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Old June 12, 2003, 18:13   #61
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Sorry to hear the news, Zedd... good luck. Hope we'll see you back here.

OK then, La Fayette and then SCG...

/me updates the list

1. atomant
2. Jrabbit
3. OldnSlow
4. SG(2)
5. STYOM
6. Bob_Smurf42
7. SCG :doitnow
8. La Fayette
9. ?
10. ?
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Old June 12, 2003, 19:55   #62
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Quote:
Originally posted by SCG
ack! spent 3 days volunteering for Special Olympics and never saw BobSmurf_42's post mute point, but go ahead and skip me wouldn't be able to play before saturday
Would a mute point be when a mime picks out a man from a police lineup?
Anyway, hope you keep your job, Zedd.

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Old June 14, 2003, 18:37   #63
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La Fayette comes to power and HE IS NOT SATISFIED: our empire is a bunch of cities widespread over the map and corruption is killing us.

*constructive criticism* someone has built a library which provides 1 beaker for the cost of 1 gold/turn and a market place is being built in another city which earns 1 trade arrow/turn: this is a waste *constructive criticism*

What we need is a bunch of diplomats onboard numerous triremes, able to explore and explore and explore, and provide us nomads that we shall send to the area close to our glorious capital city (that we CANNOT move = thank you STYOM?).

Main events:

260: Hut = nomad ; hut = Masonry
300: Hut = Construction
360: Hut = Feudalism
380: Hut = 50g
500: OXFORD (site with 3 specials on the West coast)
540: LIVERPOOL (site with 3 specials on the West coast)
560: Barb attack (3 legions close to Liverpool); hut = nomad ; hut = 50g; hut = Advanced tribe (Douvres).
580: Barbs will have 143g; we say 'No'; they take LIverpool.
600: Liverpool bought back for 26g (with a legion inside)
620: Hut = nomad
640: Hut = Barb horsemen
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Old June 14, 2003, 18:39   #64
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and the save
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Old June 14, 2003, 20:34   #65
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Wow... great turns La Fayette! Lots of nomads


Quote:
Originally posted by La Fayette
*constructive criticism* someone has built a library which provides 1 beaker for the cost of 1 gold/turn and a market place is being built in another city which earns 1 trade arrow/turn: this is a waste *constructive criticism*

What we need is a bunch of diplomats onboard numerous triremes, able to explore and explore and explore, and provide us nomads that we shall send to the area close to our glorious capital city (that we CANNOT move = thank you STYOM?).
Well, I agree about the corruption issue. The library is sort of justifiable... the beaker might help a bit, but the marketplaces, no.

As for moving the capital... sure you can move it, by building another Palace

SCG is up!
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Old June 14, 2003, 21:29   #66
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ok, have the save, will see how much i can get done this weekend
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Old June 15, 2003, 05:18   #67
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Quote:
Originally posted by Six Thousand Year Old Man
As for moving the capital... sure you can move it, by building another Palace
Thank you very much!
What happens in this game is that I am not offered to build any palace in any city
Could you check what happens in your game?
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Old June 15, 2003, 07:04   #68
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Quote:
Originally posted by La Fayette

What happens in this game is that I am not offered to build any palace in any city
Could you check what happens in your game?
I can build a Palace - one under diplomat in the city build list.

I built a Library in Freaky Finds ... without it we would have missed the Oedo year of 1050BC for a revolution as Monarchy would have arrived just too late! Despotism was crippling us with massive unit support from hut units not to mention the rampant corruption. So Monsieur, in answer to your constructive criticism, I would do it again in similar circumstances

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Old June 15, 2003, 10:23   #69
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So Monsieur, in answer to your constructive criticism, I would do it again in similar circumstances

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So would I, I suppose
... but I hope you grant me that it is easier to swallow with your explanation
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Old June 15, 2003, 10:29   #70
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BTW I suggest that someone who can build a Palace moves our capital city to the South (perhaps all the way to Rhodes) because it would make it much easier for us to concentrate most cities close to the new capital and fight corruption.
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Old June 15, 2003, 10:55   #71
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@ La Fayette - (belatedly) I checked and Palace is available on the build list. I'm sure you checked after tipping Masonry, of course... that's the only thing I can think of which might have prevented the Palace option.

And, yes... I agree moving the Palace south would be a good move. When you said that you couldn't move the capital, I thought you meant that you couldn't move the actual city (shrinking it down to size 1, building a Settler to disband it and resettling on a sweet spot) Which is definitely not allowed!
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Old June 15, 2003, 11:07   #72
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@La Fayette

Masonry allows one to build a Palace
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Old June 15, 2003, 11:14   #73
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Uh oh!
Just noticed a couple of things which SCG may want to take note of: Highway Robbery is set to build a Settler next turn, which is not allowed;

Quote:
Rules: Only one special rule. You may not build Settlers or Engineers.
And, Douvres is also building a Settler.

Also, NoWhalesForYou is supporting a Settler - is he a rehomed NON, La Fayette, or does the Institute need to be founded?
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Old June 15, 2003, 11:26   #74
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Now I must have been VERY sleepy when I played the last turns.
Wait a minute!
I'm well awake now and shall play it again from the start.
Finished within an hour or so.
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Old June 15, 2003, 11:32   #75
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Now I must have been VERY sleepy when I played the last turns.
Wait a minute!
I'm well awake now and shall play it again from the start.
Finished within an hour or so.
OK ... please stand by, SCG (I'm guessing SCG hasn't started yet, or he would have asked what to do with the supported Settler)
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Old June 15, 2003, 11:56   #76
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standing by - i was rereading the original posts checking what was and wasn't allowed, expecially since it we are the roadless fools. as i thought, we are allowed to build roads, its how we get the settlers that are restricted

maybe the capitol would already be relocated from that original city this time (anywhere but there, other than perhaps Free Parking )
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Old June 15, 2003, 12:55   #77
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Here it is (main events, same strategy)

240: Hut = 50g
260: Hut = Feudalism
320: Hut = 25g; hut = legion
380: Hut = legion; hut = chariot
440: Hut = Advanced Tribe: Oxford
480: Hut = nomad (at long last)
500: Trade (r. Republic)
520: Hut = 50g
560: Hut = Philosophy
580: Republic (r. Masonry); hut = Seafaring; hut = Iron Working
600: Hut = 25g
620: Hut = Masonry
640: r. Monotheism

Advice to SCG:
We have so few trade arrows that we get almost no science from research (this might be slightly improved by our capital being moved to Rhodes).
Therefore, if I were you, I would go on exploring like mad and start some 'long distance internal trade' with help of triremes. I left the choice of switching to Republic to you.
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Old June 15, 2003, 13:09   #78
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Right then! Carry on

@SCG - Perhaps I should have chosen a different thread name But then again... count the roads thus far. They're not banned, but I didn't think we would have many.

/me mulls names... "The Infrastructurefree Idiots"?... "The Little Engineers that Couldn't"?... "They Who Choose City Sites Like the AI"...?
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Old June 15, 2003, 14:47   #79
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have the save, although prob can't play much before monday now.

*counts roads* hmm, 9 - 1 for each city space sees the palace purchaced in Rhodes - Cul-de-Sac might make a nice SSC given the situation - 11 ocean, 1 potential silk - we really need seafaring

will see what i can do
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Old June 15, 2003, 17:17   #80
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- we really need seafaring
We have it ( from a hut in 580)
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Old June 15, 2003, 21:56   #81
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doh, so i see, must have been thinking of the old 640ad load. looking like maybe tuesday now as i missed the free portion of my weekend
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Old June 21, 2003, 11:38   #82
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What news, SCG?
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Old June 21, 2003, 12:39   #83
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didn't get very far on tuesday, haven't played since then, playing now as i have a 2 hr block - will probably post whatever i get done at that point
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Old June 21, 2003, 14:36   #84
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sorry - power supply probs - half way through turns and in repub. should be able to finish tonight one way or another
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Old June 22, 2003, 00:09   #85
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plan: get to republic, rehome some settlers so can continue to get nomads but still can build roads.

Coventry 5 supported, 4 abroad
Culdesac 4 supported, 2 abroad
Free park 4 supported, 3 abroad
Highway 4 supported, 3 abroad
no whales 4 supported 3 abroad

5 major problem cities preventing republic atm

10 triremes atm, 4 in production
12 dips, 1 in prod
2 active settlers
2 caravans in production
researching mono, 700 next odeo year

change triremes to caravans, start plans for military disarmament and national guard creation, locate settlers, redirect 1 trireme/settler to oxford, other settler to far away, locate 4 special cite near oxford (hidden special) and make plans for city, plan on founding, press enter

660: Capitol moved to Rhodes! decide 8 spaces/6 by trireme is to far, put in a road, plan 2 se for city. move units around, avoid forested huts till reduced # of nomads, hut (Mathematics), hut (50 gp), hut (NON horseman), plan to disband supported warrior, really need magnatism with all these cities supporting 2-4 triremes, but need astro, nav, phys first, tickle a couple caravans

680: hut (Trireme Cove), move units, revolt

700: Republic! rehome nomads at Oxford, move a couple triremes into cities. hut (8 barbs - poor brave (supported) elephant) takes out 1 horseman, makes vet, hut (8 barb horsemen)... hut (astronomy) (was trying for cities to save units ), rush harbor

720: (replayed to the best of my memory after crash), hut (50 gp), rehome trireme, rush temple, hut (NON elephant),

740: as disbanding last of warriors, notice that Rhodes has the unusual situation of having both a palace and a courthouse, take a moment to study effects of courthouse + palace in democracy. courthouse gives no additional happy people, so sell courthouse, rush harbor in Cul-de-sac

760: Nomads debate whether to rehome at coventry or No Whales For You. Both cities need roads and have 1 trireme abroad (and in the same local sea). Rehome trireme, try to remember to rehome trireme at Beachside once grows to 2.

780: hut (nomads), decide to rehome beachside trireme now and go get nomads. we have 2 again, need to rehome settlers, hut (Plainsville)

800: hut (Monotheism!), various movements

820: choose Navigation, locate more promising huts.

840: Hut (Thunderdome) [first pop is red], bypass a couple huts till nomads rehomed.

860: doh, Beachside grew, disorder

880: rehome nomads to Beachside, hut (100 gp), hut (supported legion) - really was hoping for nomads at that one... settlers outside oxford are preworked towards a road.

and so go the growing pains of a young republic. we now have 2 supported settlers, and a nomad that can be supported next turn, giving us the beginnings of what hopefully will become a corp of Engineers to work with. I've worked towards getting temples, harbors and marketplaces in coastal cities to allow growth. We need Navigation, and Physics to be able to research Magnetism. We need Construction and Engineering for Invention and Leos (which change all those darn triremes into galleons. we needs a whole handful of techs for engineers As we get a few more roads and harbors out there, we should be able to better take advantage of the tax rate (it was producing 2 beakers at 10%, so set to 0 for most of the time. We also have several caravans now that are a rather far distance from any sea transport or roads, but should provide a boost once utilized. Most caravans were built to avoid wasting trireme shields. The one down side of the foster program for wayward nomads is that our most developed cities are the furthest from the nomads so newer cities will soon surpass them as they will be able to be cultivated. Democracy though would be a great help towards reducing corruption in those cities. Also, we have several rather far flung units that are still closer to our own cities than any AI, making me wonder where in the world the AI is (well we know where the capitols are, and we are starting to get fairly close to them). One other side note - one of the AIs started building Sun Tsu, but don't remember which (i think they started around the time of my power supply fan complained), but other than that, don't remember any other Wonder Projects. Hopefully, everyone wanted a republic with roads, cause i put a bit of effort into getting it started

and the save
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Old June 22, 2003, 23:34   #86
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sounds good SCG Republic might help us overcome the lack of arrows we're plagued with.

And back to the top of the list, atomant is up.
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Old June 24, 2003, 02:28   #87
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My Lap Top (computer) has been stolen, count me out until i can get another, kill the culprit and get Civ reloaded in all its glory.
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Old June 24, 2003, 05:43   #88
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SCG - Republic is only useful when the game conditions allow celebration and growth. Even with luxuries at 40% you are struggling to keep red faces under control not to mention the added hassle of triremes out of port creating further unhappiness. Most cities are building white goods when many of them should be producing caravans for trade or MC. With some trade routes in place and a happy wonder Republic becomes more attractive.

A return to Monarchy is needed in the immediate future.

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Old June 24, 2003, 10:25   #89
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Tough situation atomant . The good thing about Cray's was that they were too big to steal. And if you replace the laptop with an IBM XT, you could probably kill the perpetrator by hitting him over the head with its case...

We'll slot you back in when things are up and running again. Meanwhile... it's up to Jrabbit to choose republic... or go back to the totalitarian ways of our forefathers! Mwhahaha.
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Old June 24, 2003, 16:01   #90
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I'll be able to D/L tomorrow and will play ASAP...

Condolences to atomant. here's hoping they left you your golf clubs as consolation...
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