Ah, to be silly once again. Looking among the stats we see that it is time to revolt, that we’re last in population (maybe due to occasional settler sacrifices?) and that we have a couple of wonders but otherwise cannot build any more. So in 1650 we tweak a couple of things & we revolt.
(1) 1660 -- and we’re despots. Build a couple of caravans -- the New Chuckles Settler returns to die on the altar to form a temple. Old Chuckles builds a dip. (Zulus start Sun Tsu’s Academy.)
(2) 1670 -- Move a few guys around.
(3) 1680 -- switch the palace building activity to Monty Python; Leiden switches the shields over to a caravan Some of the cities experience a great need to cry out for entertainment -- ok, ok, next turn Elvis appears simultaneously in many places.
(4) 1690 -- Population = 1M; and we revolt again.
(5) 1700 -- King Soupy sees the first camel deliver demanded Gems from Wabbit to New Chuckles for 39g. Hmmm, nice idea, less than stellar payoff. Silly Walks, Beeblebrox, Fright wig, & Wabbit all Xin.
(6) 1710 -- The four cities above unXin; We discover Banking. Have a choice of Engineering or Physics. Hmmmmmmm. We choose Engineering. Our dip from Old Chuckles finally finishes his walk of a crooked mile & the French want to talk with us. OK. They declare war -- no ifs, ands, or butts (silly attempt at Adam Sandler humor). Well, they’re bigger than we are, have more stuff, more techs, more everything. At least they are a big target. The dip moves in anyway & establishes an embassy (didn’t recall if anything was stolen from the French yet … but it should be. They have a LOT of techs that we could use.)
(7) 1720 -- Demanded Gold from Silly to Cher arrives for 186g. Hmmm -- this is more like it, the triremes make the five space gap from Pie Island to France with ease, so shipping should become a higher priority in the scheme of things. The two Barb Caravels in the NW finally split with one disappearing off to the west & the other sailing east -- just north of Monty Python. Four cities Xin again.
(8) 1730 -- And the Barbs sail right on by. Beeb unXins, & we revolt.
(9) 1740 -- Republic -- Silly remains on Xin, the other two recover. (France discovers Invention & begins Leo’s.)
(10) 1750 -- Hmm -- last turn -- haven’t violated any silly rules yet that I can recall -- so we opt to build a temple in Leidan without sacrificing a settler, thus violating Straybow’s rule (maybe we can store up six to eight camels & see if we can discover Mono during Straybow’s set of turns -- would he choose to violate his own rule that turn & perhaps build Mike’s with less blood?) Demanded silver from Bozo’s to Chartres = 200+
Notes & comments for next & future players: I didn’t time the production & delivery of camels as well as I could have (build during despotism, ship during monarchy, deliver as a republic) nor Xin optimally (we can probably squeeze out a few more settlers & then join them to create more size five sites.) Even though France declared war, there has been no action on either of our parts (although I did see a cruc north of the Chuckles early on in my set of turns. I didn’t attempt any tech stealing (was delivering freight instead) as I wanted the information more than a random tech -- we can use enough dips to build Marco’s for the information available.
We’ll also want camels for trade & a store of camels for the hopefully available wonders (when the techs happen) -- personally, I think that with our silly rules & few units to date, the Statue may be more important than Leo’s.
Rats -- I ended up playing ten turns -- when I noticed that this is the third round (and I originally set the requirement at eight turns each at this point.) I think that it would be unfair for me to require playing only eight when I snuck in a couple of extra turns -- each player can play eight or ten as the spirit moves.
Just to remind JRabbit & everyone else:
Old n Slow -- Trucks drive west (and when we finally get trucks I’ll post all of the sub ifs, ands, or butts that we’ll want to recall)
STYOM -- Research techs in order
atawa -- Must change government every four years (oedo year)
Straybow -- Sacrifice a builder (settler or engineer) with each happiness improvement (Temple, Col, Cath), and a builder per camel for each happiness wonder
rjmatsleepers -- Always have a palace under construction.
Jrabbit -- MUST ignore (and document) one of the other rules (for one turn) during the player set of turns.
La Fayette -- units with move=1 move vert/horizontally, units with move = 2 or 3 on the diagonal
BobSmurf42 -- Cycle through the governments when changing
atomant -- Build units with a defensive attitude until Leadership (no Horse, Cat, Char, Ele, Knight, and Cruc, (Cannons delayed))
(1) 1660 -- and we’re despots. Build a couple of caravans -- the New Chuckles Settler returns to die on the altar to form a temple. Old Chuckles builds a dip. (Zulus start Sun Tsu’s Academy.)
(2) 1670 -- Move a few guys around.
(3) 1680 -- switch the palace building activity to Monty Python; Leiden switches the shields over to a caravan Some of the cities experience a great need to cry out for entertainment -- ok, ok, next turn Elvis appears simultaneously in many places.
(4) 1690 -- Population = 1M; and we revolt again.
(5) 1700 -- King Soupy sees the first camel deliver demanded Gems from Wabbit to New Chuckles for 39g. Hmmm, nice idea, less than stellar payoff. Silly Walks, Beeblebrox, Fright wig, & Wabbit all Xin.
(6) 1710 -- The four cities above unXin; We discover Banking. Have a choice of Engineering or Physics. Hmmmmmmm. We choose Engineering. Our dip from Old Chuckles finally finishes his walk of a crooked mile & the French want to talk with us. OK. They declare war -- no ifs, ands, or butts (silly attempt at Adam Sandler humor). Well, they’re bigger than we are, have more stuff, more techs, more everything. At least they are a big target. The dip moves in anyway & establishes an embassy (didn’t recall if anything was stolen from the French yet … but it should be. They have a LOT of techs that we could use.)
(7) 1720 -- Demanded Gold from Silly to Cher arrives for 186g. Hmmm -- this is more like it, the triremes make the five space gap from Pie Island to France with ease, so shipping should become a higher priority in the scheme of things. The two Barb Caravels in the NW finally split with one disappearing off to the west & the other sailing east -- just north of Monty Python. Four cities Xin again.
(8) 1730 -- And the Barbs sail right on by. Beeb unXins, & we revolt.
(9) 1740 -- Republic -- Silly remains on Xin, the other two recover. (France discovers Invention & begins Leo’s.)
(10) 1750 -- Hmm -- last turn -- haven’t violated any silly rules yet that I can recall -- so we opt to build a temple in Leidan without sacrificing a settler, thus violating Straybow’s rule (maybe we can store up six to eight camels & see if we can discover Mono during Straybow’s set of turns -- would he choose to violate his own rule that turn & perhaps build Mike’s with less blood?) Demanded silver from Bozo’s to Chartres = 200+
Notes & comments for next & future players: I didn’t time the production & delivery of camels as well as I could have (build during despotism, ship during monarchy, deliver as a republic) nor Xin optimally (we can probably squeeze out a few more settlers & then join them to create more size five sites.) Even though France declared war, there has been no action on either of our parts (although I did see a cruc north of the Chuckles early on in my set of turns. I didn’t attempt any tech stealing (was delivering freight instead) as I wanted the information more than a random tech -- we can use enough dips to build Marco’s for the information available.
We’ll also want camels for trade & a store of camels for the hopefully available wonders (when the techs happen) -- personally, I think that with our silly rules & few units to date, the Statue may be more important than Leo’s.
Rats -- I ended up playing ten turns -- when I noticed that this is the third round (and I originally set the requirement at eight turns each at this point.) I think that it would be unfair for me to require playing only eight when I snuck in a couple of extra turns -- each player can play eight or ten as the spirit moves.
Just to remind JRabbit & everyone else:
Old n Slow -- Trucks drive west (and when we finally get trucks I’ll post all of the sub ifs, ands, or butts that we’ll want to recall)
STYOM -- Research techs in order
atawa -- Must change government every four years (oedo year)
Straybow -- Sacrifice a builder (settler or engineer) with each happiness improvement (Temple, Col, Cath), and a builder per camel for each happiness wonder
rjmatsleepers -- Always have a palace under construction.
Jrabbit -- MUST ignore (and document) one of the other rules (for one turn) during the player set of turns.
La Fayette -- units with move=1 move vert/horizontally, units with move = 2 or 3 on the diagonal
BobSmurf42 -- Cycle through the governments when changing
atomant -- Build units with a defensive attitude until Leadership (no Horse, Cat, Char, Ele, Knight, and Cruc, (Cannons delayed))
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