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375 bc - 275

Discussion in 'Team Mad Scientists' started by DaveShack, Jun 17, 2009.

  1. DaveShack

    DaveShack Inventor Retired Moderator

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    Thinking ahead to the next turn, if anyone connects to the game and has input here is a place to put it. I'll try to remember to post the turn's starting info when I get home from work.
     
  2. DaveShack

    DaveShack Inventor Retired Moderator

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    Sorry, everything continues to creep up on me and I never got time to post screenshots or turn plans. :(

    Southern axes move out one more tile to fogbust.
    Eup mines a hill at Entropia
    Leo moves to the dyes
    Ax2 heals
    Holk1 and worker go to cow, worker resumes pasture
    Ax1 moves 8 to fogbust toward the barb city
    HBR will be done in 3

    Dont know how, but CERN, Peri, and Gott weren't building anything.
    CERN and Peri start axes. Gott starts ball court.
     
  3. kcd_swede

    kcd_swede Jag är Viking!½ GOTM Staff

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    I think that there is a multiplayer "bug" which makes it so you are not always promted for the next build when something is completed. Not sure what triggers this, if it is a bug or just MP settings you have selected (like minimize pop-ups). Anyhow, I've seen this before. Just requires some care.

    Keep up the god work. I am not able to load Civ from here... (maybe next week).. so without screenshots and/or detailed descriptions I don't have much advice to give.

    Off topic...
    I am a little concerned that we don't seem to have an overall strategy. Since its multiplayer, I'd guess conquest is everyones VC of choice. But since its Demo teams, I'm not sure about that. If like normal MP games, then we should definitely decide what tech advantage we want to shoot for and where and when and with what (and what allies) we wish to start our conquest. Unless we have something else in mind. But I would guess that Sancta will make this a military game no matter what else we would like it to be.
     
  4. DaveShack

    DaveShack Inventor Retired Moderator

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    With so little going on, it makes more sense to me to put the next turn here instead of a different thread.

    Cavalieros have built a city in our south. Axes in that direction are pulled back till we can send a diplo message about the barb threat that keeps popping up down there.

    Leo starts a plantation on the 2nd dyes.

    Changed espionage settings to focus on SANCTA and Saturn. We were about to lose the graph visibility on them.

    After we finish HBR (2 turns) we should get a couple of catapults and war elephants and go take that barb city.
    Cavalieros have currency, we should ask them for it in a couple of turns. Then some markets will help our GPT situation.

     
  5. DaveShack

    DaveShack Inventor Retired Moderator

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    Saturn offers tech trade, everything for everything. See embassy thread. I closed without responding.

    We received Currency from Cav.
    CERN finished an axe, started a market.
    Holk1 moves 6 to fogbust
    Pasture @ Bletchley Park finished, starts road
    Ax1 moves 8 to scout barb city.
    Ax4 and Ax5 fortify to fogbust.
    New Axeman labeled BK1 (barb killer) and moved 6,9 towards Gott.

    Turn not ended, in case a market is not right for CERN to build.
    Horseback Riding finishes next turn, please look at the tech thread and post suggestions.

    No interesting things to post pictures on.
     
  6. HUSch

    HUSch Secret-monger

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    Hallo
    I 've made some changes in the working in the cities (Gott now 2 Scientists, Bletchley ivory for forrest and a mine to Ent for the 8. :hammers: from Peri) and change also the research slider to the minimum for researching HBR this turn. Look at this Dave.
    The market in CERN is good, I would prefer a Lighthouse after that.
    idea for next turn: in
    Bletchley whip, then 3 turns to pop 2 with full granary.
    Worker in Peri
     
  7. DaveShack

    DaveShack Inventor Retired Moderator

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    Thanks .
     
  8. HUSch

    HUSch Secret-monger

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    Kaleb wish techtrade, I made it. Also they gave us MC.
    There was an techtrade with Saturn sc and construction for feudalism, I declined; and a void screen from SAN, I ask about it.

    In my opinion an anarchy/change to bureau will be good, we 've 17 :hammers: and 29 :commerce: in CERN.
    comments!
     
  9. DaveShack

    DaveShack Inventor Retired Moderator

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    Axe near CERN 9,8.
    Axe at Peri 6,9
    Holk1 has barb axe next to him, moves 4.
    Ax1 also has barb to the east, moves 1 and will take defensive position if the barb comes in.
    Ax2 moves 3 to prepare for barb axe at holk1's position.

    Research set to feudalism (10)
    Perimeter starts a ball court
    Revolt to Bureaucracy

     
  10. HUSch

    HUSch Secret-monger

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    :goodjob:
    feuda is the wish our allies, ok.
     
  11. DaveShack

    DaveShack Inventor Retired Moderator

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    Logged into the game to pause for Kaz after a server outage. Cav offered us wine for dye. It's an even trade as far as :) goes so I accepted. Our 2nd dye will be hooked up soon, then we'll be better by 1 :).
     
  12. kcd_swede

    kcd_swede Jag är Viking!½ GOTM Staff

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    Glad you guys are on top of things, and sorry I haven't much time to spend here. But I'm following as best I can and will come with suggestions if I think of any. Keep up the good work!
     
  13. HUSch

    HUSch Secret-monger

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    It's our turn now;
    I would like to change our building jobs to forge in some towns, also perhaps we should grow in Gott to unhappiness and whipp then.

    I 've no idea what we should do against the barb-axe near Bletchley.
     
  14. DaveShack

    DaveShack Inventor Retired Moderator

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    I think we should move Ax2 7, Holk1 7, and Nico goes to Gott. We let the barb either attack us on the forest hill, or attack him if he goes to the cows. If the odds are bad, we can move into BP let the cows be pillaged and wait for the other axe to arrive.
     
  15. HUSch

    HUSch Secret-monger

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    The barb can then attack nobody, ok. Play you or I 'll play in 10-11 hours.
     
  16. HUSch

    HUSch Secret-monger

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    I 've played, there is a new barb-city east of Bletchley.

    btw
    Cav has build HG

     
  17. HUSch

    HUSch Secret-monger

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    It's our turn.
    I would like attack the barb-warrior with the holk from cows and the axe1 heals or promote and heals. the other axe from Gott goes in direction Bletchley to make a counter, if the axe1 lost.

    In the north, should our axe goes to the hill and look at the barb-town.

    all worker begin to chop.

    I can play tomorrow
     
  18. kcd_swede

    kcd_swede Jag är Viking!½ GOTM Staff

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    Excellent plan. I'm unsure which axe will scout the barb town, but am confident you have it under control. Good luck!
     
  19. HUSch

    HUSch Secret-monger

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    I 've played.
    Both our units win. There is no barb near our frontier.
    Holk1 lost with 99% winchance 56 HP and get 2 XP, he has now 5/5 for the 2. woodman promotion
    Ax2 lost 75 HP although the barb axe has 3,6% win chance.




    This barbcity is for us. Should the axe attack in the next turn 99% or go red arrow, then attacks next turn without river-malus

     
  20. HUSch

    HUSch Secret-monger

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    It's our turn

    What kind of promotion for ax2 with 3/2 XP, CR for go against the barb-city
    What is with the attack of jute the barb town, there is now a 3. warrior, I vote against attack now and go at gras (attack without river).

    btw in 2 turns will be a SAN-galley near our shores. What should we do then?
    Kaz want cancel of oB.



    I can play in 10-12 hours, right in time
     

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