already listing and taking on water. The men of war and of faith
turn to prayer... The "Comrade Vice" sails toward it, but miscalculates the
win and opens it side to attack. One, two, three shots fired from the USS Charis
miraculously hit! The galley is sunk, and our sailors are now elite! :hammer:
The other galley is now full of fear, knowing that they take on righteous
and brave men. They are no match for the injured but elite American ship,
and we are victorious! Some blockade THAT was!

970 AD (7) - A day of rest for the industrious nation. A look at the histograph
shows we're looking good, and wow are the Romans and English culture bereft!

980 AD (8) - Pikemen, Marketplaces, Banks, Libraries, Longbowmen...
"Can we Build it?!" "Yes we can!" :hammer:
Another Russian galley appears near San Diego? "Who wants some???!" The USS
Charis hurriedly tries to repair in dock for an attack next turn.
The wheat is now within Albequerque borders, mission accomplished with
the rushed temple.

990 AD (9) - The USS Charis is denied. (Because the fatestruck Russian
galley sinks itself on the American galley that just dropped off the worker,
longbowman and swordsman!) An(other) English settler shows up near the
wheat again, and the russian settler finally makes it down next to
Louisville. He wants the horses, hehe.

1000 AD (10) - Our Swordsmen had moved next to the English settler, and
he and spearman turned tail and went back to their town! Three more Russian
galleys are seen coming toward us. Come get some!! (We upgrade the caravels,
except the elite, as Magnetism arrives.) A Pikeman and Settler from Rome
stumble drunkenly across the border next to Houston. We ignore them. (Will
another silly 'wave' be coming or what?) Finally, rushed the temples in
Loiusville, Las Vegas and the spearman in Albequerque. Hmmm... not finally,
I just remember we want to do a mass upgrade from Spears to Pikes now
that Leo is online. Selecting one and Shift-U offers to update them all (19)
for 190 gold.

Just one turn left with France alliance. Our next leader can
determine if it's time for peace or not. A more daring plan (well, not
mutually exclusive) would be to plan a landing on Russian soil, found
or take over a harbor town on the coast, plunk down a settler next to
the Saltpeter, build roads, and hope we can get it connected home for ONE
turn. You can upgrade the entire army in that one turn, and if you START
building an item that takes a resource and it disappears, you get to finish
it. Alternately, target a limited war vs Rome and capture Lutetia, their
source of Saltpeter. Just in case someone wants to try, we've made ships
in Miami and Cincinnati and a settler in Syracuse, all on our EAST coast,
and Chicago at max 12 makes a Settler too)

Our next leader (Carbon iirc) will get to...
... squash the Russian settler next to our horses (although... if he runs
we'll need to get the road done and a Knight to chase him down ;p)
Move that Swordsman one square LEFT immediately to keep the settler
off the wheat!
... bring horses online throughout the land
... see Newton's University completed
... see Magellan completed (or lost) within 5 turns, in his reign
(This once again ends a mini-cascade)
... enter the Industrial age (Rails!)
... curse that Saltpeter is needed for Frigates and Privateers
... consider changing to/rushing a settler in San Diego if you want
to get that river/wheat spot left. Having the swordsmen on the
mined grassland between wheat and Leister has helped.
... re-fortify all those upgraded pikemen next turn
... move or park the two galleons with their moves left this turn
... not be worried by the Jumbos on our southern border, who have been
patrolling quietly and in small number for most of Deacon's reign
... avoid upgrading the USS Charis in dock at San Diego (eliteness is
lost in an upgrade, where veteranness is not.) Get us a Great Leader
against the incoming Russian fleet! :hammer:

Good luck!
Charis

PS Since Sirian is watching TV tonight and it's 3 am (gah!! not again!) I'll do rbd7ice tomorrow ;p
 
THE USS CHARIS! Heroic naval victory! :goodjob:

Just two comments:
1) We don't need saltpeter to upgrade our troops. We can upgrade them straight to rifles, and probably sooner than we could get hold of saltpeter. Without saltpeter, we lack for cavalry, but it might be better just to build knights for the moment and upgrade them later at our convenience. It would also be a really good idea to make a lot of vet pikes in a hurry, as we can pay on the cheap to upgrade them ALL much easier than we can wait and build that many rifles.
2) The AI's won't settle within 2 squares of any city, and won't settle within 3 squares of any player city on the axis. Thus, all those AI settlers are just going to roam around doing nothing in the colonial land. I wouldn't worry about them. Here's a diagram of the "ineligible" spots around a city. I think if you mentally project this onto the colonies you will see that the AI's consider the area "full" and won't crowd it any further.

- Sirian
 

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As I've never produced one (and, in fact, the only time I even got to move one around was during those eternal three turns near the end of LK6, in which I boldy fortified Red Cloud in Salamanca), I wouldn't know the answer. If it's not possible, then I'd rather have a 4 hp galleon than a 5 hp caravel.

I'll play my turns in this one rather than LK8 this morning because a) it won't take as long, and b)it should be entirely more interesting (France is just burying all competition in the race for Alpha Centauri, leading the world in tech, culture, building/land infrastructure, production, quality and quantity of wonders, military, etc...it's well into the modern age while the AI is busy trying to chop down all their jungle and start their rail net).

But anyhow, expect this silly Russian business to be over with promptly, what a pointless war this was for either side, it is almost as inexplicable as Rome's repeated attempts to send enormous settling parties through our land when there's no land left to claim. [pimp]
 
Many interesting things happened during my turn. Enough so that I'll do the full turn-by-turn report.

0-1000 AD
-Milennium madness hits, Americans can no longer party like it's 999 :(
-I tell a Roman settler pair to bugger off. He does.

1-1010 AD
-New York finishes Longbow, starts Courthouse to switch to Knight
-Philly finishes University, does the same thing as New York
-Chicago finishes settler (??). I didn't notice this, or I would have changed it. I don't really want much to do with settling Russia, so I just have the settler join the town again. I switch production to a palace for the upcoming Theory of Evolution in a few techs.
-Seattle finishes University, starts cathedral
-Syracuse finishes settler, starts market. I rejoin this settler, too.
-I call up Joan and dissolve our alliance. No hard feelings on her part.
-I call up Catherine and discuss peace. Cathy gives me 1 gold per turn for a peace treaty. It's not much, but it was the principle of the thing that counts. She goes from furious to annoyed.
-MMOW, though there's not going to be much left for them to do until rails arrive

2-1020
-Boston finishes Bank, starts University
-We Love the President ended all around the country. I guess we lost those French furs again. Harper's Ferry riots, so I hire an entertainer
-Road to the horsies is connected :D
-NY & Philly switch to Knights
-I start moving workers to various cities along our major Boston-Chicago axis in anticipation of rails.

3-1030
-Houston finishes pike, starts cathedral
-road net is complete. Every square of America is covered in roads. I start moving large amounts of the workers, concentrating them in Chicago, Denver, Philly, Seattle, New York, and Washington, though there are a lot that probably won't make it far enough north in time to connect anything above Boston during my turn.

4-1040
-Joan wants us to ge back into war with the Russians. I decline.
-Harper's ferry finishes galleon, starts market (aside: the marketplace has to be one of my favorite city improvements if there are enough luxuries available. It creates happy faces, plus it boosts the gold output per turn)
-Metallurgy discovered, Industrial Age starts, Steam Power first on the queue. 9 turns by the current research rate, I up the rate to 70%, we're still making a profit, but it comes in 6 turns instead. Just long enough for me to have the first turn of rail building.
-The Great Wall is rendered obsolete, so people expand the palace :confused:

5-1050
-Newton's Completed in Washington. Washington starts University(!?)
-Magellan's finished in Atlanta. Atlanta starts harbor(?!). Are we playing for maximum irony with these wonders? At any rate, it doesn't matter because we just swept the Medieval Age from cover to cover :goodjob: :D :goodjob:

6-1060
-I use our east coast flotilla to explore the shroud still present between us and Russia. After busting all the fog in the area, I sell our world map to the world. I get about $150, plus I somehow wrangled 3g/turn from Russia. Most of the fog over the oceans has been lifted as a result, but I still have a boat doing fog-busting northwest of Russia, and every other turn or so we can resell our world map and get some money for it. After passing the maps all around, I come back to Russia and sell the map again for 20g. :mwaha:

7-1070
-Has Steam Power been researched yet?

8-1080
-zzz

9-1090
-I finally land a settler in New America, he is available to settle Charis's river + wheat site that I developed with the workers that were sent over.
-I change San Diego from pike to courthouse

10-1100
-Boston finishes university, starts colosseum
-St. Louis finishes bank, starts harbor
-New Orleans finishes bank, starts harbor. We now have enough banks to build Wall Street. :)
-Steam Power Researched, next on the queue is Nationalism
-We have ONE source of coal, 2 squares NE of Seattle. I was kinda hoping for more, but we can at least start rails now. And I do. I am trying to build a contiguous line from Boston to Chicago first, then connecting other cities as workers become available, and then starting to fill in city radii to increase production. Denver to Chicago and Washington to New York are already complete, many other cities will come online within one or two turns. Most of the cities should be online by the end of Sirian's turn, with the exceptions being the Roman border towns.

Summary:
-Being the peacenik and civil engineer at heart, I turned off most of our military production and bent us towards making buildings instead. I got us enough banks to build Wall Street, which we probably should do sometime soon. Exceptions were knights, which New York, Philly, plus one or two other cities are now producing. I am moving them north now, in the general vicinity of Houston.
-I started prebuilding Theory of Evolution in Chicago, the palace should be done in about 40 turns by current production, rails may lower this number significantly. If it looks like I started this too soon, then Chicago is an excellent site to build Wall Street, instead.
-Horses were connected, giving us access to knights. We also finished building every single Medieval wonder in the book.
-New America still needs infrastructure work badly. There is a settler ready to found a city by Charis's river + wheat in a turn or two, there are also about five workers in the area now. Vegas and whatever town is up there with it still need connecting to the roads.
-Franco-Russian fighting opened up a gap in the No Man's Land which was claimed almost instantly by India and Rome :mad:
-We only have one coal. Do we have to worry about it depleting?
-Nationalism comes in 6 turns. Which means riflemen come in 6 turns. Muskets? We don't need no stinkin' muskets! :soldier:
 
Overall sounds like a very productive turn, and one ending in a new era of peace (and a new era!) :goodjob:

A couple of small comments...

> I tell a Roman settler pair to bugger off. He does

Why?? :confused: There are no lands he can settle for hundreds of miles, and you provoke some anger in Rome. If your point is to "squelch" the Romans or set them back, let them wander for about 30 turns though the land, THEN tell them to get lost. That sets them back a long time in settling a colony.

> -Chicago finishes settler (??). I didn't notice this, or I would
> have changed it. I don't really want much to do with settling
> Russia, so I just have the settler join the town again.
> -Syracuse finishes settler, starts market. I rejoin this settler, too.

:confused: :sad: :cry:

First, in my closing remarks to the next leader, I explicitly mentioned these settlers coming due, ready if you wanted to go Russia, or in time to switch to something else if not.

Second, why rejoin settlers to max or large cities?? The colonies would have loved them for quicker growth, or even a nearby city like Los Angelos, or another with decent shields but low food/growth.

Well... no biggie, just a loss of shields. :p

There was no mention of hunting down and slaying the Russian settler near the colonies... did he escape or was he the first "Knight Snack?"

> The Great Wall is rendered obsolete, so people expand the palace

They expand the Palace because you entered the new era. They just finished other "announcements" first I think.

> -Newton's Completed in Washington. Washington starts University(!?)
> -Magellan's finished in Atlanta. Atlanta starts harbor(?!). Are we playing for maximum irony with these wonders?

:lol:

> -I change San Diego from pike to courthouse

Good move now that in peace.

> -We have ONE source of coal, 2 squares NE of Seattle. I was kinda hoping for more, but we can at least start rails now.

Phew! That's a relief. Having "just one" of a resource has never really bothered me. Now if one is in open territory, spare no expense to snag it NOW, but don't pick a fight over it, unless... you're specifically trying to DENY coal to a strong foe.

> We also finished building every single Medieval wonder in the book.

:hammer: :goodjob: :hammer: Woot!

Oh, as to the leader in naval battle question... duh, no! He shows up ON the square which wouldn't work in the ocean. No doubt it can't happen with air combat either. Too bad :P

Good job starting Rail Net... and good luck to our next Leader (Schnarrd?)

Charis
 
Peacenik at heart, perhaps, but the peace options are down and out in this game. It's all about score, and with our land filled up and all colonial lands grabbed, our further expansion must come by taking land from other civs.

To do that, we must have settlers, because there is zero doubt that some enemy cities are going to get burned down. Some because their culture rating (and danger of flip) is too high. Some because they are in undesirable locations. Some because of blitz overreach, with, uh, not enough garrison units on hand. So keep this in mind: the fewer units we have, the more enemy cities are GOING TO be burnt down.

If space race were an option, we'd already have this one in the bag and could mail it in. And in terms of winning on score, we are already ahead and could probably coast all the way to 2050, unless a particular AI conquers MORE THAN one neighbor.

Even in a peacenik scenerio, or one in which you are behind in the race, it's a good idea to have a settler or two on hand. The ones that you rejoined to the cities will just have to be rebuilt on a future turn. :smoke: :smoke:

More infrastructure never hurts, but prebuilding for ToE???? Are you kidding? :) The most urgent wonder on the entire map for this scenerio is Suffrage, because to war we are headed. It might be wise to wait until we have it, and some police stations too, before we completely set to aggression, as war weariness built up at this stage isn't going to go away. But the easy part of this game is just about complete, and we're going to have to fight some large/well-armed opponents to take over more territory. The easiest targets would probably be the closest ones, which means India or France... or possibly England. If we attacked England, we'd need a LOT of transports, but we'd get double bang for our buck on territory, as we'd get all those new colonies as well as their mainland, and that might ultimately represent our fastest route to acquiring the most territory. Or... Pick on the little guy first, meaning Rome. :) Then again, Russia and France are really at it now, and that could erupt into world war eventually, which might take the decision of whom to target out of our hands.

And it's still only 1100AD? We have hundreds of turns left to go.


- Sirian
 
About war:

We really weren't in any sort of shape to even engage Russia on my turn, no matter whether I built military or buildings. That will change beginning with the next leader, as we bypass muskets for rifles and our Knights can make their presence felt. I didn't want to anger the populace with a protracted phony war fought with wonky units, so I decided right from the start to just punt on this one and pick another of our own choosing later. Our war capabilities are much improved now: rails are springing up, allowing quick reinforcments. With Magellan we can move our ships faster if we need to travel by boat, and I think we now have ironclads available to build (or do those need saltpeter, too?). And if we secure saltpeter, those knights equal cavalry. As for the Russian settler? On the first turn, he turned back towards England and disappeared out of my sight radius, never to be seen again.

As for who we should fight, I think our aim should turn firstly to our hick neighbors, the Romans. They have saltpeter, they've got some more iron, they have a horse, their culture is rotten, and if we fight them, we can use our new rail net to its fullest effect. And if we knock them off the peninsula, then we effectively eliminate one of our borders.

On settlers and objectives:

-I thought I caught all the objectives, but I must have skimmed over the one concerning the settlers. My comp is not connected to a printer currently, so what notes I take are done by hand, before I start my turn, and there's no real way to summon up a web page via alt-tab to check due to resolution conflicts. I must have overlooked it. Anyhow, as for joining them in the colonies, what would be the point? The closest one to a palace, San Diego, is a career 1 gold/ 1 shield town until its courthouse is done (which will have to be rushed when the price becomes affordable). Food is the only thing that doesn't corrupt, and it's easier to grow the lower sizes than the higher ones.

Adding a settler before it's capable of producing above 1g/1s just means more time stalled at size 6 while waiting for improvements to be rushed. Growing from size 10 back to size 12, however, will take much longer for Chicago, especially when in wonder-building mode. Had I caught it, I would have dropped the settler in Chicago and built something else, but I missed it while I was too busy inspecting the city tiles :spank:...which were all very good, I don't remember switching any around. I agree that one of our cities or another should have a few coming out every few turns, I would submit that the city in question should be St. Louis, among others, owing to all the floodplains in its radius, the overlap with Washington, and the fact that the tiles it would lose from a drop in population would just be 2 food 2 gold sea squares.

On Industrial wonders and prebuilding:
-I completely forgot about Universal Suffrage. My attention span in single player games typically runs short somewhere in the late middle ages, the Industrial and Modern trees and wonders aren't half as familiar to me as the Ancient and Medieval ones. In any case, whatever we want to build, be it Wall St., ToE, or Suffrage, Chicago is building a palace for it. Switch to it when ready.

On Palace, expanding of the:
-I need a <sarcasm> tag. I prefer to think in my mind that the expansion of the palace is a direct and immediate result of the announcement that preceded it. It's more non-sequitor that way.

On coal:
-Coal is the toughest resource to pick out on the map just by looking around (I had to hunt around in the trade screen to even find ours, as we had mined the tile it sat on which further obscured it, IIRC), and I didn't want to investigate the cities of random civs to see if it showed up in their strategic resource box (and if they didn't posess steam power yet, would it even show up there?) All I know is that the only coal for leagues around that isn't under a city is two squares northeast of Seattle.

On the date:
-I think this is the earliest that I've ever laid a rail. We are way ahead on our technology curve versus the historical one, though the way the years count will make it seem like less by the end.

On building:
-I reccomend that we get at least a few more banks running in our core commerce-producing cities plus Wall Street before going on a serious war. The banks that got produced on my turn increased the gpt by about 10 per turn each, and if we get enough we can underwrite another lux bump or hire a lot more troops and still run in the black. And if not banks, at least make sure most if not all cities carry a marketplace. The extra happy faces and gpt for no upkeep (thanks to Adam Smith) is too good to not build.
 
You can find out what resources we have online, and how many, in the trade screen (F2). You can even point to the resources and see what city they are nearest. This doesn't help tracking down resources not yet connected, or in AI territory, but it would spare you the (apparent) visual search you conducted.

As for why we are so advanced, it's because of corruption. Or rather, the lack of corruption, because we got a Forbidden Palace online in a perfect location so early. Nothing, and I mean nothing makes the player stand out more over the AI's than the Forbidden Palace. It's one of the ways the player can "catch up" on Emperor/Deity, if there is an opportunity to build an FP early and bring a whole "second homeland" online. Do you have any idea how much trade and shields are NOT lost to corruption as a result of that forbidden palace in Chicago? The effect dwarfs any three other wonders we have.

Civ III can be an early warmonger game thanks to poprush, or certain ancient UU's, but otherwise it's a growth game. You quest to outgrow the AI's in various capacities, according to what your land and particular civ abilities allow, and the higher difficulty levels put you at a penalty. Despotic whip is one way to gain some of that ground back. If you go for ancient conquest and never let up the whipping, just whipping and whipping endlessly until you conquer all, that's one thing. Short of that, the FP is the biggest "ground gainer" in the game, and working it effectively can be the most choices you make in the entire game: where to build it, when, and how.

That's yet one more way the game rewards early warmongering: if you get some great leaders out of it, you can get literally thousands of free shields PLUS if you can use it to rush the FP early in an ideal location... well, the results usually look something like RBD2. :)


- Sirian
 
By the by, it's Schnarrd's turn here, and he's out until Sunday. But we're skipping him in RBD6 already. Unless you guys want me to press ahead, I'm content to wait for him in this one. This is a more laid back scenerio. :)
 
CC, if you want a quick and easy way to keep track of the previous turn's comments/strategy, just open up notepad and copy-paste the comments into that, for your alt-tabbing pleasure. Then you can safely shut down netscape and start up Civ and voila, no resolution conflicts. Much faster and more accurate than crib sheets.

Also, visual search is quite easy if you turn off all the cities/improvements (Ctrl-Shift-M) -- you can scan a lot of territory quickly and accurately that way even for unconnected resources. Keep your fingers handy on the keys so if you spot something interesting you can turn them back on and see whose borders it falls in.
 
The suspense is killing me watching you guys. I can just feel the tension rising in the world. All the civs are Packt Like Sardines In A Crushd Tin Box. The next couple turns should set the stage for an explosive midgame. Russia in particular looks to be an aggressive bully (big surprise). Cathrine is chomping at the bit to take more land.

From an outsiders point of view, I think you guys should take down Rome first. They are weak. You can easily take 4 cities in the first turn - maybe more. As was said, you will have one less border to worry about. Imagine if Russia got India and Rome to fight you...two fronts yikes. And India is no slouch. You may also get a leader out of the fighting which will benefit later wars. However, be aware of the Roman colony on the western edge of the middle "finger" of land jutting north. Those mountainous eastern Roman cities won't be terribly hard to hit. Afterall, just park some units on the mountains and attack away with decent defence bonuses. Actually, I would attack from two fronts. Attack at the border and then send a force via galleons to the eastern cities. It might not be hard to send a small mobile force to the Roman capital to pillage its roads also.

England would be a second choice. However, there you will have a distant war and have to worry about a large chunk of land falling under attack with support from the homeland far away. Plus you would have to defend your colonies, which can be difficult.

Just my $0.02.
 
Arathorn, Madhatter, thanks for your input! :hammer:

Below is a screenshot from 1100 showing the homeland, from
Washington to Chicago. Another screen in next msg.

I'm leaning to Rome myself. Main reason is that if we go offshore it will take a huge effort, and if in the MIDDLE of that Rome and or India turns on us, ugh... (I seem to be the only one who likes Saltpeter too, which the Romans have ;p) A war with anyone besides Rome jeapordizes the colonies, methinks.

Charis
 

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The colonies, as of 1000 AD...

San Diego harbor on coast, Louisville at horses, Albequerque up top and Las Vegas in the middle. That 'open' area with wheat and river is our next/last spot to grab.
 

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Thanks, Charis! Man, you are *FAST*! (Quite a typo there that I almost missed, but since I have no idea of your weight, I'm glad I fixed it....)

I would have to agree with madhatter that Rome has to go. It looks like war is inevitable. It's gonna be Rome or India (or both, but that's not exactly a voluntary option). Since you're going for points (score), speed is important. You can crush Rome fast (I would hope, especially if you take their saltpeter quickly) and can do so with little fear of cultural reversions. It's not to far from Washington that all the new cities will be tragic immediately, which is also a plus.

India will probably be a tougher nut to crack and should wait until you at least have a good set of resources (saltpeter for cavalry and/or back-up coal or SOMETHING) and maybe some help. India will definitely have to go, too, no?

After that, well....

Of course, I'm not even playing this game, so what do I know?

Arathorn
 
Hi, all. I came to read this thread (and the other RBD threads) through Sirian's website. I've been lurking on forums following his strategy and story posts since the late, lamented Lurker Lounge, as well as reading his D2 and D2X stories and wild variants. I'm glad to see the energy that created such interesting games getting put to use by Sirian and the rest of the variant crew in such a wonderful (and completely different!) game as this. Keep up the excellent work, I await each new part of your stories with much eagerness. :D
 
Glad you found your way over here. :) Hope you enjoy the tales. Maybe some point you'll hop in and join us.

- Sirian
 
Look's like you guys waited for me. :D I think Rome is going to go soon, if not on my turn - as stated by Charis (I think), the conflict between Russia and France will probably pull everyone into a world war. With a rail net, Rome should fall quickly, and I'm reluctant to wage war on advanced opponents close to the industrial age without cavalry. Anyway, got it, but I might not get to the game until tomorrow aftenoon. We'll see.
 
After the term of Charis, the citizens of the great country of America set their sights on who to choose for their next president. Through some quirk of history (and perhaps some quirk of voting fraud), they chose Schlay. Schlay had made his fortune on the company Railron, which transported beef on the still-infant rail system. At first, Schlay was not pleased to be elected president, but once he thought about the benefits, he was ecstatic. His plan was to use his presidential influence (and bribery if it came to it) to produce a massive expansion of the rail system. Also, since Schlay was one of the only investors in the rail system, he would get the lion’s share of the profits. The plan was set into action and went exactly as planned. However, towards the end of Schlay’s term, rumors started circulating that Railron was involved in extreme accounting fraud, and Schlay went down amidst a stream of controversy.
 
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