I'd have thought that if you were aware that you could contribute camels to a building project, then it'd be pretty obviouswhat would be required, even though the city is on it's own. The clever thing here is to ensure that you have the boat in the city at the start of the turn, and the camels asleep. This way you can move one square out of the city, and then wake the camels to reenter it. If you move onto a boat then it costs all of your movement points so you'd use two turns moving the camels out onto a waiting boat and then back into the wonder.
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City on one-square island
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Early on you may need more that one ship.
Moving 6 or 8 caravans out to come back with one ship that only carries 2-3, doesn't cut it.It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
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Like I said, it was "memorable"...
I took a risk on the first Wonder, moving the trireme into the city at the end of the turn before the build, so I could go out with two, deliver them, go back in and reload, and go out again. The second time I tried that I lost the trireme at the end of the turn. Took me several turns to rebuild the trireme.
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Elephant - If your boat starts adjacent to the city, it can move in with its first move, load the camels, move out, unload the camels, go back to sleep. No risk of sinking is necessary.
By the way, I have long been fascinated by 1-city islands. Once I created an Easter Island game using the Pacific Ocean map. Of course, there were no nearby specials, just a 1-square hill in the middle of nowhere in the ocean. It was really hard do figure out how to make progress because the maximum production is 1 shield per turn until offshore platforms and food is scarce for a long time. By the time I had a caravel to get to Hawai'i, it was like 1300AD. I couldn't think of too many ways to play differently. One time I tried building Lighthouse right away, but it expired by the time I built it.
Perhaps when the Succession gamers are looking for the ultimate challenge they can dust it off.
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Start mining the hill before you found - sounds fairly essential to me..."Our words are backed by empty wine bottles! - SG(2)
"One of our Scouse Gits is missing." - -Jrabbit
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... yes move -1 walk two camels onto ship adjacent to city, turn 0 walk camels into city - move ship into city slep two more camels, move ship out of city, walk camels back in...
There is a problem?
Stu"Our words are backed by empty wine bottles! - SG(2)
"One of our Scouse Gits is missing." - -Jrabbit
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Elephant - Ah, I see. Your choices for triremes seem to be restricted to: (1) Use 2 turns (as per SG1), (2) Use 2 boats, (3) risk sinking by parking the trireme in the city overnight, (4) wait till Nuclear Powered triremes and load 'em up twice...
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Originally posted by Grigor
By the way, I have long been fascinated by 1-city islands. Once I created an Easter Island game using the Pacific Ocean map. Of course, there were no nearby specials, just a 1-square hill in the middle of nowhere in the ocean. It was really hard do figure out how to make progress because the maximum production is 1 shield per turn until offshore platforms and food is scarce for a long time. By the time I had a caravel to get to Hawai'i, it was like 1300AD. I couldn't think of too many ways to play differently. One time I tried building Lighthouse right away, but it expired by the time I built it.
Perhaps when the Succession gamers are looking for the ultimate challenge they can dust it off.
The name of the succession game was : "The truest gift of the Gods", as we were given intellinge but no land !
You should be able to find it in the forum, it was, I believe in 2002.
One could imagine starting another one, especially if I manage to finish another gigaworld mapOh Man, when will you understand that your greatness lies in your failure - Goethe
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