Kev
Hired Goon
Kev said:Well, I played 5-1/2 turns - just wanted to play enough into the 6th to complete something specific, and so the next person can play after that. I'll try to get the write-up and game out tonight...
I guess I can give you a few teasers, but really it was more setting stuff up.
* Well, SOMEbody ceases to exist...
* We established a foothold on a new continent - question is: did it hold?
* A sneak attack from a source I did not expect
* An inconvenient barb uprising
* Does an engineer **** in the woods? - the one I left in the woods someplace just might
* Built a wonder - does it go boom?
* I'm guessing 90% of my builds were one of four items - two types of improvements and two types of units.
Boy, these turns DO take a while...
I will offiically answer these:
1. Yes, Japanese are gone
2. Foothold in Eastern English continent - though soon in American
3 American did a sneak attack with a stupid dragoon on a very fortified city. Silly AI
4. Just the small city of Lahinch. No biggie but still annoying because I had to spend resources there.
5. The engineer - as I explained in my notes - was supposed to be my foothold on the American continent. I landed it on a forest with a road that leads right to it, and without any support for defense (my oversight). Yes, we ARE still at war with America.
6. Well, Apollo does sort-of go boom... Wanted to see the map and I just do not fear any space race at this point.
7. The four items that filled my day were Mass Transit and Airports for improvements (never ending with those) and freight and howitzers with units (flown about via airports). Basically, if you did not have it, you got a mass transit. Then, if you did not have it, you got an airport. Then, if you had a barracks, you built a howie. If not, freight. If all of your routes were accounted for, then perhaps something else. Of course, once stealth hit, the fighters started becoming priority.