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Old May 26, 2004, 06:09 AM   #161
Tallanas
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Re: SGOTM2 Germany - Team scout

The second continent? Tough to see on this image, but I'm convinced that above that whale, there is pale blue coastal water...
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Old May 26, 2004, 06:17 AM   #162
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Re: SGOTM2 Germany - Team scout

Last image... (I have way too much time on my hands...)
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Old May 26, 2004, 07:02 AM   #163
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Re: SGOTM2 Germany - Team scout

Looks like a solid set of turns there Tal I'm a little busy at the moment, but I'll try to come back to your turnlog on my lunch hour and give it a more thorough reading.

Order of go:

Tweed: up
Scout: on deck
Q: Warming up in the bullpen
Gengis: Warming the bench
Tal: Putting his mapmaking tools away

@Tweed: how's school/work treating you? Do you think you can play this in a day or so after another round of discussion?
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Old May 26, 2004, 09:50 AM   #164
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Re: SGOTM2 Germany - Team scout

Quote:
Originally Posted by Tallanas
Our finances look good (143g, +23gpt) and our Literature gambit and Library pre-build look well set (37 turns for Lit, 36 turns until we finish the palace...)
This has me slightly concerned, since the build cycle in Konigsberg will accelerate a little as the city grows. We will need to keep an eye on this and conserve cash in case we need to boost the research rate to get literature. I really do not want a Palace in Konigsberg...

This ought to be fun. I haven't been involved in a GL build in some time.

The only other thing I noted was the pair of arrows from the northeasterly settler pair in the latest world view. I'm pretty sure that the second move (second arrow) is not needed, and that settler should found a city on the floodplain right next to the river.

I don't know what you guys think, but I think having ~3/4 of our first two rings with fresh water will play nicely in the long term. Not having to pay gpt maintenance on 8-10 aqueducts would be almost as good as having the Colossus...

@Tal: I like the way you got us a coastal city and started a galley build. Getting some galleys out there exploring to find the other civs will be important.

On the wars - it might not be entirely bad if Lizzy got kicked off the planet, as long as we can find the other civs. As much as it pains me to say this, we should probably try to keep France around. The Industrious/Commercial traits really kick in during the late game, and France would be an excellent candidate for a U.N. build.

A possible Golden Age strat: IIRC, you can get a GA by building two wonders that play to one trait. We might be able to kick off a Middle Ages GA by building Copernicus' Observatory.... But that discussion is premature...
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Old May 26, 2004, 10:56 AM   #165
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Re: SGOTM2 Germany - Team scout

Quote:
Originally Posted by scoutsout
The only other thing I noted was the pair of arrows from the northeasterly settler pair in the latest world view. I'm pretty sure that the second move (second arrow) is not needed, and that settler should found a city on the floodplain right next to the river.

I don't know what you guys think, but I think having ~3/4 of our first two rings with fresh water will play nicely in the long term. Not having to pay gpt maintenance on 8-10 aqueducts would be almost as good as having the Colossus...
I've muddied the waters here... That NE warrior is on his own, just scouting the flood plain site fully, and preparing for the next settlement wave. Only the southern pair is a pair... Sorry for the confusion there.

And yes, I think you are right about the maintenance benefit on the aqueducts - most useful

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Old May 26, 2004, 02:04 PM   #166
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Re: SGOTM2 Germany - Team scout

@ Tal- Great turns We're really starting to move along now.
I was afraid that other continent was to the west. Now, we just might have to be Magellan to get over there
Liz getting kicked around might not be a bad thing at this point. It seems she was blessed with some of the better lands at the start, and the other two growing at her expense could be useful to us. Of course, the tech pace will slow down, but I think we should be in a good position once we find the other continent.
Kicking off our GA with Copernicus could be a good thing. If we are going for the variant we can't wait around for Panzers. I agree, we should try to keep the tech pace up, be the world's nice guy and let someone else build the U.N.
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Old May 27, 2004, 12:38 AM   #167
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I like the way we are looking ahead! It bodes well to have one eye on the long view...

Not much more to say, really, at this stage, having just played. i like the GA plan, that will be important... I also like the plan to keep France around and help her out, it would be SO much easier to capture the UN if it's on our own continent

Will check in this evening again...


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Old May 27, 2004, 03:50 AM   #168
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Nice turns Tall. Anyone else thinking we might need a second worker & third settler factory?

We might want to keep out scouts out in the field searching for barb camps, which all this free space & all those scouts we can track them down pretty regularly for awhile.

Another thing is(keep in mind I haven't looked at the save since Tall played), but I'm sure we're getting close to our Military Upkeep limit. Since we're not planning an war in the forseeable future, we might want to(this is if we don't need any further warriors for MP/barb hunting) switch to spears(and a few horses) instead of warriors. Bet you never thought you'd hear me say that scouts. My reasoning is that this IIRC is vanilla, and we probably won't be useing swords unless we get sneak attacked. Spears/Horses have a much longer upgrade path, and take longer to build so our Military upkeep won't grow as fast.

What I wouldn't give for a Leader to rush the Pyramids right now.

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Old May 27, 2004, 06:56 AM   #169
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@ Gengis: Good point on the upkeep limit. Workers are a factor in that as well. Do you think Hamburg could use a Barracks? Or shall we just rely on barbs to promote our regulars for a while?

Another thought on expansion: spears protecting worker teams that are building roads beyond our borders... cutting the time it takes to move settlers to city sites...

Edit: @ Tweed, are you with us?
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Old May 27, 2004, 09:24 AM   #170
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scoutsout<--- looks around for mrTweed, hasn't seen him lately...

@Tweed: Tal posted his turnlog yesterday at about 8:00am EDT (1200 UTC). We're now in that 'gray area' between 24 and 36 hours, and I'm a little concerned since it's been a few days since you posted to this thread.

Please post a "got it" with a time that you expect to be able to play, or please request a skip. I don't mind giving you 3 days to play your turns if you post your "got it" tonight. If you are busy with RL or whatever and need time (or can't play this round), that's fine. Let me know how much time you need, or if you need a skip.

Also, please post something once in a while so we know you're following the discussion. Participation is more important to me than prompt play; all of us have lives outside the game. An extra day here and there will not hurt us.

At approximately 8:00pm EDT tonight (Midnight UTC) 36 hours will have elapsed since Tal posted his log. I will wait that long before invoking auto-skip.
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Old May 27, 2004, 10:06 AM   #171
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The skip dilemma -if he's too busy to access the forum, he won't be able to ask for a skip or a swap either...

But if you ran out of discussion topics and are itching to get the game going, skipping after 36 hours is ok.

Hopefully, mrTweed will come back soon
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Old May 27, 2004, 11:13 AM   #172
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@Karasu: Thanks for dropping by. If Tweed had posted something in the last few days I wouldn't be concerned, but it's been about a week since he's posted to the thread. Maybe his life got busy, maybe his computer got sick. Hopefully it's nothing more serious than that.

@Team: I won't auto-skip anybody who is actively participating in the discussion and wants to play. I don't like it when people crack the whip on the auto-skip clock, and that is not my intent here.

@Tweed: If you've been busy with Real Life and need a day or two to catch up on the thread, post something (anything) to the thread (to let us know you're still there) and we can wait for you to catch up.
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Old May 27, 2004, 12:03 PM   #173
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Spears instead of warriors? After all my good "paper cutout" learning from the Training Day Game?
Seriously though, I agree with it because we have made our cities productive enough. Barracks might also be a good idea in one or two areas. I'm not that worried about bumping the Military support total yet. We are sending out Settlers and building towns at a decent clip, so that's another couple of unit's support every 6 turns or so.
With the size of this continent, I agree the road network is very important to stretch out. Are we thinking of protecting the road gangs with spears, and sending the warriors out on barb patrol? Or, should we build some more archers for that?
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Old May 27, 2004, 01:37 PM   #174
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Well, i can safely say that going back to dial-up after you are used to broadband absolutely SUCKS!

However, I can also say that I finally got C3 installed and patched ( 10MB downloads on dial-up!) so I can safely play my turns

I doubt I will post so often though! It will more likely be just a daily post, since the PC is as slow as molasses and doing *anything* more complicated than opening Notepad takes half an hour...

Anyway, just thought I would check in. As I write this, there has been no sign of Mr Tweed for a week It may be necessary to skip him, at least for now, mainly so that we maintain a bit of momentum - there is a long way to go, and we need to get cracking!


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Old May 27, 2004, 05:51 PM   #175
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"Got it". We'll keep Tweed's place the same in the rotation for the moment. Depending on where we are in the rotation when he gets back, maybe we'll adjust the order of play so he doesn't get too badly out of synch with the flow of the game.
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Old May 27, 2004, 07:09 PM   #176
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Pre-flight check 1000 AD.

Citizens look basically happy. Barb Warning near Konigsberg. (I knew that from previous turnlog)
F3 Check Units: 27; Allowed: 32
Diplomacy Check - we seem to be at tech parity.

Turn 1 (975)
Move western scouting conscript west
Some worker moves around our future granary city...move a settler pair towards a site.
Put a citizen on mined grass from forest in Berlin for faster growth.
=====
IBT - A Barb Warrior appears E of Heidleburg
Frankfurt Warrior>worker
=====
Turn 2 (950)
Diplo Check - Russia now has Code of Laws, as does England.
Our worker has completed mining the BG south of Berlin. MM Citizen to that tile gets us our next settler a turn sooner.
move some workers to chop jungle/spice tile.
=====
IBT - Barb attacks our warrior near Heidleburg and dies flawlessly
Heidleburg Warrior>Worker
=====
Turn 3 (925)
Move some warriors near Konigsberg for barb control.
Found Cologne on the RCP9 site near Moscow, set queue to spear.
Change queue in Hamburg to Spear and MM. At 4spt, it should produce one every 5 turns.
I bump research to 30 percent to get Lit in 21. Still at +21gpt, and I want to get a little ahead of the pre-build.
=====
IBT - A barb warrior attacks on of our warriors, Cathy complains about a trespassing warrior I'm bringing home.
Berlin Settler>Settler
=====
Turn 4 (900)
Taking Science slider to 10% gets lit in 33. With Palace due in 32 turns in Konigsberg, and growth due in 2, I take it back to 30%.
Move the settler towards Konigsberg... position a warrior to escort
=====
Leipzig Worker>Worker
=====
Turn 5 (875)
A little MM in Munich gets us our Granary in 16 instead of 24 (Leipzig was using the irrigated plains/ivory tile)
Move some warriors in position to whack a few barb camps.
I buy CoL from England for 160g, and sell it to France for her WM and 20g
=====
IBT - A barb horse attacks on of our warriors and dies
Hamburg Spear>Spear
=====
Turn 7 (850)
Move settler pair toward floodplain site in NE
a warrior spots a barb camp 3E of incense hill.
Diplo check - Cathy has Literature!!!!
...and will sell it for WM and 70g?
France has it too, and will trade it for WM+80g...
I buy it from Russia for 85g
Set queue to math, AI tends to neglect Currency
=====
IBT - some barb galleys move
=====
Turn 8 (825)
Whack a barb camp
Move Settler Pair NE
=====
IBT-
Berlin Settler>Settler
=====
Turn 9 (800)
Settle Hannover on the floodplain site, set queue to worker
Connect Nuremberg
I cannot remember a better deal than buying a french worker for 25g
=====
IBT - The English DEMAND Literature. That irritates me when they do that. I give it up, because we're not in a position to fight (yet)
=====
Turn 10 (775)
all of the AI have Philosophy now, and they'll generally sell it, with initial offers of WM and ~80g. I think I'll wait until it's cheaper.

Move some workers around, move our settler pair generally toward the incense. IIRC, we actually had 2 sites that straddled the incense..
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Old May 27, 2004, 07:14 PM   #177
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Old May 27, 2004, 09:13 PM   #178
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Quote:
Originally Posted by scoutsout
IBT - The English DEMAND Literature. That irritates me when they do that. I give it up, because we're not in a position to fight (yet)
Good call, not only do we not want a war right now but it'll speed up their tech pace(1 less tech for her to self research & libraries all around).

I'd cave to all demands for awhile yet(possibly the entire game), we want them building libraries/markets/aqueducts/ect not tons of swordmen. We might even want to start selling techs as soon as we get them just so they won't demand them & we'll get something out of it.

[edit- Check it out! I finally got my salute smilie......]

Last edited by Gengis Khan; May 27, 2004 at 09:41 PM.
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Old May 28, 2004, 05:39 AM   #179
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Order of go:

"Q": Post comments/questions, or take it away if you feel ready.
Gengis: On Deck
Tal: Warming up
Tweed: We're holding this spot for you
Scout: Just played
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Old May 28, 2004, 05:42 AM   #180
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Note to team: Be sure to check diplomacy every single turn. Put 1 gold on the table to eliminate all the obnoxious clicking each turn. Check for workers. I think we've been doing okay on this so far, because I noted that we already had a couple of slaves when I played that last round. Slave workers are great, because we don't have to pay maintenance on them. Any worker we can buy from the AI is a Good Thing with all the worker turns we're going to need to hack this empire out of the jungle.
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