SGOTM 13 - One Short Straw

I'm ok with a col--alpha trade for the reasons mdy described. It's a good point that the Itza civ = less military units we have to fight for that civ. Of course we will have to beeline the Itza city but that's not much of an issue on this map.

I don't think refusing to stop trades can result in a sneak attack. I'm pretty sure it's just from resource/tech/gold demands.
 
OB: ok if we don't need the TR's. Don't have a strong opinion on it anyway.
Like shy, I don't think we need to worry about a sneak attack due to demand refusal, but I'm not sure.

COL for Alpha is better than MC, except maybe for the potential 1-2t delay due to pre-reqs. Dumping some beakers into either Math or Machinery is ok, though.
 
Hmm, let's dump the spare beakers on machinery instead of math, unless we're planning on self-teching it. The AI will generally give you a straight up alpha for math trade assuming no beakers invested.
 
BTW, I would also love to delete those arrows in the save. Anyone know how?

I had to do this in the last SGOTM after LC put them in to show where a HA could be. It was there for 100 turns before I finally decided to get rid of them. Here's what you do:

Zoom out
Select the Strategy Layer from the icons in the lower, left side of the screen
Above those icons, a menu with four or five items will appear
Select "Delete All Lines" - or you can delete them one by one if there are some you want to keep, which isn't the case for us now​
 
I think we should consider building a warrior or two to explore the AI's lands after all immediately critical builds have been completed. This could make planning our conquests significantly easier. As we would need open borders to do this I would be inclined to open borders with all AI's before we revolt to Confunicism which could prevent us from doing so.

I think increasing the AI's research rate via open borders would actually be a good thing as it would enable us to trade for more techs.
 
When in doubt, info should be sought out.

I have Tech screen data from Turn 142 of a couple of different test runs that took different paths and therefore, the AIs are likely to have at one point decided to switch tech research. Recall that Turn 142 is the projected date of completing The Pyramids not counting any turns of Anarchy that we might incur inbetween now and then.

Trial 1: Only a Couple of AIs going for Math
As we can see here, Vicky went for Alphabet and Isabella went for Monarchy. One turn later, they both had each others' corresponding tech. This situation is one that I alluded to earlier and is one that we want to avoid by gifting Alphabet (possibly getting something in trade) to any AI that learns Monarchy. If they already have Alphabet, no worries, since there will then be no danger of them giving away Monarchy in exchange for a tech that they can't take because they already have said tech (Alphabet).

Another point is that one AI went for Math while another went for Aesthetics. Math is definitely not showing up as a trade option.



Trial 1: After receiving Alphabet
Note that here, I was comfortable trading Code of Laws to Vicky because she already knew Meditation and Priesthood, so there was nothing that I could do to slow her pace towards Feudalism.

Anyway, as you can see, the likelihood of getting Iron Working in a trade is very high, while the likelihood of getting Math in a trade is relatively low.



Trial 2: More AIs beeline Math
Similar stuff as above, but more AIs went for Math.



Trial 2: After receiving Alphabet
After trading Code of Laws to Vicky for Alphabet, in this case we see that more AIs know Math and yet they are STILL unwilling to trade it to us. They all feel that they have a sufficient Monopoly on Math for them to want to keep it for themselves:


Also of note in Trial 2 is that "Willem" aka Joao in our test game, does not know Priesthood and/or Meditation, which is where I got the whole idea about avoiding giving away these kinds of techs just to be able to trade away Code of Laws and thus have been leaning towards Metal Casting if this situation duplicates itself in the real game.


Metal Casting's value:
I do not think that Metal Casting will give us both Alphabet and Math. It would only give us Alphabet and Iron Working IF we had some Flasks invested into Alphabet. I loaded an older saved game and didn't put as many Flasks into Alphabet. What I found was the following AI willingness levels to trade us Alphabet + Iron Working in exchange for Metal Casting after a certain amount of investment of Flasks into Alphabet.

The numbers aren't down to the Flask, but are within about 15 Flasks of the AIs' tolerance levels at the point of THREE AIs knowing Alphabet. The case would be worse for only 1 AI knowing Alphabet.

Also, note that different AIs will give us a slightly different deal, presumably because they value Iron Working differently or perhaps due to knowing a slightly different set of AIs that already know Iron Working and thus feel that it would be easier or harder for us to get Iron Working in trade from someone else, thus adjusting the price:




As you can see, each AI required a reasonably significant investment in Alphabet, so I do not think that we should go down this route of trying to get multiple techs in exchange for Metal Casting. Even 1 tech in trade from giving away Metal Casting is good enough, let's not be greedy here. I still would prefer to give away Metal Casting IF Willem acts anything like Joao and avoids the Religious Techs (which is where my fear stemmed from--the results of the test game). What I do know is that the less Religious Techs that a non-Religion-chaser knows, the longer it will take for the global knowledge of Feudalism to come into being.

In particular, from my past experiences, if an AI avoids Mysticism, then that kind of an AI, once given Priesthood and/or Monotheism, and sometimes once given Meditation and/or Polytheism, has a much more likely chance of beelining Feudalism than will an AI who will tend to self-tech Religious techs (as the Religious-lover will be too busy researching other Religious techs to care much about an early Feudalism). So, when Shaka asks for Mysticism so that you can get a better trade out of him by giving him Meditation and/or Polytheism, think twice about doing so: you might just be hastening the global emergence of Feudalism. It may sound crazy or even paranoid, but I've played enough games where I paid attention to this detail to know what I'm talking about.


Also, note that Math at 585 Flasks is more expensive than Iron Working at 486 Flasks and thus getting both Alphabet and Math for Metal Casting is going to be unheard of without significant investment in one of these two Techs.
 
I agree with putting our beakers into machinery at least temporairily.
I don't mind doing so for up to 4 turns, as we'll probably need to invest those Flasks even if we do get a Great Engineer.

That said, the evidence from the test game really points towards us either needing to:
a) self-tech Math
OR
b) wait a while until most of the AIs eventually learn Math before we can get it in trade

If we're leaning towards wanting Philosophy relatively early, then option a) is probably more appropriate, in which case I should just stick with 0% Research on Math.


I don't think making an alphabet for COL trade would be a problem. We don't need to found taoism-and it could actually be counterproductive if it spreads to one of our GP farms before Confunicism. I don't think the Chicken Iza is a problem either. At worst we spend one more turn bombarding the defences of his capital. If he invested those hammers in expnsion/units instead it would delay us for longer.
As I just outlined, my main motivation for suggesting Metal Casting as an alternative is to try and keep Feudalism, and hence Longbowmen, out of the hands of the AIs for as long as possible.

I really don't care about them building Chichen Itza, either.

All that we can do is wait to see what Willem has researched, and then possibly trade him Metal Casting, defintely trade him Code of Laws if he already has its pre-requisite techs, and possibly just wait for a second AI to learn Alphabet that may already know Code of Laws' pre-requisites.


For Maori to be useful in coper we would have to build at a minimum granary+lighthouse+Maori+barracks. With only 1 production tile I can't see how we can get all this built before we are ready to go to war as we will spend a lot of the intervening time in CS. In the circumstances, if we built this city I think whipping units here would probably be more efficient than Maori.

Furs would effectively give us +1whip in every city, and is a slightly stronger commerce site during our research phase so I still think we should build this city first, and copper later (if at all).
Okay, so that's one vote for Fur City as City #6 instead of Copper City being City #6.

While I agree that it is pretty much unlikely that we will complete Moai Statues before the end of the Great-Person-Generation time period, I don't think that this point really matters.

Unlike other Cities that are hiring Specialists during the Great-Person-Generation time period, this City will be growing, and it can be whipped, along with the other Cities, after we switch back into Slavery, probably even waiting for us to switch into Police State before whiping build items like Military Units for overflow Hammers going into Moai.

The only major difference between a non-whipping Fur City and a non-whipping Copper City would be that:
Fur City would work a Crab, while Copper City would work a Magical Fish (same Commerce but +1 Food for Copper City) and that Fur City would work a Fur (1 Food + 4 Commerce) versus Copper City working a Copper (2 Food plus 4 Hammers).

I'm not really convinced that these Fur Resources are going to make that much of a difference. In fact, it could easily be argued that Copper City, with its additional Food, could more quickly grow to Size 3, at which point it could hire a Caste-System-enabled Scientist for SIX Flasks, which would be valued at much more Science output than the eventual Fur City's slower growth to Size 3 and working of a second Fur.

If, of course, Fur City were to also hire a Scientist with its 3rd citizen, then Copper City would be the clear winner, as Fur City would get to Size 3 slower and would thus have less turns' worth of working said Scientist Specialist.


Therefore, the only major motivation, from my perspective, to settle Fur City in place of Copper City is the +1 Happiness.

We won't need that +1 Happiness just yet (not until after we switch out of Caste System and into Slavery and ONLY THEN after regrowing and whipping multiple times will we likely need this additional Happiness).

Therefore, if either of the two Cities is to be delayed, I'd rather delay the one that will contribute only relatively marginal gains in Commerce (and that's debateable because getting to a Scientist Specialist in Copper City several turns faster can help to make up for many of the turns spent working a Fur). That way, we'd focus on the City that would net us more production in our empire (Copper City), which is the true thing that our empire is lacking: production.

A bit more Commerce is a drop in a bucket. A bit more production is a good portion of our overall production.


I think we should consider building a warrior or two to explore the AI's lands after all immediately critical builds have been completed. This could make planning our conquests significantly easier. As we would need open borders to do this I would be inclined to open borders with all AI's before we revolt to Confunicism which could prevent us from doing so.
Okay, well the plan is already set to put "spare Hammers" into build items such as Warriors and Triremes. So, I think that your desire will be taken-care-of.

What you might not see is a Galley actually making its way to AIs' lands laden-down with a Warrior. We could, instead of building a Trireme in Stone City, build a Galley there, so that we'd have one Galley free to sail away with a Warrior, but this event (the completion of the Galley and the loading-up of a Warrior) wouldn't happen until the next turnset.

The current turnset only has us having a single Galley, and it is needed for domestic (local) distribution of units.


I think increasing the AI's research rate via open borders would actually be a good thing as it would enable us to trade for more techs.
I'm not really convinced. I can see gifting them all Math, but we don't want them to research MANY techs with a lot of bredth across the tech tree; we'd just like to see them research a few important techs with a reasonable amount of depth into the tech tree.

In other words, I think that we'd be happy for them to research Calendar (a post-Math tech) for us. We'd probably also be happy for them to research Construction for us.


Now, another point is that as soon as AIs get Calendar online, their empires take off massively. That's due to the influx of Happiness, which allows them to grow vertically quickly and seems to encourage them to grow horizontally quickly, too.


Thus, even gifting Math may not be a wise approach, as we'll just make the AIs stronger, more-spread out, and more able to whip additional units from their Cities when we come knocking on their doors.


Certainly, beyond the exception of these post-Math techs, I don't see us actually wanting the AIs to learn techs.

If the test game proves itself to be anywhere close to accurate, most AIs will know Iron Working before they even consider Research into Alphabet or Math. Thus, we also don't need to speed up Research in order for the AIs to go after Iron Working--they almost all had it at the START of the test runs (i.e. almost all of them had Iron Working by Turn 115).


Point A) I could be convinced to give away Math, as the techs that come after it could help us if we could get them in trade--although from the evidence of the AIs' unwillingness to trade around Math, it seems that a lot of AIs would have to know these techs before any of them would be willing to trade any of them around, particularly since we have apparently decided not to try and become Friendly with an AI in order to attempt to get around this Monopoly-tech-denial situation.

Point B) I am definitely convinced that we should give away Alphabet to any AI that learns Monarchy (which, from my perspective, is actually SLOWING the global tech pace, not hastening it, since on the following turn they'll get that tech anyway while another AI will get a second tech that we could prevent that second AI from getting).

Point C) But beyond those exceptions, I'd rather keep the AIs in the dark as much as possible, except when it comes to giving them a tech in order to get a tech back, such as trading-away Code of Laws or Metal Casting in exchange for Alphabet, which is a necessary evil.


By the way, welcome back! :cool:
 
I don't think refusing to stop trades can result in a sneak attack. I'm pretty sure it's just from resource/tech/gold demands.
How certain is "pretty certain"? I'm not certain either, which is why, unless someone is 100% certain, I'd still prefer to take the cautious approach with grumpy Ragnar, particularly since the cautious approach won't hurt us.

As I said, Vicky will not be affected by us switching into Confucianism as long as she remains Religionless, and on the turn that she switches into a Religion (or within 9 turns of that event, by which time she should almost certainly have decided to allow us to re-Open Borders with her), we can then consider re-Opening Borders with her, before she gets too disaffected with us.


Hmm, let's dump the spare beakers on machinery instead of math, unless we're planning on self-teching it. The AI will generally give you a straight up alpha for math trade assuming no beakers invested.
While I agree that this tech trade will be eventually possible, how long are we willing to wait for sufficient AIs to learn Math for them to stop treating it as a Monopoly tech? By the looks of things from the test game, with a nearly-identical set of AI personalities, a minimum of 4 AIs will have to have learned Math before we'll get it in trade.

Recall that by self-teching BOTH of Alphabet and Math, we were only 2 to 3 turns away from having all of Philosophy's pre-requisites at the time of completing The Pyramids.

So, even being able to get ONE of these techs in trade (Alphabet), while having to self-tech the other tech (Math), will be of exceptional use to us and will already put us in a better position than in the test game.

Getting greedy and waiting for Math, too, might not actually end up working in our favour.


A further thought is that if people want to give away Math (well, at least to AIs that are not someone else's Worst Enemy) so as to speed up the AIs' Research on Construction and Calendar, we can do so with more effectiveness by self-teching Math ourselves, thus putting Math into the hands of the AIs quite early in the game. One of them might even build us The Hanging Gardens for its free +1 Health and a second World Wonder from its resulting Great Engineer.


Let's also consider the thinking that we want to research Currency after Alphabet + Math, which means that we can either:
a) Get Alphabet in trade and self-tech Currency after having partially-self-teched Math, while praying that most of the AIs go after Math but missing out on the 20% bonus to Research on Currency
OR
b) Finish self-teching Math, possibly gift it away so that many AIs know this tech early-on (if that's what we agree to do--I'd like to hear people weigh-in on whether or not they want to spread Math around), and then get the 20% bonus to Research on Currency
 
I don't think there's any point debating the Math trade until we get Alphabet. Then we see how many AIs have it and make a more informed decision.
 
I don't think there's any point debating the Math trade until we get Alphabet. Then we see how many AIs have it and make a more informed decision.
So, I guess makes that the current plan to:
1. Keep Espionage Points on Willem, even if doing so ends up causing him to delay his Research on Alphabet if he feels the need to spend more Espionage Points back on us.

2. Switch to Machinery at a 0% Science Rate for up to 4 turns, after which point I'll switch back to Math at a 0% Science Rate, should Willem not already know Alphabet (he went from 6 turns to 4 turns, which may not actually mean 4 turns if he whips some citizens away from Commerce-based squares, changes his citizen allocation, changes his Science Slider values, or goes into Anarchy).

3. We kind of want me to play until Willem knows Alphabet, but we also have to be careful about playing for too long if he's taking his sweet time to complete his Research on Alphabet. In particular, "too long" could apply to the next point about where to send the Galley, which is still up for debate.

4. Get the Galley in position to settle at which City location? I see more support for Copper City but I don't think that we've agreed yet. For now, it will just move westward, but at some point I'll have to pause play (possibly before learning Alphabet) until we have decided.

5. Keep the Trireme floating in Paris (or maybe a square or two west from there) in a relatively-centralized location, so that it can respond to threats? No one seems to have suggested otherwise.

6. Open Borders with Willem and Close Borders with Vicky.

7. Continue being a menace to the AIs with our low-budget Privateer for as long as possible (basically until our Work Boat runs into a second Barb Galley and thus likely dies).

8. Trade Pig to Cathy for her Sheep.

9. Attempt to delete the Lines from the Strategy Layer.

10. Is there anything else important that you want me to remember to do or not do?
 
2. Switch to Machinery at a 0% Science Rate for up to 4 turns, after which point I'll switch back to Math at a 0% Science Rate, should Willem not already know Alphabet (he went from 6 turns to 4 turns, which may not actually mean 4 turns if he whips some citizens away from Commerce-based squares, changes his citizen allocation, changes his Science Slider values, or goes into Anarchy).

3. We kind of want me to play until Willem knows Alphabet, but we also have to be careful about playing for too long if he's taking his sweet time to complete his Research on Alphabet. In particular, "too long" could apply to the next point about where to send the Galley, which is still up for debate.
The 4t are pretty close. It's more likely to be 3 than 5, but around there in any case (my experience anyway).

4. Get the Galley in position to settle at which City location? I see more support for Copper City but I don't think that we've agreed yet. For now, it will just move westward, but at some point I'll have to pause play (possibly before learning Alphabet) until we have decided.
I think copper for me. The long switch to Caste is tricky. We'll have some trouble developing cities with gran/lh/forge/barracks without Slavery. Our main cities will be stagnating on gpp. So, I prefer places like copper and 2clam, that have at least some base hammers. I'm thinking mainly of getting multiple cities in position to actually produce by 1AD+ rather than getting +1 happy. I think there are opposing opinions on the team, though.

9. Attempt to delete the Lines from the Strategy Layer.
:goodjob:
 
Our main cities will be stagnating on gpp... I'm thinking mainly of getting multiple cities in position
A thought for the next turnset: Once we have grown a City to its Specialist cap (which may be 1 population point higher than the number of Food Resources + Specialists that we can hire at Stagnant growth, as I indicated earlier), then we can probably seriously consider building a couple of Settlers during this time period.

I mean, if growth from Food is stagnant and/or negative, then it's not like building a Settler actually halts our growth. Of course, said Settlers may just take way too long to complete before we can whip the remainder of their Hammers, but it'll be an option.

That's not something that we'll start during the current turnset, though, as our Cities are still in growth mode and some still will be after this turnset.
 
Alright, so I'll play for a little bit (maybe not as far as Alphabet, we'll see) and will try and stop such that the Galley will still have time to choose to go towards Fur City or Copper City once the Settler arrives.


Turn 127, 825 BC continued:
We switch from Math to Machinery, staying at a 0% Science Rate.

We take the Sheep deal from Cathy, who currently has 2 Sheep, in exchange for our lone Pig. Recall that we're still receiving a Pig from Willem, so we actually gain +1 Health in this exchange. This fact may be useful later when we end up potentially netting a Magical Fish instead of a Crab as our next Fishing Net.

Vicky sulks a little after we Close Borders with her, but she'll see the light and will come begging for us to renew the deal with us again some day.

Willem gets Open Borders from us. It is possible that some of the AIs' Trade Routes, I suppose, could get as high as +4 instead of +3 Commerce, but probably not until our Cities are rather large, and the biggest ones are still only Size 6. I'm not certain how this Trade Route stuff works, but I recall hearing that one needs to be at Size 10 in order for us to see an increase in Trade Route income.


My steak is starting to get cold... wait... that's in real life, not in the game. Sorry for the side-track there. ;)


Oh, I ran into an interesting dilemma: we are gifting Clam to Ragnar to prevent him from getting it in Trade. Well, now he wants a Fish Resouce. We have 3 of them ourselves (one being given out in Trade but another one coming in in Trade, plus two more--yes, I know, it's complicated :crazyeye:), so we can certainly spare one.

In the interest of the same reasoning of why we gifted him a Clam (to prevent him from trading with Cathy), I think that I will shortly gift him a Fish, too. It's my fault (I had the Barb Galley Pillage what must be his only source of Fish), so, it's not like we'd be giving Ragnar +1 Health... he already had that 1 Health and we'd just be giving it back...

What we're really doing is preventing Ragnar and Cathy from having Resource Trading opportunities, while having his City make a bit less Food from the Pillaged Fish Resource.

Maybe I'm being over-cautious, as the Resource Trading screen doesn't seem to indicate that he has a Resource to offer up to Cathy in exchange for her Fish, but like I said: if we can reduce the risk of him giving away Ivory, then it's a worthwhile gesture.
 
Alright, so I gifted-away the Fish to Ragnar, managed to delete the Lines in the Strategy Layer (thanks, Mitchum!), and advanced the turn.

As of Turn 128, 800 BC, Willem is 3 turns away from Alphabet, so there is hope, yet!
 
We have jumped up from 2nd place to 1st place in both Approval Rating (Happiness) and GNP. We were previously at the #1 spot for GNP and have been jumping back and forth between 1st and 2nd place for the last few turns, but prior to that point had been #1 for quite a while.

We also now know the names of Willem's 4 Cities, since we are getting Trade Routes with each of them. Of course, this info is kind of meaningless, since the AI isn't at all creative about how it names its Cities. ;)


Gold City will become unhappy next turn, so I'll be switching into Confucianism then. The only real downside is that we might miss The Pyramids by 1 turn that we wouldn't otherwise have missed them by, but honestly, I don't think that we're in serious trouble there (all of the 5 AIs that we know still would love to get their hands on our source of Stone, for example).

Also, this turn of Anarchy will give Willem one more turn to work on Alphabet.
 
Turn 129, 775 BC:
The following events were just too interesting to miss taking a screenshot of them!

Willem is now Confucian!? Ha! Take that! Open Borders with him and he gets our Religion! A connection? Nah, probably randomness, but still, it's interesting.

Ragnar's City of Haithabu also picked up Confucianism...



While Ragnar is less likely to convert, since it wasn't his capital of Nidaros that got infected (I mean confused, errr, I mean englighted), he may decide to do so out of peer pressure.

Willem isn't Spiritual (being Creative and Financial) but he will apparently learn Alphabet in 2 turns, so I don't know what's up with that situation (how he shaved a turn off during Anarchy), but maybe it's because he reduced his Research by 1 turn and THEN switched into Anarchy. Thus, Alphabet is more likely 3 turns away. This business of tracking "in between turn" happenings can get rather confusing!


The screenshot also shows Isabella's Work Boat, which will probably continue eastward to meet Vicky. In the meantime, it'll probably do a bit of fog-busting in places here and there for us, which is good at this somewhat-vulnerable time (although not too vulnerable as we do have a Trireme ready to act at a moment's notice).


Further, although the screenshot shows that Paris will become unhappy, if I do things correctly, we'll be building a Settler and won't actually grow into that Unhappiness until we are ready to whip the Settler on the turn after growing.


What's more stressing is that my PPP spreadsheet is now going to be off by 1 turn. Hopefully, I can just insert a row of blank data and things will just magically work out. ;)



I checked to see if anyone had other deals on the table, but nothing was showing-up, so I revolted and switched into Confucianism.

Here's how we stand diplomatically:


Things don't look too bad there at all. +1 from Open Borders with Isabella partially makes up for -3 due to Religion, although that -3 will get much larger with her as time marches on.


Ragnar currently "doesn't like us enough" in order to be willing to convert to Confucianism upon our request.
 
It's Turn 130, 750 BC, and The Great Wall gets built... built in Nidaros, Ragnar's capital, which we have recently just gotten a glimpse of.


Also, it should be noted that Ragnar clearly has an Iron Mine here.
EDIT: Maybe it is not so clear as my web space's diskquota seems to have been exceeded partway through uploading this image. Oh well, trust me that Ragnar has a Plains (non Hills) Iron Mine within his capital's fat cross and that his capital is Coastal, giving him 3 Coastal Cities.

His capital is defended by two City Garrison I Archers (his Aggressive Trait is coming into play here with his cheap Barracks being built) as well as a Galley that has the Navigation I (+1 movement) promotion... again showing him making good use out of his Unique Building.



Okay, that's it for tonight. I've moved our Work Boat and our Galley towards where we will need to have them regardless of which City location we will pick, but shortly (next turn) I will need to know which City location we will be choosing for City #6.

Since we can't get Alphabet before then, I'm stopping play for the night.


I'll have to find a new spot to host my images. I strongly dislike Imageshack... not only do they make it a real pain in the butt to see the full-sized image unless the person who showcases the image grabs the correct full URL, they seem to have changed their interface so that a random user looking at your image can't grab the full URL... they're a nightmare and are abusing their site and people's content... it's not THEIR images but they sure seem to be treating things that way, so forget them. Maybe I'll check out Photobucket, but I am understandably wary of a similarly popular site. If anyone has any suggestions for image-hosting, as well as general file hosting (for things like our PPPs and other spreadsheets) solutions, that are free and preferably are not related to Google, then I'm all ears.
 
Oh yeah, one more thing: if anyone can think of a way to automate the editing of messages so that I can move my images to a different host and then edit my messages to point at the new location, I'm open to suggestions on how to automate this process.

Right now I'm thinking of using a web-based macro tool, but probably the trickiest part is going to be figuring out how to reference each message. When I hover my mouse over the Edit button, it gives a URL that is post-based for messages across the entire site, instead of the relative message number in the thread (i.e. this message being 1399 in our thread, but the Edit button gives a URL for message #10467552, which I believe is a site-wide number). Ah well, I'll play with this stuff tomorrow or on the weekend and see what I can come up with.
 
Good work, Dhoom.

Can we make the city decision today, so we can proceed to Alpha quickly? I think most of the active players have voted.

Willem converting is pretty great. :)
 
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