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  • Atomant, Stupor Man and Ecthy have not played a first round yet. If none of them call the ball by Friday, suggest one of the first-round players be freed to play again...

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    • Based on their collective feedback, eg, 'I am busy with other things', that won't be necessary. Besides the game is a FreeForAll. Anyone but Sharkbait feel free to take up the game. The faster the game moves along, the more likey interest will be sustained.

      Who's next??

      Monk
      so long and thanks for all the fish

      Comment


      • Originally posted by Elephant
        Atomant, Stupor Man and Ecthy have not played a first round yet. If none of them call the ball by Friday, suggest one of the first-round players be freed to play again...
        Refer earlier posts, am in an MGE game at the moment, I can play, but no one else could read the save....

        I agree with Monks assertion that boats are a good idea, but would suggest a slight tech tangent to build shakes, then build or rehome the boats there.... especially helpful if we are in republic/demo.
        "the bigger the smile, the sharper the knife"
        "Every now and again, declare peace. it confuses the hell out of your enemies."

        Comment


        • Oh and I doubt ecthy wil play after that 'issue' at the start
          "the bigger the smile, the sharper the knife"
          "Every now and again, declare peace. it confuses the hell out of your enemies."

          Comment


          • Originally posted by atomant


            Refer earlier posts, am in an MGE game at the moment, I can play, but no one else could read the save....

            I agree with Monks assertion that boats are a good idea, but would suggest a slight tech tangent to build shakes, then build or rehome the boats there.... especially helpful if we are in republic/demo.
            Not sure from your post that you have looked at the game. Surely you are not suggesting building Shakes somewhere besides the SSC...which unfortunately is landlocked. Rehoming boats to a coastal SSC with Shakes is a particular favorite strategy with the Monk.

            Didn't you indicate in the beginning (post #6) that you could play any version?? (Just wondering for future reference.) Hope your MGE game is flourishing and, if the version answer is positive, that you will come in when that game concludes.

            Monk
            so long and thanks for all the fish

            Comment


            • I think I will try and pick up the save and play a few rounds. If I do not post any progress by Friday, someone else please take over.

              StuporMan
              Man had always assumed that he was more intelligent than dolphins because he had achieved so much - the wheel, New York, wars and so on - whilst all the dolphins had ever done was muck about in the water having a good time. But conversely, the dolphins had always believed that they were far more intelligent than man - for precisely the same reasons.

              StuporMan's Supply and Demand Calculator
              Supply and Demand Calculator 2.0.1 Beta Now loading savegames!

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              • Excellent!! and have fun!!

                Play 10 turns if you are able and post back when you know more.

                Monk
                so long and thanks for all the fish

                Comment


                • Ready for the RCC?

                  Originally posted by Sharkbait

                  -550 (0) I really want to kill that Zulu legion, so I attack with 1 phalanx which loses...
                  Why are we still bashing the Zulus, and furthermore why waste a Phalanx against a Legion?


                  Celts studying Sea Faring, Zulu Maths, French Republic, Aztec Construction, Greeks Masonry, Mongols Feudalism.
                  Playing an Early Landing game, this should be checked often versus our own tech list. Anything another civ is researching that we have, give it to them to get them to use their accumulated beakers toward something else we might want.

                  Meet Aztecs and swap Republic for Masonry – I’d like some city walls in Susa as I don’t think the Zulus are done.
                  I don't necessarily agree with your goal, but now that you have it, gift Mas to the Greeks to change their research. Plus it makes them happier with you...


                  425(5) Gift Philo to Zulus to get them back to receptive. Try for alliance and gift Poly...
                  Gifting is good - gifting PT to an aggressive civ on our island may not be...


                  Greek government overthrown, so will wait for Republic before delivering the vans.
                  Actually, once they announce it they are already in it - one of the AI "cheats"...


                  Arbela hides to Athens (d) 184gold!. Will leave Canal Dye until next turn as tech done. Sadly the demand for Dye has gone after the delivery – now they want Silk, Hides & Wool.
                  Athens was Dye/Hide/Spice - Hides in the middle means it's probably the wildcard, and it's special nature means it is most likely to stick around. The highest "demand quotient" in Athens is Dye, and that is usually well demanded elsewhere too, so if you had any Spice I would have delivered that first, followed by Dye and ending with Hides. The Silk and Wool are "Solo cycle" demand changes that were triggered by your delivery - so try to figure out what is most likely to stay on the list and deliver the other one first.


                  RB bits of city walls in Susa an RB library in Arbela (probably too soon to be worth doing but there you go – I done it now!).
                  No apologies necessary - if Arbela is SSC it should never wait more than one turn to have a "white good" finished by rushing, ESPECIALLY if it is supplying Hides!


                  Meet Mongols to try and get Wheel, but they demand war v Celts, then 50g tribute (get lost you yurt hugging, fermented mare’s milk breathed heathens!), so they declare war. Oh I’m so afraid!
                  One of the problems with later MPE usage is that AI wars become an issue as they meet each other. Try to get as much out of it as early as possible, then use it to check up on them and gift to swap research. Tech exchanges are also held hostage when they start building Wonders - "sorry, our great minds are too busy building the Pyramids..."


                  Aztecs learn Bridge Building and start Pyramids.
                  Should have tried to swap for it right away - the wonder may give them an excuse to decline, but sometimes the first turn after announcing it they are still open.


                  We’re starting to get happiness issues with each new city, so a wonder (HG or Mikes) would be a good thing soon. I’d go for HG at this stage since it cheaper, and nobody is studying Mono at the moment so we’ve got a bit of time.
                  I vote HG first, in Arbela - having both will be very powerful, and several other civs have Pottery and are working on something.


                  On the research front, we’ll get Astro soon so Copes will be available. I think there are quite a lot of wonders needed soon, so the next set of turns could involve accumulating vans and using them for trade or wonders.
                  We should now be prioritizing our SSC development, with the other cities set to churn out vans for either overseas trade or SSC wonders.


                  The Zulus have 2 cities now, so in theory we could take Zimbabwe , but we don’t have the troops yet, and they seem happy enough with the occasional tech gift.
                  Bloodthirsty Luddites! Two cities to trade with!
                  Last edited by Elephant; May 24, 2006, 14:00.

                  Comment


                  • Originally posted by Elephant
                    Ready for the RCC?

                    Why are we still bashing the Zulus, and furthermore why waste a Phalanx against a Legion?
                    Haven't read through all your comments yet, but the reason I did this was that the Zulus didn't want to speak so I knew that the legion was going to attack (and probably win) the next turn. I was hoping to kill it using the 2 phalanxs and then talk the next turn, which luckily worked.

                    I'll look at your other points when I get a chance (and edit this post).

                    I see what you're saying re gifting the AI the techs they're working on, especially at an early stage. I guess later on they'll be further behind and not able to contribute on a timely basis, but earlier this isn't the case. Will have to practice this...

                    I wasn't keen to gift Poly to the Zulus, but thought if we got an alliance then maybe their settlers would move through our territory and expand some, keeping them a bit happier for a while.

                    I didn't know about the AI being in a govt when they say they've overthrown the old one. Will have to look at the diplomacy screen next time! Same goes for the AI still sometimes being prepared to exchange for the tech on the first turn even though they have started the wonder.

                    On the trading front, I must admit that the Solo trade stuff is all a bit obscure for me. I'll have to try and read through again and see if it gets any clearer. Stay tuned for a thread asking lots of dumb questions.

                    And having read BM's commnents re a fort to keep the Zulus occupied (and also changing prod to an aqueduct immediately) I agree - noo need to exterminate. The'll keep for after the ship is launched and we can send the howies (or suitcase toting spies) to visit. Thats about as peaceful as I'm going to get to them I'm afraid!

                    p.s. whats RCC?
                    Last edited by Sharkbait; June 7, 2006, 21:13.

                    Comment


                    • Robust, but Constructive, Criticism = RCC.

                      And the point is that seeing someone else's take on the thing may give one the opportunity to learn something new.

                      Btw, great points, Elephant.

                      Monk
                      so long and thanks for all the fish

                      Comment


                      • Originally posted by Bloody Monk
                        Robust, but Constructive, Criticism = RCC.

                        And the point is that seeing someone else's take on the thing may give one the opportunity to learn something new.

                        Btw, great points, Elephant.

                        Monk
                        Its good to get the RCC - always keen to learn and improve.

                        Comment


                        • I have a quick question before I begin as it may affect how I play this turnset. Are we allowing caravan rehoming?

                          I know this was mentioned on the first page, but it has not been discussed as a strategy so far IIRC.

                          My immediate goals (assuming no van rehoming) will be to produce trade vans out of SSC, build HG, get to republic, build Copes, build Mikes. I likely will not accomplish all of these things. We also need a ton more settlers. As I look around I cannot believe we have NONE active right now.

                          Ok, revised plan, every city (less SSC) will build a settler, then HG, then republic, then Copes, then Mikes. SSC will produce trade goods as quickly as funds allow. Realistically, what is likely to happen is a few tech trades, some settlers produced, HG and Republic in 10 turns. If I can pull it off, I may produce a few more ships to get trade going.

                          edit:
                          We also ought to think about trade colonies. This would be especially good near the Aztecs as it would only require one or two ships to ferry vans back and forth. The downside is it is far from the SSC. I might try placing a city at (58, 40). If the opportunity arises (unlikely).

                          StuporMan
                          Last edited by StuporMan; May 25, 2006, 09:32.
                          Man had always assumed that he was more intelligent than dolphins because he had achieved so much - the wheel, New York, wars and so on - whilst all the dolphins had ever done was muck about in the water having a good time. But conversely, the dolphins had always believed that they were far more intelligent than man - for precisely the same reasons.

                          StuporMan's Supply and Demand Calculator
                          Supply and Demand Calculator 2.0.1 Beta Now loading savegames!

                          Comment


                          • Rehoming is permitted in this game, but you don't have to do it. Sort of like some people refuse to black-click or look at a specials chart to see that Susa has two hidden Silks...

                            Comment


                            • Originally posted by StuporMan
                              I have a quick question before I begin as it may affect how I play this turnset. Are we allowing caravan rehoming?
                              Allowed by rule, as is hut tipping (see post #1). Makes things more fun, more easy; even if it is not strict ELG protocol.


                              Ok, revised plan, every city (less SSC) will build a settler, then HG, then republic, then Copes, then Mikes. SSC will produce trade goods as quickly as funds allow. Realistically, what is likely to happen is a few tech trades, some settlers produced, HG and Republic in 10 turns. If I can pull it off, I may produce a few more ships to get trade going.
                              If you will entertain a suggestion, think on this...
                              --the biggest need is HG, frees up the need for elvis, gets SSC celebrating. So switch HG and Settler builds.
                              --Hold off on Republic. Because of food and shield hits, I think Republic would be a net drain and would not be useful, yet. Most cities need to be size3 and have any necessary irrigation so they can grow, and the SSC won't grow much (size 7) until we get HG and Shakes, then Aqua to get to 12. Getting to 12 in a straight shot should be the minimum goal.
                              --Rehome to SSC


                              edit:
                              We also ought to think about trade colonies. This would be especially good near the Aztecs as it would only require one or two ships to ferry vans back and forth. The downside is it is far from the SSC. I might try placing a city at (58, 40). If the opportunity arises (unlikely).
                              StuporMan

                              Colonies would be good. [58,40] might not be a good choice though; it can't grow and will create security headaches viz the Az all game. Get more maps and get more boats with dips to uncover the map, then decide.
                              Build the roads and Los Aztecas are then a short hop from Sardis.

                              Monk
                              so long and thanks for all the fish

                              Comment


                              • Originally posted by Elephant
                                Rehoming is permitted in this game, but you don't have to do it. Sort of like some people refuse to black-click or look at a specials chart to see that Susa has two hidden Silks...
                                Bloodthirsty Luddites! Two cities to trade with!


                                Ol' Ned must be spinning in his grave!!

                                Viva la Tech!!

                                Monk
                                so long and thanks for all the fish

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