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Old July 19, 2003, 06:03   #61
Julius Brenzaida
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Game downloaded
I will play this week-end
BTW, those Mongols sure don't walk, but they look like diplomatic and xinning whizz
I will take care of this historical inaccuracy
And did they build cities or simply destroy them
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Old July 20, 2003, 13:28   #62
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Play Order

1) SG[1] - 20 turns
2) SG(2) - 20 turns
3) STYOM - 20 turns
4) sirsnuggles - 20 turns
5) LaFayette - 20 turns
6) -Jrabbit - 20 turns
7) SCG - skipped
8) Old'n'Slow - 20 turns
9) Julius
10) ???

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Old July 20, 2003, 17:59   #63
Julius Brenzaida
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King Julius, swam (as he could not walk) peacefully to the throne in 760 ad. He checked all cities before hitting the return key and marvelled at the great work done by his predecessors. He decides on a politics of trade, we need money, science and we need wonders. Oh yes, and our city with the Colossus is at size 3, with no real growth and no improvement.

780-800-820 ad, caravans (on board ships) are sailing to zulu land for trade
840 ad. Magellan is build by Carthaginians. I hope nobody dreamed of that wonder. I agree that best in monotheism, Mike’s Chapel and then republic.
860 ad 50 gold from a hut in zulu land, no advanced tribe (47% chance according to Samson). We discover Monotheism, invention is next.
880 ad We are threatened by the Carthaginians, refuse to give them a tech, but they don’t call our bluff.
900 ad. 246 gold with dye to Ngome, Zulus call our bluff and declare war. A bad mistake from king Julius, as we shall trade with them.
920-40-60 ad, after spending some money (library in Karak), we deal with the Zulus, peace in exchange for monotheism, risky, but I bet we can build Mike fast.
980-1000 ad. 268 gold with caravan in Zimbabwe.
1020-1040-1060 ad We discover invention, physics is next (en route to steam engine, as we remember the Gits are fond of ironclads). 164 gold to Ulundi.
1080-1100 ad. We build Mike’s Chapel. Nice time to retire !
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Old July 20, 2003, 18:01   #64
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Sorry, I don’t think my play was great. Let’s say I was a bit rusty, to say the least. I think we should go for republic in the next oedo year, but that’s just my opinion. Two caravels are heading towards Zululand with caravans from Karakorum. We’re solid, but not powerful yet. Aleppo shall be able to build another wonder pretty soon …
Here is the saved game …
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Old July 21, 2003, 05:23   #65
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Thanks Julius - I guess it's back round to us unless there are any more takers or SCG has got RL under control - I would hope to play on Wednesday all things being equal - which they never are...

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Old July 21, 2003, 08:44   #66
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Looks fine to me, Julius.

We've got Mike's and now turn loose our secret weapon -- a double-barreled Git gun.

(How many turns next round btw??)
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Old July 21, 2003, 11:59   #67
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I think the main problem is going to be defense, as pedestrians like musketeers and riflemen are going to be dearly missed. Are Alpine troops (going on skis) allowed or not ? It could make some difference before mechanized infantry (or is it yet infantry ?)
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Old July 21, 2003, 16:27   #68
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I'm thinking we make a beeline to airborne defenders for this game.
They'll never get close enough to thrreaten us!
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Old July 21, 2003, 20:23   #69
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Quote:
Originally posted by Julius Brenzaida
I think the main problem is going to be defense, as pedestrians like musketeers and riflemen are going to be dearly missed. Are Alpine troops (going on skis) allowed or not ? It could make some difference before mechanized infantry (or is it yet infantry ?)
Some time ago, I decided to start building Horsemen instead of Phalaxes for defense in the early part of my games. This game will be workable that way, I expect (the best defense is a good offense). The only hassle will be the extra shield cost.

And I would bet that Alpines are disallowed
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Old July 22, 2003, 08:29   #70
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Hmm. I thought it was clever enough to work. The dictum was, "Mongols never walk." Ever try to walk on skis?

In any case, those cavalry should do just fine.
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Old July 22, 2003, 09:26   #71
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Quote:
Originally posted by -Jrabbit
Ever try to walk on skis?
So you can only build alpine troops in cities on hills or mountains and then once they have moved one square you have to disband them because they're not allowed to walk back up the slope?

STYOM is right though - horsies are better than pointy-stick men because you can prevent the enemies from coming into your city radii and covering up your special squares. I like to have an archer hanging around so I can stick him on a hill or forest or whatever for the barbs to attack and then use horsies to catch the king and his bags of money. I doubt this works too well in MP, but against the barbs - or even another civ - then it's fine.
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Old July 22, 2003, 09:56   #72
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I would think that Alpines are out, but Jeeps should be OK.
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Old July 24, 2003, 02:03   #73
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And Lorries too
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Old July 24, 2003, 19:47   #74
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Alpines are NOT allowed! They use their own legs!!!

Jeeps however, have wheels!

==============================
Gentlemen - our log and commentary -

Oh dear!
SG[1] enquires of the cost of a day-trip to Paris with a few Crooked friends.
Size 3 capital with Colossus - Oh Deary Dear
10 cities!!!!!
Weak!!!!
Pop 1,020,000
1100 AD
Oh Dear!

Ormuz - citizen #1 is happy - 10 temples - we have Republic, but ...
1100 is an oedo year - Oh Dear!

Well - we go Rep in 1180 or we use food caravans to build Karakorum or both
Alternate scheme - get sloshed and ignore this mess

Decision - use Rep to grow Karakorum and see where we are in 1300

Annoy Carts - get War - kill Elly - at a price 2 horsies down one vet

1120 = Celebration in Karakorum; Food Caravans (4) now scheduled for Lady Liberty;
1140 = all quiet
1160 = Salt: Karakorum-Ulundi: 106g; Revolution
1180 = Republic established; Nishapur celebrates;
1200 = silence
1220 = 3 internal routes for 49g + 12 ongoing arrows;
1240 = more silence
1260 = listen to the sound ...
1280 = Rubbish: Samarkand-Zimbabwe: 158g;
1300 = Physics->Democracy; Rubbish*2: Karakorum-Zimbabwe: 476g; Karakorum now size 8;
1320 = quiet
1340 = Population 1,520,000; Karakorum 10; Rush extra Lady vans
1360 = Democracy->Steam Engine (what a surprise!); Khanbalik founded;
1380 = Evil Zulus kill a caravan - they are scheduled for toasting! Rubbish from Kabul: 102g; Karakorum now size 12; Population 1,920,000; Revolution!
1400 = Speaker Khan Bortei resigns gracefully and by unanimous vote of the retiring Senate is appointed High Shamaness of the Holy Mongolian Empire (Oh yes - we built The Lady); Two zulu caravans destroyed;
1420 = 3 routes to Isandhlwana, 292g;

For our drunken sheckels - we move to 'Clad & Crook production and annexe Zululand; Meanwhilst - the vast income from our Holy Empire can fund the launderettes needed for an eventual Democracy - but conquest will be much more fun

The Gits well oiled, but feeling quite pleased with themselves.
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File Type: zip bo_a1420.zip (48.9 KB, 8 views)
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Old July 24, 2003, 19:50   #75
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Eight turns each now please

The SGs with a broken avatar and smiley
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Old July 24, 2003, 20:09   #76
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It looks like it's my turn. Thus, I have downloaded the save and will play it by Sunday. Probably sooner.
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Old July 25, 2003, 02:16   #77
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Clads and Crooks
Have a nice time STYOM
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Old July 25, 2003, 02:53   #78
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Just testing resourced smiley ...

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Old July 25, 2003, 11:05   #79
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Quote:
Originally posted by duke o' york

So you can only build alpine troops in cities on hills or mountains and then once they have moved one square you have to disband them because they're not allowed to walk back up the slope?
If it was the case, I'd be happy to build a city on a gold mountain and defend it with my alpines troops
But it looks like the Gits do not agree
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Old July 25, 2003, 11:08   #80
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Quote:
Originally posted by Scouse Gits
Alpines are NOT allowed! They use their own legs!!!

Jeeps however, have wheels!
Yes, but how do you drive without ever using your legs
It could help to step into the jeep and for some trivious stuff like, the brakes
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Old July 26, 2003, 16:20   #81
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1420, and STYOM is elevated to the position of Shamaness Bortei's favourite cabana boy.

Gaaah! We're weak??? This map is full of cities built on 'sweet spot' locations... we've even done some irrigating! This game displays none of the rodentian hallmarks I have come to expect.

I do see some form of shipchain towards Zulu lands, but it's missing about 5 of 8 necessary ships

Goal: More 'mass'. Our society is a lightweight among nations. We need more cities, more ships to get our goods to market quickly and safely. More units, so that we can take what is rightfully ours (Just north of us is Magellan's Expedition in Caralis... )

Ideally we'll get Steam Engine via trade, but it's more important to lay the groundwork for later growth. We have only 5 Settlers after all.

Thus, the new ruler snaps a damp towel at his advisors and...

Rushes Horsemen in Khanbalyk - we want that city producing Settlers or Caravans. Changes some workers around to facilitate faster Caravan construction in Ormuz. Presses enter.

Barbarians capture Grenoble from French

Carthaginians finish Sun Tzu. Oops, was I supposed to do something about that?

Several Caravans are built.

1440: Accidentally sink a Zulu Caravel while returning to Ormuz!
Khorasan founded.

Barbarians rise near Basra... but across a stretch of water

1460: Not much of consequence... except that we incrementally add to caravan production in a few places and decide that we want to build Leo in Karakorum (since we have already built all supply commodities for that city).

Zulus form a Republic. Egyptians learn Iron Working.

1480: Shangtu founded.

Zulus learn Feudalism, French Monotheism.

1500: Leonardo's Workshop in Karakorum, all others abandon. Existing Horsemen become Elephants

Celts learn Republic.

1510: More rushing, incremental.

Carthaginians learn Chivalry.

1520: Kazan founded.

1530: Lots of rushed units.

We make peace with the Zulus to ensure the safety of our overseas Caravans. Some degree of safety, anyway.

1540: More rushbuilding.

8 turns doesn't seem like a lot, but I'll stop here and pass the towel of leadership to the next cabana boy in line.

Lots of expansion stuff going on - other than rushbuying Settlers and Caravans there isn't a lot to spend money on (no Diplomats ), so I figured Leo's was a decent investment. Yes, it'll kill the Ironclads when we get Electricity - but that's so far away it seemed to be irrelevant.

I was planning to build cities at (187,65), (189,77), and (208,100) in the next few turns. My successor may want to do differently, of course Take care of the 7 Caravans at sea towards Zuludom.
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File Type: sav bo_a1540.sav (454.5 KB, 10 views)
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Old July 26, 2003, 16:59   #82
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sirsnuggles ?

(I can play anytime if you don't feel like it)
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Old July 27, 2003, 02:49   #83
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Is someone rousing me from my hibernation early?

All right, I'm good to go on Monday. Lafayette, if you want to play before Monday, go ahead, we can switch places, otherwise I'll steamroll on Monday.
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Old July 27, 2003, 09:15   #84
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Thanks STYOM! The expansion of the Empire is important even though the accessible real estate is not that exciting.

Quote:
Originally posted by Six Thousand Year Old Man
1500: Leonardo's Workshop in Karakorum, all others abandon. Existing Horsemen become Elephants
This is a frequent misconception! The Leo's upgrades for legged units goes as follows:

Chariots become Elephants which then become Crusaders after discovering relevant techs.

Horsemen become Knights with Chivalry.

When Leadership arrives all Knights and Crusaders become Dragoons and with Tactics transform into Cavalry.

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

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Old July 27, 2003, 22:03   #85
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Quote:
Originally posted by Scouse Gits
Thanks STYOM! The expansion of the Empire is important even though the accessible real estate is not that exciting.



This is a frequent misconception! The Leo's upgrades for legged units goes as follows:

Horsemen become Knights with Chivalry.

SG(2)
Looking at the save, obviously you're right. I wonder why I just assumed that? Anyhoo, I defend my decision to build Leos, based on the future upgrade of Settlers and Caravels. Besides, I can't stand it when the AI builds it

As for expansion... the real estate is decent. Some good sites in the north-east corner of our island. We had no decent units to go hunting Magellan (and not enough Caravels to ship them in) when I started my turns, but we now have several Caravels and are busy building Crusaders. Pump a few Caravans into the Zulu coastal cities, and we should have Steam.
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Old July 28, 2003, 05:11   #86
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Play Order - Second Round

1) SG[1] - 8 turns
2) SG(2) - 8 turns
3) STYOM - 8 turns
4) sirsnuggles -
5) LaFayette -
6) -Jrabbit -
7) SCG -
8) Old'n'Slow -
9) Julius -


SG[1] [img]www.cms.livjm.ac.uk/wittgenstein/gits.gif[/img]
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Old July 28, 2003, 10:32   #87
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Hmm. Tried to open www.cms.livjm.ac.uk/wittgenstein/gits.gif
and got the infamous Poly "congrats, you found a missing page" form.
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Old July 29, 2003, 04:33   #88
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The new young, lithe cabana boy, Sirsnuggles, is elevated from obscurity amidst the cacophony of Barry Manilow. With his new found power, Sirsnuggles determines to imprison the aforementioned Manilow. Yet, following contemplation reverses his decision, and gifts the said mentioned Manilow to the Phoenicians (A Trojan horse).

1540 AD: Regime implements new system of government: Communism.

1560 AD: Trade routes with Zimbabwe established:
Tabriz: 104 gold, +3 trade route.
Ormuz: 88 gold, +4 trade route.

1570 AD: Steam Engine discovered. Inquiries made into new types of transportation.
Trade route with Zimbabwe established:
Tabriz: 104 gold, +3 trade route.

1580 AD: Xinning sites created.

1590 AD: Trade routes with Zimbabwe established:
Kabul: 92 gold, +3 trade route.
Bokhara: 82 gold, +3 trade route.

1600 AD:
Trade routes with Zimbabwe established:
Tabriz: 104 gold, +3 trade route.
Karakorum: 156 gold, +4 trade route.
Kashgar: 94 gold, +3 trade route.

1610 AD: Discover Railroad, research Industrialization.
Trade route with Zimbabwe established:
Aleppo: 60 gold, +3 trade route.

1620 AD: Just moving things about.

Unfortunate bedroom scene between Sirsnuggles and the Khaness results in sudden banishment from the kingdom. Anonymous officials leak that when asked if he thought the Khaness’ new clothe lingerie from Zimbabwe made her look fat, Sirsnuggles foolishly replied, “Not that much.” In the wake of Sirsnuggles banishment, Barry Manilow reportedly seeks reentry into the kingdom. A dire day indeed.

A rather short-lived rule, not long enough to implement any sort of system, or even gain a feel of the present situation.
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Old July 30, 2003, 06:01   #89
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Oh Dear!

A semester polishing the marble floors of The Institute for sirsnuggles

One does not build WoWs the hard way once one has Trade!

One does not build Darwin in the capital (unless you are extremely careful / lucky!)

One does not go Commie until one can celebrate the majority of one's cities

One does not build Libraries in order to gain 7 beakers/turn when an advance costs > 1000 beakers

One does not run a luxury rate (even of 10%) when it neither stabilizes any cities nor celebrates any cities

One does not keep >1000g in the treasury in any government at any time without a very good reason

Other than that - good turns


I seem to recall that you were warned of the possibility of robust constructive criticism! We hate to dissapoint our readership!

The SGs

Seriously, sirsnuggles, if any of the above need further explanation we will happily provide details of the justification for our 'theories' ...
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Old July 30, 2003, 06:25   #90
Scouse Gits
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Local Date: November 2, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
Play Order - Second Round

1) SG[1] - 8 turns
2) SG(2) - 8 turns
3) STYOM - 8 turns
4) sirsnuggles - 8 turns
5) LaFayette -
6) -Jrabbit -
7) SCG -
8) Old'n'Slow -
9) Julius -


SG[1]
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