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Thread: Lazy Days of Summer Sxn Game

  1. #181
    -Jrabbit
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    Originally posted by Old n Slow
    I think that we can take a hint & get back to Obiwan/Ben Kenobi/mayor of Tatooine another time -- JR, are you willing to step in for a few?
    I dunno. I may be too psychologically damaged to provide effective leadership...
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  2. #182
    Bloody Monk
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    Originally posted by -Jrabbit


    I dunno. I may be too psychologically damaged to provide effective leadership...


    Sounds like you need to see the Chaplin or the bartender.

    Monk

  3. #183
    -Jrabbit
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    OK, no appearance from the Jedi and I'm revitalized after getting trashed in 2x/1x MP with rah, atawa, and Zylka this weekend.

    So I d/l now and play soon...
    Last edited by -Jrabbit; November 24, 2003 at 09:07.
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  4. #184
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    Finally!

    Well, I guess I was out to prove myself as lazy as the others...

    Here's the zipped save. It's 1866, and we have no real direction. Very hard to mount an invasion force with this ruleset, and the vital constructive interplay of concerned, interested parties has been lacking. But at least I played...

    Here's the zipped save. I spent most of my time rushing camels so the next mayor would have some options...
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  5. #185
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    Turnlog 1866

    The year is 1854 and President Rudy Rabbit is elected. He lazily surveys the empire, noting 8.19 MM ppl and a treasury of 145 GP. Scientists report they can learn a new tech eavery 5 years at a profit of 114 GP/year und our 30-40-30 tax plan. Lazy governors report they'll build what they damn well please. Rudy Rabbit completes the Middleboro Public Library, buys an increment or two, and presses enter...

    1855
    Middleboro completes Library, Lafayette completes Bank, Delendapolos completes Ciy Walls.
    WTP Day in Oldetown.
    Wine (d) delivered to Baltimore, 380 GP.
    Northern frigate sinks barb ship, six units drown.

    1856
    Warrenville, the only city responsive to the President's wishes, embarks on aggressive camel-breeding program.
    Russia, Greeks sign peace treaty.
    Japs learn communism, trade it to Americans for RR.
    Oldetown completes diplomat, starts on much=needed sewer system.
    Frigates in Slowville, Oldetown are disbanded toward city improvements.
    With no original thought to guide him, Rudy sends transport westward per suggestion.

    1857
    Americans develop Explosives, start building United Nations.
    South Pole completes Marketplace, starts Aqueduct.
    Totooine completes Factory.
    After a tragic lab accident, surviving scientists announce discovery of Explosives! We opt for Economics over Chivalry.

    1858
    Oldetown builds sewers, starts musketeer.
    Ant's Nest completes muketeer, starts factory.
    Rudy Rabbit announces his intent to build "Amtrak" -- a preposterously ambitious plan for a national railway.

    1859
    Japanese start UN.
    Warrenville completes hides caravan, starts another.
    Diplomat from Delendapolis determines bribe cost for returning Toofaraway to our empire is 522 GP.
    Greeks switch to Replican govt.
    Oldetown finishes musket, starts engineer.
    Slowville finishes Bank, starts Sewers, celebrates.
    Western expedition finds hut containing the advanced tribe of Chalco. Thinking his mission complete, confused transport captain heads back home.

    1860
    Faders now at 20-20-60.
    Americans develop The Corporation. Seems they discover something, like, almost every turn...
    Doldrums Bank.
    Warrenville Hides.
    WTP Day in South Pole, Hobbitown, Middleboro, Delendapolis, Doldrums, Tatooine, Straycoco, Ant's Nest.

    1861
    Oldetown builds engineers.
    Rudy goes shopping for increments and such.
    Northern expeditionary force launched.

    1862
    American DD sinks transport/diplomat.
    Greeks discover metallurgy, deliver coal shipment to Tatooine.
    South Pole aqueduct --> engineer
    WTP in Antlergrad. Wdon'tTP in Doldrums.
    Warrenville hides, Slowville sewers.
    We discover Economics and start on Metallurgy.

    1863
    Americans learn Refinings.
    Celebrations stop in South Pole, Middleboro, Slowville.
    Move sliders to 30-50-20, adjust workers accordingly.
    Bribe barb musket near Delendapolis (61 GP).
    Delendapolis builds catapult, starts another as Greeks posture heavily at city limits.

    1864
    Japanese discover University.
    Straycoco completes musketeer, starts bank.
    Various increments purchased.
    Camels are gathering in Ant's Nest...

    1865
    Greeks continue threatening movement @ Delendapolis, but meekly depart upon diplomatic request.
    Greek ship spotted in northern waters. We parley (5 rifles) and maintain uneasy peace. Cost of Toofaraway now at 550...
    Faders move to 20-60-20.

    1866
    Americans nearly complete United Nations (which they are building in 3 cities).
    We discover Metallurgy,, start on Corporation.
    Tatooine builds a Bank.
    Wool (d) to Antlergrad, 87 GP, +4 route.

    We tweak the faders to 30-50-20 (4 turns, +87). The Lazy Nation now boasts 10.74 MM ppl and has 463 GP in the treasury. A significant number of camels is gathering in Ant's Nest. The next lazy bastard can decide whether for WoW or trade...

    Rudy Rabbit retires, feeling his was a rather uninspired reign. Looking at the rules, there's no real direction re AC vs. conquest. With rushbuying our only option, we see the AI forcing huge investments in infrastructure and unwanted units, without recourse.

    Kinda frustrating...
    Apolyton's Grim Reaper 2008, 2010 & 2011
    RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

  6. #186
    duke o' york
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    I have downloaded the saved game, but have to report that the unzipped version is only 155k, not the 450 or so that Civ 2 saves usually are. I'll try playing this evening, but with fingers crossed.

  7. #187
    Bloody Monk
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    DoY

    Unzips and open fine here. Happy Hunting!!

    Monk

  8. #188
    duke o' york
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    Thanks Monk!
    I've printed out the rules and am raring to go. If only I didn't have to stay at work all afternoon!
    Very relieved to hear that the game opens all right. Hopefully should have the save back tomorrow with a log (of sorts), but if things don't go to plan I'll definitely get it done on Sunday. Things had better go to plan though!

  9. #189
    duke o' york
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    I played 10 turns, but achieved little I'm afraid, and didn't have a very clear idea of what our objectives were.

    1866 – (0) Survey map, but since I don’t have a city, press enter.

    1867 – (1) San Diego builds UN. Japs abandon. US discovers Gen. Eng & starts CfC, hoping to discover Thunderfall. Greeks discover explosives. Greeks & Indians sign treaty. S pole builds engineers. I think I might get a city after all. S pole riots. Put to Both. Tatooine builds explorer, but there’s nowhere to go so I send him out after an unpopped hut. Gold caravan (d) delivered to Lafayette – only 100g.

    1868 – (2) Slowville riots & Oldetown builds walls. Not a lot going on with any exploration. Horseman in Delendapolis keeping an eye on goings-on round Toofaraway.

    1869 – (3) Oil caravan built in Warrenville. Corporation discovered. Electricity next up. Chalco builds muskets & starts on engineers. Toofaraway would cost 535g to revolt, and that’s with incident. No thanks. Exploring ironclad discovers the main cities of Greece on a northern continent.

    1870 – (4) Americans develop Electronics & start on the Dam. Railroad network coming together!

    1871 – (5) Tatooine builds engineers. Starts another! Settler by Delendapolis automated.
    Ironclad finds Eretria (size 12). Oldetown builds explorer & starts on bank.

    1872 – (6) Transport with explorer on board sunk by US destroyer. Japanese discover Leadership. Antlergrad builds bank & starts uni. Thermopylae spotted to the north. Another 12.

    1873 – (7) Americans & Japanese swap conscription & leadership. We get Electricity. Start on communism. Middleboro builds aqueduct, starts factory. I cut taxes because I can’t rushbuy any cities’ production, and we’ve got over 1200g sitting useless.

    1874 – (8) US discover combustion. Railroad nearly complete. Tatooine builds another engineer & starts another (useless) explorer. Barbs appear near Hobbiton.

    1875 – (9) Greeks discover communism. Very tempting to steal…. but no. Engineers & settlers all flee to the south east to avoid barbs. Dukedom founded (too far) to far south east.

    1876 – (10) We are the poorest of all the civs. Discover Communism & begin Espionage. As I thought, my building a new city puts all the others into disorder! I “liberate” Toofaraway without incident for just over 1000g. Comes with Chivalry free, and three musketeers & two transports. Military advisor. I put Dukedom onto Military too, if only to save the musket I’ve just bought, and hand over the reins of power. Tech rate quite good, chances of winning quite bad.

    Sorry that I missed out on any kind of predetermined plan, and got a bit reckless at the end, deciding to found my own city and bribe back Toofaraway, but I managed to grab Chivalry into the bargain, so we may have a chance of building an invasion force with spies and hosses once we steal/research Tactics. The Americans are pretty daunting at sea though.
    Good luck to the next lazy ruler.
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  10. #190
    -Jrabbit
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    Not bad, duke. At least some turns got played!
    Curious about one thing, though...

    I cut taxes because I can’t rushbuy any cities’ production
    No rule against that, AFAIK
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  11. #191
    Old n Slow
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    Yes, it is OK to rush buy the production -- and it might make sense in many cases.

    Once we get Espionage, we may want to consider the clause for a change in government -- we all have to agree if we want to go to Commy.

    La Fayette is next.
    Those with lower expectations face fewer disappointments

  12. #192
    La Fayette
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    I hate this game.

    Perhaps I haven't understood the rules at all, but I have a feeling that almost nothing is allowed and, as a consequence, I don't think we have the slightest chance to win.

    Anyway, I played 10 turns:

    1877: The Indians will have RR = we give it to them.

    1878: Sneak attack by the Greeks (kill 1 camel)

    1879: La Fayette completes factory. We destroy 4 Greek units.

    1882: Greeks offer Conscription for a cease fire = we say yes. Greeks offer 800g for peace = we say yes .

    1885: We swap Leadership and Tactics from the Japs.
    Canal city of FRODOCASTLE established.

    1887: LF retires, with one more canal city ready to be built south-east of Izumo (providing direct access to 1/2 of the American cities, among which Washington, size 23 ).
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  13. #193
    La Fayette
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    ... and it seems that I played against one more rule (since I switched to Commie without asking 'the rulers' opinion).
    I take the night train to the Institute

  14. #194
    Ben Kenobi
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    No, no honeymoon, not yet anyway. Maybe in a couple years.

    I'm sorry for leaving y'all high and dry, but I wanted to be a good demogame president and finish off the game.

    Oh, and she's not French, but rather Italian and German.

    So can I take my turn tonight?
    Scouse Git (2) LaFayette Adam Smith and Solomwi you will be missed
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    "I don't consider any of them authoritative" - Kidicious on Scripture.

  15. #195
    Ben Kenobi
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    Why Communism? We have a wimpy army, few cities that need to grow through sewers and celebrations, and low amounts of cash. Communism will not help us nearly as much as Democracy at this point. We are not a war machine in having more warriors than Calvary!!

    Plus, we have luxuries at 40%. Either we push science to the max, or we jack up taxes to pay for an army. We should not need to celebrate in order to acheive a decent rate.

    I propose a revolution to Democracy so that we can maximise our cities.
    Last edited by Ben Kenobi; December 12, 2003 at 21:03.
    Scouse Git (2) LaFayette Adam Smith and Solomwi you will be missed
    "Learning carries within itself certain dangers because out of necessity one has to learn from one's enemies." - Trotsky.
    "I don't consider any of them authoritative" - Kidicious on Scripture.

  16. #196
    duke o' york
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    Sorry I misunderstood the rules.

    I just assumed that we had no control over others' cities whatsoever, so while it made sense for me to be able to buy shields in my city, I didn't think it'd be all right to do everyone else's.
    Things would have been very different had I known I could rush everywhere! (We'd have ended up with even more useless explorers ) We'd also not have been able to regain Toofaraway because I'd have spent all the money.
    Great result with the Greeks LF! Conscription for a cease-fire is pretty good going given that they're so much bigger and better than we are.

  17. #197
    Ben Kenobi
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    Am I reinstated or do I need to sit longer in the corners of the institute?
    Scouse Git (2) LaFayette Adam Smith and Solomwi you will be missed
    "Learning carries within itself certain dangers because out of necessity one has to learn from one's enemies." - Trotsky.
    "I don't consider any of them authoritative" - Kidicious on Scripture.

  18. #198
    Old n Slow
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    Ben, go ahead -- we haven't seen Vlad for a bit either.

    LF -- I agree this game needs help -- I don't think that the interest was sufficient to allow for a long time with the vote, so the early closure of the poll must have helped with the results -- no foul, no fine.

    All, feel free to include commy as an acceptable government if you feel the need to do so -- most of us won't mind which party is in power.
    Those with lower expectations face fewer disappointments

  19. #199
    duke o' york
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    If I hadn't have been so lazy, I'd have gone to vote in that election!

  20. #200
    Ben Kenobi
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    Lazy cities.

    1886:

    Rush Hides Freight in Tatooine. Rush Rifleman in Frodocastle, rush Factory, rush another freight.

    1887:

    Adjust sliders to discoveries every 6 turns, and no deficit.

    1888:

    Americans land a few cannons near Dukedom.

    1889:

    Prepare to send Spies to the West and discover any hidden terrain. Rush production to save a few turns.

    1890:

    Discover Steel, select Machine Tools for Miniturisation.

    1891:

    Capture Barb leader for 150 Gold.

    1892:

    Dye to from Straycoco to Izumo, 234 gold

    1893:

    Discover Machine tools, Select Electronics.

    1894:

    Meet with Americans, Americans declare War. We steal Miniturisation.

    Kill American settler, and transport with 4 units.

    1885:

    Americans Assault Lafayette, Kill two defensive units. We kill their cannon next turn.

    1886:

    Now up to 576 gold. My successor is to leave Tatooine on the domestic advisor. The Americans are still a few techs ahead of us, though our diplomats will soon even the score.

    I recommend that all cities either produce vet spies, or frieghts during your turn. You may rushbuy units in any cities, though you may not change any city other than your own.
    Scouse Git (2) LaFayette Adam Smith and Solomwi you will be missed
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    "I don't consider any of them authoritative" - Kidicious on Scripture.

  21. #201
    Ben Kenobi
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    Da Save.

    That's all for the sxn sessions that I missed.
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    Scouse Git (2) LaFayette Adam Smith and Solomwi you will be missed
    "Learning carries within itself certain dangers because out of necessity one has to learn from one's enemies." - Trotsky.
    "I don't consider any of them authoritative" - Kidicious on Scripture.

  22. #202
    duke o' york
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    Right, two points.
    One, can I decide to change the advisor working my city when it's not my turn, and two, with this in mind, which advisor would be best to get freights and spies? I know that they're units, but would both or domestic be better to get them?
    Thanks.

  23. #203
    Old n Slow
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    Both JRabbit and I have "enjoyed" the frustration at seeing the advisors 'choose' suboptimal things to do -- thus we've left instructions for a following player as we've bought shields in our last turn (for trade) and a switch to an advisor would negate that.

    I have yet to see dips or camels ever as an advisor choice.

    Thus one is effectively limitied to two dips/trucks per turn.

    What we haven't tried is moving units out from advisor driven cities, rehoming them and seeing if a military advisor would make more units -- a crude but potentially necessary wartime activity.
    Those with lower expectations face fewer disappointments

  24. #204
    Old n Slow
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    We're looking for Vlad Anterkov to help celebrate the holidays by bringing good cheer with little effort. Or maybe with a medium level of effort...

    Actually, w'll need some help to see if we can turn this around with many fingers tied behind our backs...

    (One wonders if military advisors would build nukes...)

    I'll be away for the holidays, back in the New Year.
    Those with lower expectations face fewer disappointments

  25. #205
    -Jrabbit
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    Have a fabulous hoidlay season, Old n Slow!

    See you for more civvin' in 2004...
    Apolyton's Grim Reaper 2008, 2010 & 2011
    RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

  26. #206
    Vlad Antlerkov
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    Got it. My bad for not checking the Civ2-General forum more often.

  27. #207
    Vlad Antlerkov
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    Actually... pass. I can't find my Civ2 CD.

  28. #208
    Old n Slow
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    Time for a new round -- hmmmm we may have to put some thinking into this -- (such as how to fool advisors?) Wonder if a Commie government would affect the units/white goods tradeoff.

    Also wonder if re-homing defenders would affect domestic advisor choices...?

    I'll look at this tonight...in between a drink here & a drink there and other new year celebration potential activities...maybe look at this tomorrow instead/as well.
    Those with lower expectations face fewer disappointments

  29. #209
    Old n Slow
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    Lazy -- 1896 (or so)

    Hmm we have 16 cities to the Japanese 16, American 20, & Greek 23, with the Russians, Germans & Indians still unknown. Maybe we should (yawn) find out more about our neighbors someday. The Americans also have 8 (!!) techs that we don’t.

    Also note that we have a half dozen cities with NO trade routes (we CAN take action there to set these up). We also have 7 settlers and 5 engineers (we CAN make new cities, (just set to Auto) even though we don’t run them. Maybe some of these settlers can go found new cities and let the engineers upgrade the countryside.

    I think that I’ll run a test on some of the Auto stuff -- such as “Will the Auto generate military defensive units if there is nobody home?”

    Opening situation sees enemy boats outside La Fayette -- thus a cal to action for that city & S. Pole is in order.

    start the action -- (Germany develops Fundy; Chalco pops out an Engineer (Hmmm it looks like ‘new’ small cities with undeveloped terrain may grow engineers -- maybe we could re-home some of these guys…??? and make more???); Middelbore makes a bank & Doldrums finishes a SE.)

    Try our first test with Doldrums -- advisor wants an explorer (but after disbanding the garrison Warrior) two toggles provide a response of an Alpine -- Much Better.) Also discovered the military advisor going for a rifle, but the domestic advisor opting for an Alpine -- too bad we don’t have too many Barracks out there maybe we could park a few Barracks in place during a “military emergency”, semi-rush build units accordingly and then re-home the vets where/when appropriate.

    Tatooine insists on an explorer (oh well, maybe they know something we don’t; more likely they don’t know something and are insisting on finding it out(!)

    1897 -- Disband some old units in La Fayette & RB an offshore (after moving in a Rifle from S Pole.) (Americans discover Computers; L F finishes offshore & Auto starts City Walls. Tatooine completes an explorer & blows up. Reset the citizens, disband all the units in Tatooine & now see an alpine underproduction. disband a musket in slowville & RB an offshore.)

    1898 -- Steal Electronics, automobile, and Combustion from Chicago & lose one of three vet spies. Revolt (thinking that a few turns in Democracy might allow some growth.)

    1899 (Americans start SETI; Greeks are now a Republic, Barbs attack a northern city of ours (making a Rifle a Vet but the leader dances away only to be smacked by a Japanese Destroyer.) We are now in Democracy (American sub sinks our transport with six additional units (a severe loss of future tech and $$ about half trucks and half spies…)

    1900 -- (Americans discover Mobil Warfare; Japanese acquire same in short order Amerk sub nails our destroyer moving in to support the planned transports in the Aztec/American Sea.) Japs sneak attack -- nail out hapless out of place settler near them but lose another assault on one of our yet to be vet rifles.

    1901 -- Meet the Germans, establish an embassy (they have no techs that we want) and run around in their area for the next few turns.

    1902 -- Found a couple of cities & set them to Auto (Amerks discover Robotics; L F builds City Walls) We lose two spies sabotaging an Amerk sub (one of two in the hot waters near Oldetown.)

    1903 -- Greeks discover AW (as do the Japanese and they also send one of our transports (with two spies on board) to the bottom near Oldetown.

    1904 -- Americans discover N F; we discover Refrigeration & opt for Flight (we don’t have Colossus, so why not?.) Toynbee -- Most Powerful: Greek, Jap, Amerk, (Russian by default), Us, Germans, Indians.

    1905 -- Barb Fanatics raze Dukedom (I fired out with a Rifle, & lost; left the fortified Musket to hold & he failed. Also lost the truck that was built a few turns before. Maybe this will spur the mayors to build better units. Sorry Duke, feel free to start/control, take & control another city.)

    1906 -- Steal Computers from LA & Robotics (tough choice -- I opted for the choice & almost took MW but overall, I think that this may be the better pick -- we can get MW elsewhere and research it sooner, but I usually end up building more Howies than tanks in a normal game.)

    Notes for the next player: We are currently in democracy, but can revolt this turn (option available) and I vote for Commy (for some more Vet spies as well) as we are at war with the #2 & #3 powers in the world & can use some of their techs. The Americans are getting a tech every other turn, significantly faster than what we can do (wait -- we picked up six over the last ten turns, but 5 of them were “acquired”) and they have 6-8 waiting for us to “learn”.

    On the wonder race, the Americans are 8 turns into SETI and can switch to Manhattan (but night abandon as Rocketry is unknown) -- we have some hides camels and a few trucks & bucks should the spirit move…

    The waters off Oldetown/Slowville are unsafe -- we’ve lost a destroyer and two transports, seeing at least two subs and a cruiser -- be advised. I think that the game is back from the brink of hopeless, but it will require perhaps a moderate level of attention to get this into the Win column.
    Those with lower expectations face fewer disappointments

  30. #210
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