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??
Monkso long and thanks for all the fish
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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...
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."
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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.
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.
Monkso long and thanks for all the fish
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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.
StuporManMan 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.
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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...
Celts studying Sea Faring, Zulu Maths, French Republic, Aztec Construction, Greeks Masonry, Mongols Feudalism.
Meet Aztecs and swap Republic for Masonry – I’d like some city walls in Susa as I don’t think the Zulus are done.
425(5) Gift Philo to Zulus to get them back to receptive. Try for alliance and gift Poly...
Greek government overthrown, so will wait for Republic before delivering the vans.
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.
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!).
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!
Aztecs learn Bridge Building and start Pyramids.
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.
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.
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.Last edited by Elephant; May 24, 2006, 14:00.
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Originally posted by Elephant
Ready for the RCC?
Why are we still bashing the Zulus, and furthermore why waste a Phalanx against a Legion?
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.
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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
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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.
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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).
StuporManLast 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.
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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?
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.
--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
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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.
Monkso long and thanks for all the fish
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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!!
Monkso long and thanks for all the fish
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