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Old February 13, 2003, 11:54   #121
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Lest you guys have not seen it - a new version of the Hut finder is now available over in Civ2 Strategy

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Old February 13, 2003, 14:17   #122
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My iMac snorts derisively in your general direction....
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Old February 13, 2003, 14:26   #123
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*nods enigmatically, pleased with Jrabbit's resistance to the dark side, regardless of whether said resistance is involuntary*
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Old February 13, 2003, 15:16   #124
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and?
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Old February 13, 2003, 17:06   #125
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Anger, Fear, Hutfinding; they are the dark side of the Force.
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Old February 13, 2003, 17:44   #126
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SG[1], I only sold 3 (three, count 'em) improvements. Then again, considering how few improvements have been built…

We have GW, therefore no need for Walls (don't even remember which city it was in). We have STWA, therefore Barracks only serve to speed healing. I think it was in Bombay, too far from any action to be beneficial. The Aquaduct in Valence was a waste of 2g/turn since it had dropped to size 2.99 due to combat.
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Old February 13, 2003, 19:46   #127
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You are forgiven - we have played 6 turns and the Spanish are no more - the Japs are left for SG(2) to marmalise.

The SGs sloshed in concert
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Old February 14, 2003, 05:23   #128
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hmm?
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Old February 16, 2003, 22:20   #129
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Hey [1], what have you done with (2) ??!!???!!???

3 days since you were 6 moves in, and ...nothing!
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Old February 16, 2003, 22:35   #130
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Maybe they were too sloshed to continue. And then came She Hoo Must Be Obeyed Day
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Old February 17, 2003, 04:19   #131
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Ouch!
I gather that RW rather caught up with (2) over the w/e - expect great and probably terminal things soonest.

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Old February 17, 2003, 05:33   #132
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Edit: oops wrong succession game.

So hows this one going?
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Old February 20, 2003, 20:34   #133
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1720 = Following in our illustrious predecessor's footsteps we sell our last Barracks; Formulate broad plan - target the enemy capitals and then roll them up - very scientific ; some tickling and reordering - an Ein introduced just for fun;

We lose 4 units left sitting in fields

1730 = Lahore builds Temple and promptly revolts - such are the vagaries of black faces; Our Scientists are now researching Literacy chosen from a choice of er Literacy; Barb King 150g; Some tickling - several Dips on the boil;
1740 = 28 units ready to assault Madrid; some tickling and more dips on the way
1750 = High Council - Military - "We need Barracks Noble Leader"; Science - "We are the most enlightened nation in the world!"; Trade - "Most Blessed Leader let us build Marketplaces so that the peasants can barter for most needed goods"; Foreign - "Evil tidings Lord, for other nations look upon us with distrust!"; Elvis - "The heralds call out your name glorious Leader"; Uralsk & Kazan founded - Stray will be happy; The force is now in a rivered fort directly under the walls of Madrid;
1752 = Stray's canals thow four cities into revolt; Barb Kjng - 150g; 3 Knights and a Legion die - Madrid the Colossus & Copes are ours; Nara bought for 309g; Preserve cash so as not to compromise our dips; Science @ 18 turns! (Madrid with Colossus and Copes is Xinning;
1754 = Seville bought for 392g 208g back; Cordoba bought for 696g 180 back + walls; The Empire moves to a Xin Cash economy;
1756 = Salamanca 233g; Toledo bought for 528g - 133g plundered + walls - the Spanish are no more.
1758 = Marshalling for Japan
1760 = Edo bought - with 6 units; Saragossa stormed; The Institute founded because we need it;
1762 = OK we are scheduled for a period at The Institute - we are about to lose Astrakhan!
1764 = We lose Astrakhan; Prepare to Dip rape Kyoto;
1766 = Kyoto Dip raped and stormed; The end game;
1768 = The Rodent deals the fatal blow to the Japanese, while the Admiral takes a leak - The End

The SGs well sloshed

Thanks to all - a good game
Attached Files:
File Type: zip le_a1768.zip (15.9 KB, 7 views)
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Old February 20, 2003, 22:30   #134
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well done all of you
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Old February 20, 2003, 22:45   #135
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Way to go, Gits et al!

These games are over with faster and faster... time for an evil challenge
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Old February 21, 2003, 05:51   #136
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Well played all.

Let's hope we can get a similar time in the 'evil' tricky sticky game.
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Old February 21, 2003, 14:45   #137
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I enjoyed playing the game but it didn't offer the challenge that we first envisaged. The Academy is becoming more adept at dealing with unusual situations!

So far the hardest challenge seems to have been the one without wonders which took us into the modern era and to the threshold of nuclear holocaust. The Seriously Tricky one could go the same way.

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Old February 21, 2003, 14:47   #138
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I says that usa want war,and why?

Because Iraq helps palestines!I says that usa want war,and why?

Because Iraq helps palestines!I says that usa want war,and why?

Because Iraq helps palestines!
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Old February 21, 2003, 15:24   #139
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Quote:
Originally posted by ottok
I says that usa want war,and why?

Because Iraq helps palestines!I says that usa want war,and why?

Because Iraq helps palestines!I says that usa want war,and why?

Because Iraq helps palestines!
Ottok,

I says you think like the AI

I says you heap big seller of

I says take this to OTF

Please

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Old February 21, 2003, 15:55   #140
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Quote:
Originally posted by Scouse Gits
The Seriously Tricky one could go the same way.

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

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Hehe we're in demo now......and the constraints that come later shouldn't be that hard to circumvent.
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Old February 21, 2003, 15:58   #141
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Please

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Even your rants are polite!
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Old February 21, 2003, 17:54   #142
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Grand Almost-canal
Quote:
We lose 4 units left sitting in fields
Sorry, the three by Nara weren't expected to survive attacking the Pikers inside.
Quote:
Uralsk & Kazan founded - Stray will be happy
Well, you're supposed to irrigate them to grassland first, and the western end is unfinished…
Quote:
1752 = Stray's canals thow four cities into revolt
Had nothing to do with SG's mgmt, of course
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Old February 21, 2003, 18:43   #143
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Quote:
Originally posted by Scouse Gits
I enjoyed playing the game but it didn't offer the challenge that we first envisaged. The Academy is becoming more adept at dealing with unusual situations!

So far the hardest challenge seems to have been the one without wonders which took us into the modern era and to the threshold of nuclear holocaust. The Seriously Tricky one could go the same way.

SG(2)
I have a proposal for one that could be quite tricky.

-MGE, large map, deity/raging/7 civs
-Science setting must be kept at 0%.
-Only one government change allowed (the arguments as to what government to change to should be, ahem, interesting )
-Victory condition: AC

I wasn't going to start this one until the present tricky game was completed, but if there's enough clamour I can start it now

Or someone else could, of course.
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Old February 21, 2003, 19:40   #144
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The SGs always argue amongst themselves about government changes so it could be very interesting.

Let's see what ideas come from esteemed members of The Academy.

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

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Old February 25, 2003, 10:01   #145
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Quick reaction: I think the most challenging govt restriction would be...

The Republic / require victory by conquest.

...especially if required to avoid certain happiness WoWs.
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Old February 25, 2003, 10:16   #146
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Quote:
Originally posted by -Jrabbit
Quick reaction: I think the most challenging govt restriction would be...

The Republic / require victory by conquest.

...especially if required to avoid certain happiness WoWs.
Too late... game's started without you.

(That's what you get for going away for the weekend... you get left out of the decision process )

See 'Space Luddites' thread

Or of course... you could start another one
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