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  • #31
    move them 2 spaces only.Hit "w" and then command+n when you are done with other units.
    The only thing that matters to me in a MP game is getting a good ally.Nothing else is as important.......Xin Yu

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    • #32
      isnt that cheating, like leaving your planes hanging in mid air ...

      do many players actually do this?? I hope not
      GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71

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      • #33
        ..only the ones that know about it

        Any serious,"fair" mp game will have fairly long list of pre-game conditions.

        j/k about the poll
        The only thing that matters to me in a MP game is getting a good ally.Nothing else is as important.......Xin Yu

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        • #34
          its sad that the game allows so many "loopholes" to ber exploited by those in the know !!! I gues in twelve months (maybe less) aCHEAT Thread wil lbe posted for Civ 3 , as people find all the hidden BUGS and exploit them,,,,,
          GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71

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          • #35
            Thanks again SG... One request is can you also please log what your building in each city (and why) and when you rush buy!! I noticed you rush built the temple in Carthage in 3300BC but didnt mention it as such.... Didnt help tha ti too was inbibing in the red wine will trying to learn
            GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71

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            • #36
              Raz ... no city improvements except a Temple in Cartage. The other cities were building Settlers after a warrior for Martial Law ... as well as one Horseman for exploration and Barb protection. After Trade ... Caravans as well.

              The early goals are expansion and food caravans to build wonders. In addition one settler was dedicated to road construction... helps move the caravans.

              Rush buying was usually done on an incremental basis.

              ------------

              SG(2)
              "Our words are backed by empty wine bottles! - SG(2)
              "One of our Scouse Gits is missing." - -Jrabbit

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              • #37
                Just to clarify, Raz, to make our limited funds go as far as possible our normal caravan/settler rushing is as follows:
                1. Select Caravan, hit end of turn
                2. Switch to Warrior, buy, switch back to Caravan, hit end of turn
                3. Switch to Phalanx, buy, switch back to Caravan, hit end of turn
                4. Curse not yet having writing, wait until row 4 is started
                5. Switch to Settler, buy, (if needed switch to Caravan), hit end of turn
                6. Finally, buy the last row for the Caravan (unless production is >=5)

                So if the city has a production of say 2 shields the three rushes cost 19g each and you have a Caravan in 9 turns for a cost of 57g - this can now be used for 50 Wonder shields (200g) a hell of a saving!

                As remarked a similar technique is available for Settlers, but you have to watch the food box as well then so as not to rush too fast and disband your city ...

                Hope this clarifies ...
                "Our words are backed by empty wine bottles! - SG(2)
                "One of our Scouse Gits is missing." - -Jrabbit

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                • #38
                  2950 Malaca established. 8 turns/tech.
                  2800 Currency discovered, Monarchy next. Caralis established. 10 turns/tech. Hut contains a chariot (supported by Malaca). This is my lucky day ! Malaca's production changed to settlers.
                  2650 Map Making from hut. 13 turns/tech.
                  2600 Oops! Not paying attention. Carthage's 2nd worker moved from grass to forest. Utica's worker moved to silk.
                  2550 Carthage's 2nd worker moved back to grass.
                  2500 Carthage builds settlers. Production changed to warriors.
                  2450 Utica builds horsemen. Production switched to settlers.
                  2350 Malaca's 2nd worker moved to forest, settler next turn.
                  2300 Malaca builds settler.
                  2250 Carthage builds warriors.
                  2200 Monarchy discovered (one turn late ), Pottery next. 12 turns/tech.
                  2150 Hut contains 25 gold.
                  2100 Panormus established. No extra unhappies yet. 10 turns/tech. Carthage's production changed to trireme. Revolution!
                  2050 Monarchy . Caralis's workers moved to forest. Caralis builds horsemen, production changed to settlers. Warrior moved from Carthage to Panormus to guard against pirates.
                  2000 Utica: 2nd worker moved to ocean, since we have surplus shield production. Caralis: rushbuy 15 shields toward settler production.
                  Attached Files

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                  • #39
                    1950 Carthage: worker moved to forest.
                    1900 Malaca: rushbuy one shield so we can build a settler in 4 more turns. Panormus: rushbuy 2 shields so we can build a horsemen in 4 turns. Carthage: rushbuy 5 shields so we can build a trireme in 4 more turns.
                    1850 Barb uprising: two horses and a leader.
                    1800 Barb horse dies attacking my valiant warrior in Caralis . Rushbuild a phalanx in Utica in an attempt to capture the barb leader.
                    1750 Barb horse kills my warrior, weakens to yellow. Panormus: move worker to forest. Utica: move worker to silk. Utica builds phalanx.
                    1700 Barb horse and leader move away. Grrr. Pottery discovered, trade next. Malaca builds settlers, Carthage builds trireme (change production to temple), Panormus builds horsemen. Caralis: move worker to forest.
                    1650 Leptis Parva established. Carthage: switch production to warriors, we don't need a temple yet.
                    1600 Barb horse dies attacking my phalanx. Caralis goes into disorder . Barb leader captured .
                    1550 Carthage builds warrior, change production to settlers.
                    1500 Rushbuy some shields toward future caravans.
                    1400 Cartenna established. Malaca: move worker to forest. Join settlers to Carthage: size 3.
                    1350 Trade discovered, Masonry next. Malaca: move 2nd worker to ocean, rushbuild caravan. Rushbuild settlers, change production to caravans in Carthage, Utica, Panormus.
                    1300 Caralis builds settlers, Malaca builds dye caravan. Rushbuild caravans in Utica, Panormus; move workers to ocean in Carthage, Utica, Panormus.
                    1250 Carthage, Utica, Panormus build dye caravans. Change production in Carthage to Hanging Gardens, use caravans to rush it; move workers (except in Carthage) to maximize shields. Rusicade established. Leptis Parva: rushbuy one shield.
                    1200 Carthage completes Hanging Gardens.
                    1050 Masonry discovered, Construction next. Aztecs start Colossus.

                    Edited for minor grammar & line break problems.
                    Attached Files

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                    • #40
                      Now I know why the Gits split their 2000-1000 BC files: "file too big to attach."
                      Attached Files

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                      • #41
                        one more willing to compare

                        If the SGs and Dave compare their games, why shouldn't I have a try?
                        Short log:
                        3950: hut gives horsey + Carthage close to whale
                        3700: Alphabet (Utica meanwhile)
                        2450: Malaca (+ hut = 50g)
                        2200: Monarchy discovered
                        2150: Hut = MapMaking
                        2100: telephone rings and La Fayette forgets to switch to Revolution
                        1900: Caralis (+ don't forget to switch this time)
                        1850: Monarchy chosen
                        1600: Panormus
                        1550: Leptis
                        1500: Trade
                        1000: HG to be completed next turn
                        Aux bords mystérieux du monde occidental

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                        • #42
                          1 AD

                          Shorter log (1000 BC- 1 AD)
                          950BC: HG
                          725: Marco
                          425: Switch to Republic

                          Demographics at 1 AD:
                          Pop.: 1,240,000 (6 cities)
                          PNB: 142 M$
                          Prod.: 44Mt
                          Aux bords mystérieux du monde occidental

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                          • #43
                            Why I did it

                            I suppose that the SGs' idea is to compare 'playing styles'.
                            Therefore I had better explain why I did what I did:

                            1) Having SG in 950BC and living on a rather tiny island, I decided to build Marco instead of sending fragile triremes over the ocean.
                            2) Having Marco in 700BC, I traded a few useful techs and many maps. Those maps showed that the other civs also were 'island civs' quite far away. I decided to choose the 'isolated Republican way' (hello Mr Bush!), which means to grow swiftly and peacefully
                            with internal trade and WLTPD.
                            3) I switched to Republic in 425BC.
                            IMHO this is a difficult point that I don't master yet: if you switch too soon, you lose those 'support shields' and need a high luxury rate; if you switch too late, well, it's just too late (and Dave has already finished his game meanwhile ).
                            4) Growing in Republic is like climbing a staircase, step by step: prepare, then grow with WLTPD, then prepare next step,...
                            5) Step #1 was growing my fat city to size 8 and the other 5 cities to size 5-6-7. I am almost ready for step #2 in 1AD. Step #2 should be growing my fat city to size 12, the other 5 to size 8, and creating 2 baby-cities in the southwestern part of the island (since 8 cities is OK without 'red faces' under Republic).
                            Aux bords mystérieux du monde occidental

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                            • #44
                              Hi La Fayette,

                              Your game looks good - I think that you will be able to go as far as 10 cities on a large map (this is a large map) without hitting the red faces, but it does depend upon how large your other cities have grown ...

                              We are more or less determined to continue in a hybrid fashion with a sleaze along the river system and two protected 3/4 special cities .. we shall see.
                              "Our words are backed by empty wine bottles! - SG(2)
                              "One of our Scouse Gits is missing." - -Jrabbit

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                              • #45
                                Hi La Fayette & SG[1]!

                                Colossus/Marco ... obtain some maps...then we know where to trade or where to send the Ironclads ... probably both

                                SG(2)
                                "Our words are backed by empty wine bottles! - SG(2)
                                "One of our Scouse Gits is missing." - -Jrabbit

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