Rabbit Log
-Jrabbit declared King in 525Bc. Looks it over -- 8 cities and settlers, lots of open land for more settlements. 290K people, 96 GP in treasury. we're in Monarchy, generating +12 GP/turn, tech/9turns at standard 70-30-0 setting. Studying Literacy. Have Hanging gardens. Camels being built everywhere.
Press ENTER in 525 BC...
500 BC -- Feeling my way around, buying the occasional end-of-row.
475 -- Found city of Canal Zone
--Sioux sneak attack our wounded horsie.
450 -- Now 300,000 strong.
--Hut = chariout (attached to Santa Anita)
--Beads (d) to Monk Silk, 16 GP
425 -- 2x Hides (d) to Santa Anita (28 + 16)
400 BC -- We discover Literacy! -->> Philosophy.
375 ---Jrabbit declares intention to complete trans-continental highway.
--Now 410,000 hearty souls.
350 --
325 -- Sioux chariot kills our exploring horsie.
--southern hut = NONE nomad.
300 BC -- Damned Sioux horse kills our exploring chariot. -Jrabbit begins to become annoyed...
--Hut = Map Making
275 -- Santa Anita builds Settler, starts camel
--We build Marco Polo's Embassy in Central City.
250 --
225 -- Yet another horse ambushed by Sioux chariot.
200 BC -- Carths learn Mysticism.
--Canal Zone builds settler.
--Hut = Mathematics.
175 BC -- Persians start Colossus, but Carths are nearly done... Germans learn Math.
150 -- Colossus of Carthage is completed. Persians switch to Lighthouse.
--Babylonians learn Literacy from Great Library.
125 -- Sioux learn Polytheism.
--We learn Philosophy! Then The Republic!! Start studying Construction.
--Without any preparation, we opt to OEDO in Republic, moving faders to 10-60-30.
--Silk (d) to Central City, 48 GP. Hides (d) to Santa Anita, 60 GP.
--City of 2Whales is founded in isolated southern location.
100 BC -- Persians get Monarchy.
--WTConsul in Central City, but lack food for growth.
--Insufficiently supported settler lost.
--Consul -Jrabbit promises the unhappy populace a return to the familiar ways of Monarchy.
75 BC -- Disorder in 4Monks, adjusted.
--Beads (d) to Barking Mad (52 GP)
50 BC -- Copper (20 and Wool (16) delivered to 4Monks.
--REVOLUTION.
25 BC -- Back to Monarchy.
-Jrabbit sends emissaries to all foreign embassies.
Sioux -- 4 cities; despots agree to Peace, gift 3 techs, get maps. No tribute.
Germans -- trade Philosphy for Construction and peace. Gift trade, get maps and 150 GP tribute.
Celts -- Peace. Gift Map Making, get map exchange and 200 GP tribute.
Babylonians -- Pathetic. Get peace, then gift Map Making and Trade, get their maps and 200 GP tribute.
Persians -- Demand 100 GP. We decline. The declare WAR!
Persians (obviously, a problem with my notes...) -- require 4 techs (Republic, Philo, Iron work, Horseback) to achieve attitude adjustment. We get maps but no tribute.
The treasury stands at 762 GP, and we can now see a significant portion of the world map. Continent 1 continues north of us. We have tons of useful land. We also have about 6 settlers wandering about.
--The national highway system is *almost* done, and I propose one of the settlers found a city at the connecting point.
--The Sioux have been traipsing northward into our territory. We need to claim the intervening forest area (2 silks).
Options
--Buy Temples everywhere, and celebrate.
--Buy Settlers everywhere and ICS.
--Trade for Polytheism, build an attack force, and go after the bastardly Sioux.
The impulsive move to Republic was really the only thing besmirching an otherwise reasonable turnset. (Well, and the continuous Sioux silliness.)
This was FUN!
-Jrabbit out. Who's in?
-Jrabbit declared King in 525Bc. Looks it over -- 8 cities and settlers, lots of open land for more settlements. 290K people, 96 GP in treasury. we're in Monarchy, generating +12 GP/turn, tech/9turns at standard 70-30-0 setting. Studying Literacy. Have Hanging gardens. Camels being built everywhere.
Press ENTER in 525 BC...
500 BC -- Feeling my way around, buying the occasional end-of-row.
475 -- Found city of Canal Zone
--Sioux sneak attack our wounded horsie.
450 -- Now 300,000 strong.
--Hut = chariout (attached to Santa Anita)
--Beads (d) to Monk Silk, 16 GP
425 -- 2x Hides (d) to Santa Anita (28 + 16)
400 BC -- We discover Literacy! -->> Philosophy.
375 ---Jrabbit declares intention to complete trans-continental highway.
--Now 410,000 hearty souls.
350 --
325 -- Sioux chariot kills our exploring horsie.
--southern hut = NONE nomad.
300 BC -- Damned Sioux horse kills our exploring chariot. -Jrabbit begins to become annoyed...
--Hut = Map Making
275 -- Santa Anita builds Settler, starts camel
--We build Marco Polo's Embassy in Central City.
250 --
225 -- Yet another horse ambushed by Sioux chariot.
200 BC -- Carths learn Mysticism.
--Canal Zone builds settler.
--Hut = Mathematics.
175 BC -- Persians start Colossus, but Carths are nearly done... Germans learn Math.
150 -- Colossus of Carthage is completed. Persians switch to Lighthouse.
--Babylonians learn Literacy from Great Library.
125 -- Sioux learn Polytheism.
--We learn Philosophy! Then The Republic!! Start studying Construction.
--Without any preparation, we opt to OEDO in Republic, moving faders to 10-60-30.
--Silk (d) to Central City, 48 GP. Hides (d) to Santa Anita, 60 GP.
--City of 2Whales is founded in isolated southern location.
100 BC -- Persians get Monarchy.
--WTConsul in Central City, but lack food for growth.
--Insufficiently supported settler lost.
--Consul -Jrabbit promises the unhappy populace a return to the familiar ways of Monarchy.
75 BC -- Disorder in 4Monks, adjusted.
--Beads (d) to Barking Mad (52 GP)
50 BC -- Copper (20 and Wool (16) delivered to 4Monks.
--REVOLUTION.
25 BC -- Back to Monarchy.
-Jrabbit sends emissaries to all foreign embassies.
Sioux -- 4 cities; despots agree to Peace, gift 3 techs, get maps. No tribute.
Germans -- trade Philosphy for Construction and peace. Gift trade, get maps and 150 GP tribute.
Celts -- Peace. Gift Map Making, get map exchange and 200 GP tribute.
Babylonians -- Pathetic. Get peace, then gift Map Making and Trade, get their maps and 200 GP tribute.
Persians -- Demand 100 GP. We decline. The declare WAR!
Persians (obviously, a problem with my notes...) -- require 4 techs (Republic, Philo, Iron work, Horseback) to achieve attitude adjustment. We get maps but no tribute.
The treasury stands at 762 GP, and we can now see a significant portion of the world map. Continent 1 continues north of us. We have tons of useful land. We also have about 6 settlers wandering about.
--The national highway system is *almost* done, and I propose one of the settlers found a city at the connecting point.
--The Sioux have been traipsing northward into our territory. We need to claim the intervening forest area (2 silks).
Options
--Buy Temples everywhere, and celebrate.
--Buy Settlers everywhere and ICS.
--Trade for Polytheism, build an attack force, and go after the bastardly Sioux.
The impulsive move to Republic was really the only thing besmirching an otherwise reasonable turnset. (Well, and the continuous Sioux silliness.)
This was FUN!
-Jrabbit out. Who's in?
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