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spaceship in 1AD - a theoretical approach

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  • #16
    Ahem...??? not even a mention? I guess i haven't been playing enough recently =)
    "Mal nommer les choses, c'est accroître le malheur du monde" - Camus (thanks Davout)

    "I thought you must be dead ..." he said simply. "So did I for a while," said Ford, "and then I decided I was a lemon for a couple of weeks. A kept myself amused all that time jumping in and out of a gin and tonic."

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    • #17
      I'll be there. I have MPG again.
      The camel is not a part of civ.
      THE CAMEL IS CIV !!!!
      SAVE THE CAMEL !!!!!!

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      • #18
        Good luck, guys!

        Looking forward to read about the game.

        Carolus

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        • #19
          As my normal bunch knows, I usually can't play on Saturday night until my family goes to sleep... which means much later than most people will want to start. I'll just have to see
          Keep on Civin'
          RIP rah, Tony Bogey & Baron O

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          • #20
            Kaak would be an excellent person to build enough cities to build the spaceship.

            In all fairness almost all the people that were listed had responded to this thread or the one in the other forum. So I'm sure no slight was intended. (and you should post more often.)

            I am usually available on Saturdays, around 7 central time till whenever. I have a cable connection and would be happy to host.

            Welcome back Matthew.

            We could use a little more discussion on what would be allowed in terms of cities, and units. Even though with this type of challange, anything short of trading cities every turn should be allowed.

            RAH
            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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            • #21
              I can now play MP, so if you need another player I would be willing to join. This type of game certainly appeals to my generally peaceful playing style in SP (especially OCC) games, so it certainly sounds good for my first MP game.

              One of the advantages of working at a school is that I now have a 4-week summer vacation, so I would be able to play at almost any time.

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              • #22
                BREAK OUT THE BAND! Paul has MP now!

                YES... YES... YES...

                You would be the perfect person to run the team on this one. Your OCC skills are really needed. It would seem like the best strategy would be to have one person take the lead, and have everybody else create cities, and just give them to him, keeping one or two cities for themselves so that they can have one building caravans, and then one trade city so paul would have somebody to trade with...

                But even if this attempt doesn't work, I'm sure there are a few of us that would still love to play you in MP Paul
                Keep on Civin'
                RIP rah, Tony Bogey & Baron O

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                • #23
                  You definitly have to put some restriction on trading cities. Imagine the SSC being passed around among 7 players. Tech rate= 3 tech/turns. I guess giving cities should be allowed as long as it is after your turn and after the recipient turn so as not to double the poutput of the city.
                  Another issue is the happy wonders. The SSC players need the HG and Shak Th. Should he keep his # of cities low so that he can celebrate the SSC? I think another player sould have mike and JSB to be able to grow his cities and have good trade cities. Should the rest stay in monarchy?
                  An interesting thing to do would be to pass mike and JSB to another player, let him grow his cities, then to another player, same thing. You could have a lot of size 12 cities around early in the game.
                  Will be on vaccation for two weeks, so I won't be able to participate in that game.

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                  • #24
                    The problem is having a sufficient production base from which to build a spaceship and to built infustructure to keep up your science rate. me and arii are taking a stab at it. with 2 players 0 AD is not possible, but 1000 AD is.
                    Join the army, travel to foreign countries, meet exotic people -
                    and kill them!

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                    • #25
                      Heck... production isn't a problem if you have the money. All you really need is the number of cities necessary to crank the space ship in a turn or two
                      Keep on Civin'
                      RIP rah, Tony Bogey & Baron O

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                      • #26
                        I suggest you to play the first game when you try to finish as earlier as possible, to learn.

                        And it will make a big difference if you'll play on a random map or on a specially created map or at least on a map you already saw. But this is your decision, IMHO for a fair game you should play on a random map.

                        BuiderR

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                        • #27
                          Paul, I tend to disagree, with all the happiness wonders, the 10% lux loss should easily be offset all the extra beakers that the other cities will contribute. And think about all the caravans that can be produced. Just having enough cities to crank the ship in one turn should be necessary.

                          Random map for sure.

                          But thinking about using see all human starting postions. This would allow contact early for tech leap-frog. Monarchy could be had real early, if not given to the host at the start

                          M&A, keep us appraised so we can avoid any pitfalls that you encounter.

                          I am starting to get optimistic about this one.

                          Who wants to try saturday evening?

                          RAH

                          Paul, love to have you coordinate the tech effort. I don't have the path memorized

                          I also see every civ but the master civ with two cities. One trade city. and one caravan/settler cranker. The master civ would probably easily have 80 cities by the year 0.
                          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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                          • #28
                            Paul, I tend to disagree, with all the happiness wonders, the 10% lux loss should easily be offset all the extra beakers that the other cities will contribute. And think about all the caravans that can be produced. Just having enough cities to crank the ship in one turn should be necessary.

                            Random map for sure.

                            But thinking about using see all human starting postions. This would allow contact early for tech leap-frog. Monarchy could be had real early, if not given to the host at the start

                            M&A, keep us appraised so we can avoid any pitfalls that you encounter.

                            I am starting to get optimistic about this one.

                            Who wants to try saturday evening?

                            RAH

                            Paul, love to have you coordinate the tech effort. I don't have the path memorized

                            I also see every civ but the master civ with two cities. One trade city. and one caravan/settler cranker. The master civ would probably easily have 80 cities by the year 0.
                            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

                            Comment


                            • #29
                              I would prefer to see a more even distribution of cities. Like ten or so per civ. If all or most of them crank out caravans you might be able to deliver enough to get about one advance per turn per civ. If one player has 80 cities cranking out caravans he would just waste most of the beaker bonus. One civ should be designated as the spaceship builder and all the other players should give him most of their cities after the discovery of Space Flight. That way this player could then build the ship in one turn.
                              <font size=1 face=Arial color=444444>[This message has been edited by Paul (edited July 26, 2000).]</font>

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                              • #30
                                Paul: if cities can be traded among civs then a city can build 6 SS components before the end of turn.

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