SQ2: Schizophrenic Shaka

No one knows, but everyone is Furious and has been almost since the beginning of the game.
 
I've got the save and will play five unless I have extra time.
 
lurker's comment:

Guys, thisis nuts...and quite interesting indeed.

I wanted to know if anyone pointed out the fact that schizophrenia is a completely different disorder than multiple personalities? I blame pop-culture for convincing people otherwise. :mad: Anyway, keep it up!!:crazyeye:
 
[offtopic] William, the "official" way to do the Lurker Comment thingy is to use the lurker's comment: [ /delurk] tags, ommiting the space.
 
Preturn: What a pleasure to follow Andro. We are in phenomenal shape. Railed city to city, running 100% science and no lux. Happy citizens abound. We are getting 290gpt from other civs and we could get more if we wanted. since we're up techs on everyone. I can't believe Mania! hasn't flipped. It has 10 tiles total to work and is getting pressure on all sides.

Cash rush the uni at Grapes for 72g so we don't waste shields next turn.

IT Holy cow I haven't seen a AI army in a long time as a pink cav army rolls by one of our remote cities.
1255 OK here we go. Blue, pink and orange get medicine. Let's see what we can do.
Start with pink who has the most gold at 142g, orange furs and 92g and blue is busted.
Pink offers 146g, 45gpt, medicine, WM and a worker for industrialization.
Orange offers 90g, 86gpt, medicine, WM, furs for industrialization.
Decide to structure the deal this way...
sqtrade19xt.jpg


trade25af.jpg


Then trade around maps to Green for 30g, yellow for 15g. That's pretty much all the gold in the world.

Change Bane from Wall St. to Palace pre build for Hoovers and ToE in the capital.
Hurry the cath at Lieya for 76g (19s) since it's producing 17spt.
Short rush a frigate at whaleport for 52g (13s) to knock off a turn from the factory.
Short rush a gran at Um for 88g (22s) and switch back to lib knocking off 3 turns to 4.
Short rush a bank at Ponyland for 124g and switch back to uni. Knocks off 6 turns due in 6. After the fact I realize the city still needs a duct. That will be next.
Short rush a worker at Beatya for 28g and bring the harbor down to 10 turns.
61g +258gpt.

1260 By railing around Bane lop off a few turns from our prebuild.
Short rush a cath at Jungle for 84g due to its odd shields.
Short rush coll at Whaleport for 152g and factory in 7.
Upgrade a musket to rifle for 40g.
37g +262gpt

flip31vl.jpg


1265
Short rush a colleseum for 24g to cath build in 4 at Deathpit
Same at Unquin for 128g and get factory down to 6.
Upgrade 3 muskets to rifles for 120g
18g +259gpt

1270 Knock off 2 more turns on the Hoover prebuild by roading mining and railing a hill at Bane. Knock off another by railing another hill.
Short rush a lib at Flipper for 76g and duct is due in 3
Rush the balance of the uni at Ponyland for 36g.
Upgrade 3 more muskets to rifles since orange seems to be getting frisky.

1275
Rush the factory at Whaleport for 232g so it can start Suffrage through a Wall St. prebuild.

1280 Sci Method comes in and change capital to ToE. Takes 70s overage but it will take too long any other way. Turn off research a turn and wait for ToE to come in. Set research to AT.
Whaleport starts Wall St. for a Sufferage build.
Rush a uni for 236g for Ovry
Hurry Deathpit's cath for 44g.
77g +811gpt
toe2ez.jpg

at8kn.jpg

electronics6vb.jpg


1285 Can get quite a bit for electricity and bankrupt another Zulu this time pink...Orange is toast so...

electricitydeal3bl.jpg


Rush a temple for 32g at Zunquin
Harbor for 120g at Um
Factory at Unquin for 160g
Cut the courthouse build to 7 with a LB rush for 124...shoot forgot which city but it has potential.
Wow this is a big flipper for blue. Ow...
flip23ny.jpg


1290 Rush temple for 80 at Tugger, harbor at Beatya for 56g and Flipper for 128g, Remote temple for 8g

1295 More rushing...

1300 Lose our dyes but we'll still get WLTKD. More rushing and stuff. We still have a lot of tiles to develop but most of what is developed is railed. We can always switch Sufferage to Bane if we prefer and delay Hoovers. Either way will work but I don't think WW will be an issue.
 

Attachments

Wow, that set ruled! Okay guys, proceed with plan diplomatic victory.
 
If no one else will take this, I will. It's been 4 days- and no got it.
 
It has now been 6 days without a "got it" posted. I'll post mine soon.
 
And here it is. Got it. I hope I don't screw up too much. :lol:
 
And It's finished. I can't post it right now, but it is.
 
And now I can post it. Feel free to point out the mistakes I know I made. :crazyeye:

Pre-Turn (1300 AD):
-I like what Whomp has done with city names. I now rename a few:
-rename New Bapedi 3 to "Schizopedi"
-rename New Ibabanago 3 to "Schizobanago"
-rename New Isandhlwana 3 to "Schizowana"
-everything looks great, so I hit enter.

IBT:
-I see the Pink cav army that Whomp mentioned.
-Lighthouse: Worker->Worker (nothing better to build)
-spices: Worker->rax (will change to something else if anything better to build)
-barbport: Worker->Frigate (nothing better to build)
-Zimbabwe 2 culture flips to us. It's just as corrupt as our other remote cities.
-Zulu are building Uni. Suff.

Turn 1 (1305 AD):
-Not much. Units fortify, workers RR.

IBT:
-Agreement with LB (I think) Zulu ends (we gave salt, they gave 16 gpt). I renew it like this:
deal.JPG

-ironworks: The Iron Works->Factory

Turn 2 (1310 AD):
-same as last turn.

IBT:
-Jungle: Cavalry->Factory
-unguin: Coal Plant->Granary (Don't remember why I did this- maybe it was the fact it took only 2 turns)
-Zulu building Uni. Suff.

Turn 3 (1315 AD):
-RP comes in next turn. Science slider... all the way down to 20%!

IBT:
-An agreement with Pink Zulu ends (they gave Incense, we gave spices and 4gpt) ends. And they won't renew it.
-We learn RP: set research to Corporation and move science back to 100%.
-Folozi: Worker->Worker
-Front riots
-ponyland: Aqueduct->Bank
-ovry: Cav->Factory
-beatya: Worker->Arty

Turn 4 (1320 AD):
-Check how much rubber we have. We have 1 connected, and about 3 unconnected. For now.
-Trade with Pink Zulu. This is a good trade, right?
deal2.JPG

Set research to refining.
-Check Military advisor. We are weak compared to 2 Zulus (probably Pink and Orange), average comapred to 2 zulus (probably Yellow and Green), and Strong comapred to 2 zulus (probably LB and DB).
-I change an unhappy dude in front to taxman.
-Ah, the incredible RP worker speed. I'm running out of things for them to do!

And I am out of time. Will post the rest tomorrow. I wonder how many mistakes I made? :crazyeye:
 
That looks like a fine set Chox. The only question is whether you could've eeked out a few more coins rather than taking Free artistry but that's really minor. I would also trade around Corporation as much as you can since it loses value when you pick it up.

Truly, your set sounds like your improving a lot.
 
Thanx Whomp! I've learned quite a bit about the game from this SG. And Now, for the rest of (or at least, some more of) the set:

IBT:
-DB Zulu want to exchange Communism for Electricity and 660 gold :lol: Uh... no.
-babwe: Factory->Hydro Plant
-deathpit: Cavalry->Factory
-grapes: Cavalry->Arty
-unguin: Granary->Arty

Turn 5 (1325 AD):
-While looking at the other civs cities via the espionage screen (and seeing how much the current investigation cost was), I accidentally investigate Isandhlwana, the Orange Zulu capital. What's this? Corruption and Waste in a capital??

IBT:
-The Yellow Zulu think I'll accept this trade:
WM and Sci Method for WM. Sorry, I'm not that stupid, Yellow.
-Whaleport: Wall Street->Hydro Plant
-diamond: Cavalry->Factory

Turn 6 (1330 AD):
-Workers are running out of things to do.

IBT:
-Middle: Worker->Worker
-unguin: Arty->Hydro Plant
-Intombe, a city next-door to Remote and Whomper, culture flips to us. It gives us some Iron and some silks.

Turn 7 (1335 AD):
-Do some upgrading:
-4 cannons to Artillery for 320 gold
-6 rifles, 1 musket, and 2 Impi to Infantry for a total of 460 gold
-Rename Intombe to "schizombe"

IBT:
-bahading: Worker->rax as it has nothing useful to build.
-ironworks riots
-pedi: Worker->rax for same reason as bahading

Turn 8 (1340 AD):
-citizen in Ironworks gets a job in the tax buisness

IBT:
-remote: Worker->rax (you know why)
-banago: Worker->rax

Out of time again. Hopefully, the whole set I can post this afternoon.
 
Chox--there's no need for hydro plants if we get Hoovers. If you see this please change those builds.
 
I know- but I didn't realize that until after the set. Oh, and speaking of the set:

Turn 9 (1345 AD):
zzz

IBT:
-babwe: Hydro Plant (next player should sell this when we get Hoover's)->Infantry
-front revolts-again?

Turn 10 (1350 AD):
-Refining comes in next turn, so I decrease science to... 70%.
-Solve happiness problem in front- I can easily see that one clown is better than two taxmen.

And that's it. There is almost no improvements left to build as I have been trying to find ones for my workers to do- and I succeeded. I think we need to find something else for them to do. Another thing we need is Sanitation so we can get Hospitals.

Here's the 1350 AD Save.
 
:bump: Anyone out there?
 
This thread has a huge lack of interest. If no one appears here, we could do this:

Play order:
Whomp
choxorn
Whomp
choxorn
Whomp
choxorn
Whomp
choxorn

I mean, where is everybody?
 
lurker's comment: Is this still an open SG?
 
Yes, but Whomp and me are the only ones who have posted on it for the last two weeks.
 
Damn double post! Well, I can say more: As for my previous post, I just said that in because Whomp and me are the only ones currently in this "building".
 
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