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  • 325 BC, the end of an era

    Gentlemen (are there ladies here?)

    With proudness can i tell you that our mission to liberate the surpressed banana people has suceeded. In a desperate and final act of atrocity they have send suicide troops to our possition: but they failed. 7 squads of chariots have attacked us, 5 were killed and 2 withdrew with big losses. Our troops defended fiercely and even though many were slayed, our prime soldiers survived. This left the gates open for us, and whatever was left of the city was quickly taken.

    We saw death everywere, in a unhospitable place. The gouvernement of the AC people decided to spread the remaining banana people to our other cities and to burn splitsville to the ground. With this there comes an end to the military dictature of banana. The children of banana are welcome to follow lessons at our schools so they can learn from the faults their ancestors made.

    ------

    We need to upgrade before we attack tho
    in splitsville are chariot at 4, 0.8 and 0.2 health
    we have chuck at 3.8(no promotions), 3.6(one promotion) and 1.6(one promotion and our medic)

    so i propose to upgrade the 3.6 with combat 2 and attack first, then the 3.8 and then promote the 1.6 to medic 2 (he should win anyways against a 0.2 chariot)

    what was the new build in tassagrad? our settler there is ready.

    our boat should return but i want to look just one tile further
    http://www.danasoft.com/sig/scare2140.jpg

  • #2
    our boat should end the turn on the same tile he started this turn, so you can look "one tile further"
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    • #3
      played till midturn, banana is dead

      turnchat log up to now :
      [15:29:38] binTravkin : save in
      [17:52:29] |SafaN| : strange
      [17:52:54] |SafaN| : atm there are only 3 chariots in splitsville
      [17:54:17] |SafaN| : oh
      [17:54:22] |SafaN| : they attacked
      [17:55:47] |SafaN| : 7 attacks: 5 kills 2 withdrawn
      [17:57:32] |SafaN| : left over: one with full health, one with 0.4h and 0.2h
      [17:57:45] |SafaN| : that means the end
      [18:29:18] binTravkin : you still there?
      [18:30:20] |SafaN| : quick then
      [18:31:23] binTravkin : startin
      [18:31:58] |SafaN| : i'm back in a hour i hope
      [18:32:08] binTravkin : ok
      [18:32:18] binTravkin : I will send bananas the message they're dead
      [18:32:34] binTravkin : they asked for 24h if you remember
      [18:32:55] |SafaN| : they know it already
      [18:54:51] PJayTycy : I'm here too
      [18:57:32] binTravkin : woothi PJay
      [18:57:37] binTravkin :
      [18:57:54] binTravkin : Victory for us
      [18:58:54] PJayTycy : I hope so
      [18:59:08] binTravkin : I mean victory over Bananas
      [18:59:23] binTravkin : Now, some disturbing things:
      [18:59:23] binTravkin : 1.mercs score is rapidly rising
      [18:59:53] binTravkin : Well, that was one disturbing thing
      [19:00:19] binTravkin : Ahh, and we're 2nd in GDP/Mfg/Crop
      [19:00:20] PJayTycy : lol
      [19:00:53] binTravkin : though, we're actually 1st in research or so I can deduct from the fact we have 61b/turn
      [19:01:18] binTravkin : rival best gdp is 40
      [19:01:51] PJayTycy : wel, but can't the others have +research modifiers too ?
      [19:01:53] binTravkin : and GS culture score follows the same old pattern so they haven't built any libraries yet
      [19:02:01] binTravkin : ^ answer
      [19:02:17] PJayTycy : but we don't know for sara, mercs, horde
      [19:02:22] binTravkin : Of course, other than GS, yes but avg GDP is 18
      [19:02:31] binTravkin : so the remaining must be pretty low
      [19:02:39] PJayTycy : that's pretty low yes
      [19:03:13] PJayTycy : I am looking in the battle logs to see if our chucks got extra health from the medic promotion
      [19:04:05] binTravkin : ok
      [19:04:22] binTravkin : well, now there are some things to decide:
      [19:04:33] binTravkin : 1.I agree to Safans plan with Combat II
      [19:04:51] binTravkin : 2.What do we do with the medic chuk? give him medic 2?
      [19:04:57] binTravkin : 3.where do our chuks go now
      [19:05:10] binTravkin : we could be having them all near vox in little over than 10 turns
      [19:05:20] binTravkin : 5 experienced chuks
      [19:05:59] binTravkin : 4.What to build in Tassagrad - I think we really need more workers
      [19:06:56] PJayTycy : agreed to all, but not really sure about the workers. Don't have a clear idea what else to build though
      [19:07:01] binTravkin : 5.what to do with Tassagrad worker? - make him chop the silk wood. after we chop it, we can make a farm there which will giveus 3-0-3 The wood could go into Heroic epic, hasting it by 2-3 turns
      [19:08:38] binTravkin : About workers:
      [19:08:38] binTravkin : -we currently have no worker near Bananpolis
      [19:08:38] binTravkin : -we have one, likely to be idle worker north of Xian, so that's a reserve
      [19:08:38] binTravkin : -we're building one more city now and more later, so we should probably be done with improvements asap, to concentrate on the new ones
      [19:08:47] binTravkin : Other ideas what to build is a scout
      [19:09:08] PJayTycy : to put on an exploring boat?
      [19:09:09] binTravkin : actually, that might be better - quick build and the sooner we do it, the better. we still have a lot of fogto lift
      [19:09:32] binTravkin : the boat one would be later, this could go in exploring the north of our continent
      [19:09:38] binTravkin : and then move on to south, GS
      [19:09:57] binTravkin : we could make 2
      [19:10:05] binTravkin : one goes north and returns when boat is due
      [19:10:07] binTravkin : one goes straight to GS
      [19:10:24] PJayTycy : yes, especially in the south we need to explore quick, or GS will have lots of unknown (to us) terrain
      [19:11:15] binTravkin : so 2 scouts, then worker, what do you think?
      [19:11:48] PJayTycy : those are units we need, to be build in tassagrad or xian, which ever city needs a next building order
      [19:12:24] PJayTycy : did you check gold ?
      [19:12:34] PJayTycy : We have currently 23 in reserve, running at -23
      [19:13:03] PJayTycy : so, we can have 100% research this turn, 0% next turn, then 100% again and currency should be finished
      [19:13:17] PJayTycy : it's sad we can't run 100% twice
      [19:13:25] binTravkin : splitsville
      [19:13:31] PJayTycy : or maybe we will be able to, if we get enough plunder from splitsville
      [19:13:43] binTravkin : next turn mine + pasture = ~15g
      [19:13:56] binTravkin : so some 3-4 turns of continued 100%
      [19:13:58] PJayTycy : are you playing the turn along with safan ?
      [19:14:11] PJayTycy : if not, I'll do...
      [19:15:20] binTravkin : I have it open
      [19:15:28] binTravkin : we can go step by step
      [19:15:40] PJayTycy : combat2 promotion given => health from 3.6=> 4.8
      [19:15:48] binTravkin : let's attack
      [19:15:53] binTravkin : let's start with battle
      [19:16:15] PJayTycy : combat odds 94.7%
      [19:16:34] PJayTycy : battle won, 2.1 health left
      [19:16:42] binTravkin : ok, next
      [19:16:48] binTravkin : it should have high odds
      [19:17:00] binTravkin : the 3.8 one
      [19:17:23] PJayTycy : 100% odds
      [19:17:31] PJayTycy : we won without a scar
      [19:17:55] binTravkin : so the last musttoo be100
      [19:18:20] PJayTycy : yes, even without promotions
      [19:18:23] PJayTycy : should I give one ?
      [19:18:37] binTravkin : no
      [19:18:42] PJayTycy : from safan : "promote the 1.6 to medic 2 (he should win anyways against a 0.2 chariot)"
      [19:18:51] binTravkin : you can promote afterwards
      [19:18:55] binTravkin : if it 100
      [19:18:59] PJayTycy : ok
      [19:19:38] PJayTycy : we won
      [19:19:55] PJayTycy : splitsville : BURN BABY BURN
      [19:19:55] binTravkin : raze it then
      [19:19:59] binTravkin : gold?
      [19:20:12] PJayTycy : we have 136 now
      [19:20:25] binTravkin : so, 5 more turns of 100%
      [19:20:43] binTravkin : It will be enought to do CoL!
      [19:20:44] PJayTycy : The banana civilization has been destroyed
      [19:21:08] binTravkin : it shows 7 turns with full investment now and our cities are growing, plus Currency is an OR prereq, so it adds a bonus
      [19:21:29] PJayTycy : true
      [19:21:36] binTravkin : well, probably one empty turn in the middle
      [19:21:43] binTravkin : but anyways, quite fortunate
      [19:22:33] PJayTycy : yes
      [19:22:41] PJayTycy : there's a new city in the top-5 btw
      [19:22:47] PJayTycy : some city built in 2480 BC
      [19:22:53] PJayTycy : it has 5 pop now
      [19:23:07] PJayTycy : 2480 BC should still have correct data in my foreign intelligence
      [19:23:43] binTravkin : humm
      [19:23:49] binTravkin : you have the sheet?
      [19:24:05] PJayTycy : it's 2nd city from mercs
      [19:24:30] binTravkin : Interesting why it has so much culture
      [19:24:34] binTravkin : library I guess
      [19:25:27] PJayTycy : well, "so much", it still has less culture than GS' primary city (and same amount of pop), while GS doesn't have such high culture
      [19:25:46] PJayTycy : pop is pretty important for that top-5 list
      [19:26:30] PJayTycy : rival worst in demographics is not updated yet
      [19:26:41] PJayTycy : I'm pretty sure it still has banana's values
      [19:26:46] binTravkin : humm
      [19:26:56] binTravkin : all columns/
      [19:26:58] binTravkin : Banana?
      [19:27:32] binTravkin : maybe let's do the other actions while you're at it?
      [19:27:39] binTravkin : did you move the boat already?
      [19:27:45] PJayTycy : not yet
      [19:28:05] PJayTycy : should I move west or south-west ?
      [19:28:32] binTravkin : west should provide more sight
      [19:28:49] binTravkin : because we already see that to the south is the island - ain't gonna see more there
      [19:29:44] PJayTycy : ok, I moved it south, but didn't move it back again
      [19:29:49] PJayTycy : we didn't see anything
      [19:30:14] binTravkin : :P see, I said west
      [19:30:17] binTravkin : ok
      [19:30:29] PJayTycy : ofcourse I meant west
      [19:30:31] PJayTycy :
      [19:30:32] binTravkin : now, take a look at hong kong
      [19:30:46] binTravkin : it is able to whip Granary
      [19:30:47] PJayTycy : <==== : that direction
      [19:30:56] binTravkin : yeah, I'm not that stupid :P
      [19:31:08] PJayTycy : but apparently I am
      [19:31:40] binTravkin : Hong Kong can whip Granary
      [19:31:41] PJayTycy : you're right, the granary can be whippe
      [19:31:51] binTravkin : the overflow will then 1/3 finish Sailhouse
      [19:31:58] binTravkin : and the chop willfinish it fully
      [19:32:00] PJayTycy : Sailhouse ???
      [19:32:07] binTravkin : Lighthouse I mean
      [19:32:23] PJayTycy : lol
      [19:32:40] binTravkin : the angriness is not yet off there, but the gain from earlier granary + lighthouse is huge imo
      [19:33:07] binTravkin : in like 15 turns after lighthouse it will be a BIG city
      [19:33:50] PJayTycy : it's strange the governor put the second city to a citizen instead of working the sea
      [19:34:01] PJayTycy : *city => pop
      [19:34:03] binTravkin : well, it's vanilla
      [19:34:28] binTravkin : so my proposal is:
      [19:08:38] binTravkin : 1.whip granary
      [19:08:38] binTravkin : 2.put lighthouse in queue
      [19:08:38] binTravkin : 3.make worker start choppin
      [19:34:32] binTravkin : what do you think?
      [19:35:27] PJayTycy : I don't see how that will finish lighthouse immediately
      [19:35:42] PJayTycy : overflow will be +- 14 (we are now at 44/60)
      [19:35:49] PJayTycy : chopping will add +24
      [19:35:55] binTravkin :
      [19:36:05] binTravkin : chopping will add 37
      [19:36:08] PJayTycy : so that's 38/60
      [19:36:24] binTravkin : and that's 61/60
      [19:36:37] binTravkin : plus a couple of hammers while it chops
      [19:37:20] PJayTycy : how do you get to 37?
      [19:37:32] binTravkin : 30 * 1.25, rounded
      [19:37:38] binTravkin : 37.5 = 37
      [19:37:51] binTravkin : the borders will expand before it chops
      [19:37:56] binTravkin : so it will be a full chop
      [19:38:03] PJayTycy : oh
      [19:38:18] PJayTycy : I thought distance mattered too
      [19:38:28] binTravkin : in 2 tiles only culture does
      [19:38:37] binTravkin : further than that it's distance
      [19:38:38] PJayTycy : didn't know inside cultural borders it didn't matter
      [19:38:53] PJayTycy : so, 2 tiles + culture = good chopping
      [19:38:57] binTravkin : yes
      [19:39:13] binTravkin : further than that it's low even with culture
      [19:39:41] PJayTycy : still 14 overflow + 37 chopped = 51... So we need 9 "normal" hammers, while we get 1 hammer / turn
      [19:39:52] |SafaN| : back
      [19:39:56] binTravkin : overflow will be 17
      [19:40:07] binTravkin : 60-44 = 16 + 1 h
      [19:40:12] binTravkin : 17 + 1 = 18
      [19:40:20] binTravkin : 18 * 1.25 = 22
      [19:40:53] binTravkin : 22 + 37 = 59
      [19:41:08] PJayTycy : I'm not sure about your 18*1.25
      [19:41:14] binTravkin : where?
      [19:41:34] binTravkin : 18*1.25 = 22.5
      [19:41:49] |SafaN| : what were your plans with vox? attack them and burn the capital (and hindu holy city) before GS can get it? :P
      [19:41:53] PJayTycy : well, I'm not sure we will get this *1.25 bonus
      [19:42:10] binTravkin : we will, pure overflows get it
      [19:42:17] binTravkin : whipping overflows are pure hammers
      [19:42:34] PJayTycy : ah
      [19:42:36] binTravkin : chopping overflows first get scaled back and then scaled up to the next turns bonuses
      [19:43:14] PJayTycy : I always thought overflow was calculated as : hammers_too_much * (next_building_modifier / current_building_modifier)
      [19:43:54] binTravkin : and current building modifier for whipped hammers is 1
      [19:43:55] PJayTycy : it's only fair if it's different with whipping
      [19:44:09] binTravkin : Safan - we should make a poll I guess
      [19:44:22] binTravkin : what to do next with the 5 uberchuks we have there
      [19:44:29] PJayTycy : these little nuances make a difference between a 2-turn plan and a 10-turn plan
      [19:44:35] binTravkin :
      [19:44:48] PJayTycy : I will post the current midsave on the forum, so we can all continue from the same save
      [19:44:51] binTravkin : we could go south and do some rampage
      [19:45:09] binTravkin : humm
      [19:45:10] binTravkin : ok
      [19:45:19] binTravkin : wait
      [19:45:22] binTravkin : do onw thing
      [19:45:33] binTravkin : the worker near Msaha - make it chop
      [19:46:00] PJayTycy : so important to do it before midturn ?
      [19:46:17] binTravkin : well, no, I just wanted to do all the things that don't need decisions
      [19:46:48] PJayTycy : the chop will be immediate
      [19:46:52] PJayTycy : it only needs 1 turn
      [19:46:53] binTravkin : yes
      [19:47:04] binTravkin : Forge finished, Msaha will soon be on it's own
      [19:47:29] PJayTycy : forge done 160/120
      [19:47:31] PJayTycy :
      [19:48:36] PJayTycy : did we PM banana yet ?
      [19:48:50] PJayTycy : *already ?
      Attached Files
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      • #4
        Things still left to be done (but need no decision):
        1.Moving settler towards rice site
        2.Moving fishing boat back towards the fish resource
        3.Propose the trade of Literature and Sailing for Monarchy to GS ingame, along with a message to accept or set a counter-proposal if they see one.


        Things needing to be discussed:
        1.Next production in Xian.
        Xian just finished settler and won't be building those until it has a courthouse.
        So, between now and when it can build a courthouse is 6-7 turns. We had talks earlier about scouts and workers.
        Proposal:
        Let's build a scout there and then a worker.
        Scout will be used for exploring the northern part of our continent and then returning to board a vessel for exploring the islands.
        Worker will be useful to do last improvements on core cities before moving on to our new row of cities (after CoL).


        2.Tassagrad has a worker idle in it.
        Proposal:
        Let's build Heroic Epic as the next project in Tassagrad and use that worker to chop the wood on the silk near the river.
        After it has cleared the forest, it will be able to set up a very nice farm (3-0-3), boosting Tassagrad's growth, which really should be done if we are to use it's new military production potential.
        The chopped wood will add 30 * 2 (+50 wonder, +25 forge, +25 org rel) = 60hammers to the total of 200 hammers of Heroic Epic.


        3.Hong Kong is in excellent situation to rapidly advance it's infrastructure:
        - it has accumulated 44/60h for current build, Granary
        - it has just grown back to 2 citizens after whipping 4 turns ago
        - the worker south of it will finish a chop for +37h in 3 turns

        Proposal:
        Let's whip Granary (ignoring the angriness) and get it next turn, we can get Lighthouse just 2 turns after that (with the whipping overflow + chop hammers it's gets finished almost immediately).
        The benefit is that food storing will start much earlier, boosting the next pop by 2 turns and we will get lighthouse much sooner than expected, thus adding +1f per citizen and increasing the city's ability to grow even more.
        It will be 16 turns while the whip angriness completely expires, during that time the city will grow to size 6 or 7 (it can grow a pop per 2-3 turns), becoming our second major city and commerce center.


        4.Mhasa will finish forge this turn and carry over a significant overflow into granary, being able to finish it 4 turns later. After that it will have little to do until CoL (which is likely to be ~3 turns).
        Proposal:
        Let's build a scout in Mhasa, and send it south towards GS continent, to at last open up the trade route and do some more exploration. Scout build in Mhasa will reach GS territory sooner than one deployed from Xian or Tassagrad.


        5.The worker near Mhasa thus will be free and we should decide what should it do.
        There are three distinct options:
        - improve around Mhasa
        - chop around Mhasa
        - go to help Bananapolis

        The most beneficial seems the last, because:
        1.Bananapolis is lagging and need some chopping to boost it. Mhasa could use that extra improvement, but it's not likely to be as beneficial as an extra chop for Bananapolis.
        2.If we build scout in Mhasa we should not chop or we could be wasting overflow (overflow cannot be more than the cost of item being built, any extra hammers are lost).
        3.We cannot have any other working to help Bananpolis soon enough to matter.


        6.And finally a strategic decision - what do our chuks do next?
        - what promotion to choose for our healer? If we are to keep him as fulltime healer, we should give him MedicII
        - do we rush all 5 south? Rushing south doesn't imply we will attack or something, because it can lead to quite a row of actions:

        - defense of the gates
        - some scouting and watching what happens in GS-Vox war
        - some action either vs Vox or GS or both

        We currently now only need to decide whether we go south and if we send all 5 south, what exactly they do can be decided later.
        Also, the economical argument is that we're currently only paying 1g for units out of supply area, so that wouldn't be a problem.
        -- What history has taught us is that people do not learn from history.
        -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

        Comment


        • #5
          chucks should go south and at the very least hold the mountain range, if not scout further. I'll be online properly later.

          Congrats to us

          Comment


          • #6
            Originally posted by binTravkin
            Things needing to be discussed:
            1.Next production in Xian.
            Xian just finished settler and won't be building those until it has a courthouse.
            So, between now and when it can build a courthouse is 6-7 turns. We had talks earlier about scouts and workers.
            Proposal:
            Let's build a scout there and then a worker.
            Scout will be used for exploring the northern part of our continent and then returning to board a vessel for exploring the islands.
            Worker will be useful to do last improvements on core cities before moving on to our new row of cities (after CoL).
            A scout will definately be usefull to do some final exploration in the north (although it might be dangerous out there right now, with all that barb-spawning fog).
            We currently have 6 cities (soon to be 7) and 5 workers, so an extra worker could be useful for the banana lands.
            ==> I agree with this production queue for Xian

            Originally posted by binTravkin
            2.Tassagrad has a worker idle in it.
            Proposal:
            Let's build Heroic Epic as the next project in Tassagrad and use that worker to chop the wood on the silk near the river.
            After it has cleared the forest, it will be able to set up a very nice farm (3-0-3), boosting Tassagrad's growth, which really should be done if we are to use it's new military production potential.
            The chopped wood will add 30 * 2 (+50 wonder, +25 forge, +25 org rel) = 60hammers to the total of 200 hammers of Heroic Epic.
            We can build Heroic Epic due to our upgrade of Chuck Noris, he currently has 12/17 XP and is our level4 unit (combat 1 + combat 2 + shock). Tassagrad has +13 raw hammers / turn, so that's 26 real hammers / turn, so that means heroic epic will need 140/26 = 5 or 6 turns to be completed after the chop.
            ==> I agree with chopping the silk forest and building heroic epic after the yang missionary.

            Originally posted by binTravkin
            3.Hong Kong is in excellent situation to rapidly advance it's infrastructure:
            - it has accumulated 44/60h for current build, Granary
            - it has just grown back to 2 citizens after whipping 4 turns ago
            - the worker south of it will finish a chop for +37h in 3 turns

            Proposal:
            Let's whip Granary (ignoring the angriness) and get it next turn, we can get Lighthouse just 2 turns after that (with the whipping overflow + chop hammers it's gets finished almost immediately).
            The benefit is that food storing will start much earlier, boosting the next pop by 2 turns and we will get lighthouse much sooner than expected, thus adding +1f per citizen and increasing the city's ability to grow even more.
            It will be 16 turns while the whip angriness completely expires, during that time the city will grow to size 6 or 7 (it can grow a pop per 2-3 turns), becoming our second major city and commerce center.
            I think this is a good idea. We will have +2 whip-anger for 6 turns and +1 whip-anger for 10 turns after that. As a sea city with lighthouse, each citizen can feed itself and our food surplus will be +8 from the 2 fish cites + capital. This means our pop in this city will grow +/- every 2 turns; in 16 turns we should have 7 pop here (=hapiness and health cap).
            ==> I agree to whip again after only 4 turns and start to chop.


            Originally posted by binTravkin
            4.Mhasa will finish forge this turn and carry over a significant overflow into granary, being able to finish it 4 turns later. After that it will have little to do until CoL (which is likely to be ~3 turns).
            Proposal:
            Let's build a scout in Mhasa, and send it south towards GS continent, to at last open up the trade route and do some more exploration. Scout build in Mhasa will reach GS territory sooner than one deployed from Xian or Tassagrad.
            It is important to first do the granary, then the scout, if we don't want to lose our overflow. Not really a decision that has to be made this turn, but I agree with the plan.


            Originally posted by binTravkin
            5.The worker near Mhasa thus will be free and we should decide what should it do.
            There are three distinct options:
            - improve around Mhasa
            - chop around Mhasa
            - go to help Bananapolis

            The most beneficial seems the last, because:
            1.Bananapolis is lagging and need some chopping to boost it. Mhasa could use that extra improvement, but it's not likely to be as beneficial as an extra chop for Bananapolis.
            2.If we build scout in Mhasa we should not chop or we could be wasting overflow (overflow cannot be more than the cost of item being built, any extra hammers are lost).
            3.We cannot have any other working to help Bananpolis soon enough to matter.
            Yes, bananapolis is definately lagging behind our other cities. It doesn't grow, it doesn't have cash, it doesn't have hammers. The one thing it does have, are lots of forests, so send the worker over there to chop them.


            Originally posted by binTravkin
            6.And finally a strategic decision - what do our chuks do next?
            - what promotion to choose for our healer? If we are to keep him as fulltime healer, we should give him MedicII
            - do we rush all 5 south? Rushing south doesn't imply we will attack or something, because it can lead to quite a row of actions:

            - defense of the gates
            - some scouting and watching what happens in GS-Vox war
            - some action either vs Vox or GS or both

            We currently now only need to decide whether we go south and if we send all 5 south, what exactly they do can be decided later.
            Also, the economical argument is that we're currently only paying 1g for units out of supply area, so that wouldn't be a problem.
            Healer : give medic 2 (also help healing units in adjacent tiles), it will help a lot when our chucks are not stacked on 1 tile.
            The other chucks: at least wait to move them south until they are healed again. Their current strength is very low
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            • #7
              The other chucks: at least wait to move them south until they are healed again. Their current strength is very low
              Yes, the 3 wounded can heal for a while while the rear two catch up and do the pillaging of horse and mine. To the south there's also farm to pillage for a total of ~20g.
              -- What history has taught us is that people do not learn from history.
              -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

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              • #8
                Corrected some spelling errors, changed the battle account a bit and added two lines in the end to encourage joining.
                Gentlemen (are there ladies here?)

                With proudness can I tell you that our mission to liberate the oppressed banana people has succeeded. In a desperate and final act of atrocity they have send suicide troops to our position: but they failed. the seven 'evil' tumens of Banana chariots attacked us, five were wiped out completely and two withdrew with less than a mingghan of men left. Our troops defended fiercely and even though many were slain, our best soldiers survived. This left the gates open for us, and whatever was left of the city was quickly taken in an overwhelming counterattack.

                We saw death everywhere, in a inhospitable place. The High Council of Centaurians decided to spread the remaining banana people to our other cities and to burn Splitsville to the ground. With this there comes an end to the military dictatorship of banana. The children of banana are welcome to follow lessons at our schools so they can learn from the faults their ancestors made. We bear no ill feelings against the Banana and find them hearty and entertaining people. We promise that there will be a place for them in our society, should they decide to join us in our path to glory.
                Last edited by binTravkin; October 2, 2007, 16:38.
                -- What history has taught us is that people do not learn from history.
                -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

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                • #9
                  Well played fellow Centaurians, did anyone manage to get some screen shoots of the burning city and the anoncment of our glorious victory?

                  All build plans sound excelent to me, though I think we might want to incresse our worker ratio to the 1.5 workers per city level in the near future.
                  Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

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                  • #10
                    We should send some invitation PM's to Bananas that we want to recruit individualy or perhaps a general team anouncment asking them to send in applications, we should include some selling points such as the fact we are have around 7 active players now and livly chat sessions in which issues are desided in a very democratic manor.
                    Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

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                    • #11
                      safan, you told on skype you could play the end of the turn. Could you do so according to what we discussed here? Or post a message about our delay in the turn track thread? As I said yesterday, I won't be able to play today.
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                      • #12
                        -moved work boat back
                        -whipped in hongkong
                        -chop near hongkong
                        -chop near tassagrad
                        -promoted to medic 2
                        -moved two chucks to south
                        -proposed a trade with GS
                        -moved settler
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                        • #13
                          no sig

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                          • #14
                            Originally posted by Impaler[WrG]
                            We should send some invitation PM's to Bananas that we want to recruit individualy or perhaps a general team anouncment asking them to send in applications, we should include some selling points such as the fact we are have around 7 active players now and livly chat sessions in which issues are desided in a very democratic manor.
                            General invitation would be better imho. I would expect they will be reluctant to join our civ - we are their conquerors after all, in such cases you often form a resistance movement...
                            Mart
                            Map creation contest
                            WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

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                            • #15
                              livly chat sessions in which issues are desided in a very democratic manor.
                              Until political aggressors begin oppressing teh people


                              Excellent news on burning splitsville. I take it we didnt actually lose units
                              if you want to stop terrorism; stop participating in it

                              ''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''

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