Straybow?????
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O Sole Mio Succession Game
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Straybow?????Apolyton's Grim Reaper 2008, 2010 & 2011
RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms
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Not sure what has happened to Stray. I've seen his posts in the OT, but nothing here. We've skipped him in Sailing (2) so I don't know if you want to do the same here. Seems a shame, but otherwise too many of the games will fall down the forums. Ben has taken over Presidency of the Demo game and so he too has less time for SXNs.
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I've been working loooong hours. Although I have posted on OT a few times I've twice loaded O Sole Mio in only to wake up on the couch a few hours later…
I shall move heaven and earth to play my round this evening!
/me cleans drool from keyboard and rubs key-impressions from forehead(\__/) Save a bunny, eat more Smurf!
(='.'=) Sponsored by the National Smurfmeat Council
(")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)
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Originally posted by duke o' york
Yay! He's back!
I'm playing your turn in Sailing (2) at the weekend, but if you play too then we can use your save for future turns.
How can both of you play Sailing(2) at the same time? Unless only one is the 'official' save... but what would be the point of that?
I had figured you were playing, duke. Stray, you're welcome to jump in on Monday, given the shortness of the notice. And assuming you have time, of course.
Or, I guess you could play concurrently with the duke, as he suggested, and the 2 of you can decide which is the official save. I'd rather we didn't play this way, though, as there would be the temptation to take the better turns as 'official'.
"I'm a guy - I take everything seriously except other people's emotions"
"Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
"A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)
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I shall comment on that in the Sailing thread. Will probably be after midnight EST before I can get to this—rushing off to a meeting now.(\__/) Save a bunny, eat more Smurf!
(='.'=) Sponsored by the National Smurfmeat Council
(")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)
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Belatedly
640 [tweaking] rates adjusted, incremental rush, etc. [Enter] Game says we grow past 400k, but then nothing else happens. Turn counter still says "A.D. 640." All units are unchanged (eg, horsemen have no move left).
/me rubs the sleep from his eyes.
/me Loads O_Auto (a new file, since I hadn't played a round yet): game still says 640.
/me ponders: Curiouser and curiouser.
/me Reloads game from d/l file O__a640. Immediately saves into a new file.
640 [tweaking] Rates adjusted to 2.2.6 (I believe in money ). Buy one increment of caravan production, move workers onto shield-grass. Save. [Enter] Jap horsemen die assaulting Robin Hood and his Merry Woodsmen. "Thanks for the vet!"
(Yeah, I know they were already, but you gotta say it anyway )
660 Now we're truly past 400k! Growth stops at 9. Horsemen step out a bit, spot a band of Mongol Warriors! Having only a fractional mp left, they use to to withdraw downstream. Trireme heads south. Tweak and punt. Fierce Warriors flee eastward.
680 Horsemen advance and toy with Warriors' ZOC, spot Mongol city Aleppo on a canal site . Trireme heads west skirting ice floes.
Horsemen wake up, and out with a bound.
To the South and West a green Cat is found!
Mustering courage, they charge with their lances:
Cat dies, but no vet. What are the chances?
Ok, enough of that. Chariot is healed, too. Scouts the southern road, spots a Cat but has 2/3 move left. Withdraws. Tweak, reset sliders to 2.1.7 and go.
700 Jap Ellie and Cat advance but don't attack Chariot. Big mistake, chumps Chariot skips the poety and wipes them both out. Previously damaged Horsemen withdraw to heal up. Archers activated, headsouth to guard the Charioteers' flank.
720 Ruskie capital moved to Sevastapol. Food caravan produced. No more Japs spotted on southern road. Tweak, [Enter].
740 Japs enter Feudal era. Our discovery time goes from 14 to 13 turns; OK by me. As our salt mines are explored a vein of gem bearing rock is discovered, changing our commodities. Not much else happens.
760 Jap Legion advances. OSM grows to 10, AI chooses to work the forest… OSM in disorder. My bad leaving it to the AI instead of vacating a shielded grass. Non-vet Horsemen withdraw from Legion. Archers spot Ellies coming from SE avoiding the road.
780 Jap Ellies advance, Legion withdraws to the West. Order restored. Horsemen rush to the defense of OSM and handily defeat the fearsome Ellies. Thanks for the vet!
800 Jap Ellies rumble through Sherwood forest, Robin Hood trampled. Horsemen appear on the periphery of our territory. Charioteers sally forth to dispatch the trumpeting beasts, Horsemen spot returning Legion. Antarctic Trireme spots a continent. Tweak for max trade, discovery period now 11 (4-ish turns remain).
820 Not much.
840 Horsemen slay Jap Horsemen. Non-vet Archers occupy Sherwood forest, look for a Lochsley heir.
860 Soloists discover Medicine, and choose Wheel next (looking towards Sanitation). Gems produced, though only wimpy cities demand it. Trireme discovers a road on the continent.
880 Japs develop Chivalry Our Chariots espy Ellies on the southern road. The Japs plead truce, that they may build Knights to stomp us. We know this, yet also seek time to build our strength. They request the secret of Republic, we definitely agree and sign the truce. Trireme discovers Smolensk.Attached Files(\__/) Save a bunny, eat more Smurf!
(='.'=) Sponsored by the National Smurfmeat Council
(")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)
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Good to have you back - don't let this work thing interfere with the important thing of life
Sound like good turns too! . I love the smell of elephant blood in the morning..."Our words are backed by empty wine bottles! - SG(2)
"One of our Scouse Gits is missing." - -Jrabbit
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Originally posted by Scouse Gits
Good to have you back - don't let this work thing interfere with the important thing of life
Let´s see how we stand in 880:
Power Rating: pathetic
Dipl.: spotless
Japanese: we just signed a truce, we have an embassy, they have Feudalism, Chivalry, Iron Working, The Wheel, Astronomy
Mongols: no Embassy, war, uncooperative, this looks like peace
Russians, to the West on continent 38, no contact,
WoW: We have Colossus, Mongols Great Wall, Russians Pyramids, English HG, Japanese Lighthouse and Copernicus, Vikings Oracle,
Techs: 21, we could build Shakes or MPE, 4 caravans are allready build, now researching The Wheel, discoveries ev. 12 turns
Map: Russians discovered, but we can´t make contact, no unit on board
Units: 2 archers (one Veteran) and a trireme, none units 1 archer, 2 horses, 1 chariot, 1 settler
Improvements: temple collosseum, harbour, market place, library, aqueduct, max production 14, support 3, 3 trade routes
Consul Zenon takes over the government, thanks his predecessor for his glorious defense of our magnificent empire against the Japanese and Mongol hordes and announces a period of peace and development.
880 Production up to 10, tax 70 - 10 - 20, rush buy 30 shields,
contact Mongols: they are inadequate, peace, trade The Wheel for Construction, give Republic, Philosophy, share maps: the Mongols have 8 cities, 2 small cities are on our continent, the others on continent 2 far to the North, they are not really a threat. The Udal is unveiled on continent 8. The Vikings are far away.
contact Japanese, they are strong, we give construction as tribute, trade Philosophy for Polytheism, give Seafaring peace alliance, share maps, no gift (misers, they have more than 1400 g); hides and gems caravans sent West
900 We research Engineering now, Japanese research Navigation, caravan, disband archer, we can now celebrate again and keep production at 10, trireme ordered home to meet caravans
920 caravan, tax rate 40 - 40 - 20
940 size 11, Marco Polos Embassy, not much to trade, the Japanese are far ahead of all others, Mongols are republic now, Russians, cordial, mighty, we refuse demands, peace, give construction, maps, alliance, 250g, the others are uncooperative or icy and in despotism, we will contact them later
960 Russians ask for war against Vikings, sorry, we are to busy, war for 400g? - Zenon the peaceful immediately declares war against these unknown pirates to assist our friendly allies on the other side of the world, hides caravan, new setting 0 - 80 - 20, adv. every 10 turns
980 caravan
1000 Mongols develop Astronomy, caravan, Japanese establish republic, hides caravan
1020 Chinese develop trade, the Russians are now at war with the Chinese, caravan, Mongols research University now, caravan
1040 caravan
1060 caravan, size 12, contact English, supreme, give Construction as tribute, peace, give republic, maps, alliance, 300g
1080 Vikings dev. Republic, caravan, hides to Edo (d) 228g
1100 Engineering, we research Sanitation now, Japanese dev. Navigation, caravan,
1120 English dev. literacy and start Great Library, caravan, hides to Nara (d) 180g
1140 hides to Kyoto (d) 288g, caravan, hides to Edo 118g, Russians capture Viking city and receive Republic,
1160 Japanese are about to finish Sun Tzu, we could trade for feudalism and finish it ourselves but contacting the Japanese might be a problem. We risk the alliance when they ask for medicine, also trading for feudalism stops rush buying warriors and slows down the research. The alternative is building Shakes now as planned and going for Monotheism and Michelangelos next.
caravan
1180 Shakespeares, Sanitation, collosseum sold for 100g, we research Monotheism, Russians are a republic now, Osaka builds Sun Tzu, Jap. change Sun Tzu to Magellans, they were building a second wonder!
1200 Our hides caravan is contacted by the Japanese: they offer Navigation for Engineering, we better trade with them, we have 3 good caravans to deliver, we don´t want renaissance yet, we choose Chivalry, give sanitation, 250g, a gift from the Japanese! temple sold for 40g
1220 Trondheim builds Great Library, Mongols develop University, Sewer System, size 13, we are celebrating, settings adjusted to 0 - 70 - 30, Mongols: we try to trade University, they want Chivalry, we offer Engineering, No,
1240 English develop Monarchy, Japanese trade University for Navigation with Mongols, Vikings get both from GL, Diplomat, we contact the Mongols again and trade Chivalry for University, they are allready trading with the Japanese anyway
1260 University, Science at 10 turns, English: trade Trade for Iron Working, give Sanitation 150g, Vikings: moderate give construction, our only war ends with a cease fire, we give Philosophy, Warrior Code and The Wheel, maps, they say good bye before we can sign a peace treaty. Russians: give Philosophy, Mathematics 250g, dye to Kagoshima (d) 272g,
The treasury is at 912g, Monotheism should be discovered in 4 turns. We are still pathetic. O Sole Mio is celebrating at size 15, our trireme can deliver hides to St. Petersburg in 3 turns (we should wait for Monotheism) and gems to Yakutsk in 7 turns, both demanded. The deliveries should hit the science cap at appr. 700g each. We are not at war and our reputation is spotless. We have alliances with the 3 strongest civs, the Japanese, the Russians and the English. We should be cautious to contact the Japanese. We have learned a lot about the world map. I haven´t rush built anything this turn, so my successor may decide, what to build next.
I resign.
ZenonAttached Files
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"Nice! if somewhat friendly turnset", sniffs the RAR"Our words are backed by empty wine bottles! - SG(2)
"One of our Scouse Gits is missing." - -Jrabbit
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