CBob02 Jaguar Conquest

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@Lboogie13: Excellent job on taking out 10 cities! I just wish these turns could be that exciting.
:salute:

Why, thank you CommandoBob. It is nice to know that someone noticed and nice to know that I can still contribute while still being a relative novice Civ player. I have really learned a great deal playing with you gents. :D
 
(Was only able to get one turn played; should do better tomorrow night.)

[450 AD After advice]
Talk peace to England. Elizabeth is willing to deal.
If we offer peace she will offer:
  • Literature
  • Horseback Riding
  • Polytheism
  • Currency
  • 45 of 45 gold
  • 13 gpt
England has an ROP with America, which cannot be broken. She won't let go of Republic, either. I think we can win this in Despotism, so I am not worried about lacking Republic.

It will take us about 20 turns or so to finish off America, so 20 turns of peace with England seems reasonable. We have to go through America to find England, anyway.
We make the deal.

For 48 gold we investigate the only remaining English city: Dover.

Dover, 2nd English Capital 450 AD
450AD_Dover.jpg



Well, just great. Dover is on an island, SE of America/Maya. Two spears, no barracks, a library and harbor, building a temple, due in 16 turns.

England 450 AD
450AD_England.jpg


Hit Enter.
[IBT]
Mayas head northward.

AzAz vJag -> vJag, 1 turn.
Koala rax -> vJag, 15 turns.
Into the Woods vJag -> vJag, 2 turns.
Oasisville vJag -> vJag, 3 turns.
Desert City vJag -> vJag, 3 turns.
Cowtown vJag -> vJag, 4 turns.
South Cowtown vJag -> vJag, 4 turns.

1 460 AD

Resisting Cities
Hovd (3) resistance is over.
Tabriz (3) resistance is over.
Hastings (5) resistance is over. City will starve (without help), make everyone a tax collector for one turn.
Canterbury (5) has 3 resisters.
Newcastle (4) resistance is over.

Build Jungle Boogie 2NW of the Mayan city of Palenque.
Jungle Boogie grows in 7, catapult in 20.

Whip a settler in Liverpool, now size 2.
Whip a settler in Newcastle, now size 2.
Whip a settler in Hastings, now size 3.

SettlerToTheHill, S of San Deigo State, will move 5 E to the hill 2S of Palenque. Building here means 2 grassland roads and 2 marsh roads.
Wake Aztec Workers on the hill near San Diego State that were making a mine and move them to road marsheses. Five workers from this tile and another nearby worker give 6WT, which is what it takes to road one marsh tile.

Irrigate the ivory South of Liverpool (was mined).

vJag vs. cHorse, we win (1 of 1).

See Iron 2W of By the Bay in no man's land.
See Iron 3SW of Almarikh (Mongol) in no man's land.
See Iron W of Hovd in our land.
See Iron between Chicago and Calakmul, unclaimed.
See Iron W of Teayo in our land.
See Iron NW of Aztec Azaleas in our land.

Whip a settler in Chicken Itza, now size 2 (for the Chicago Iron).

First priority of our settlers is to deny Iron to anyone else.
Chicken Itza's settler is spoken for.
Liverpool's settler needs to move 3W and 1NW to settle on a hill outside and SW Almarikh.

And the save is >>HERE<<.

We are at war with only the Mongols. We are getting ready to fight America first, then dogpile on Maya.
 
Brief update:

500 AD

Maya
We may have to go to war with Maya. I was getting ready to send a settler to 'protect' the iron near Chicago, leaving from Chicken-Itza, planning to sneak through the gap between the Mayan cities there. Well, they've closed that gap and look like they are ready to build another city.

Which means we can't walk to America without an ROP with Maya, which I don't want to have.

And of course, most of our forces are up north, or so it seems.

We can make peace with the Mongols. We can get peace, an MA vs. Maya and Republic from the Mongols. Ugly has only three cities; Mayas have 6 and will have 7 next turn.

I'm inclined to make the deal with Ugly. He'll still be fighting for his life with the Mayan units near him.

In fact, it might be better to wait two turns to make this deal. That will allow the Mayan foot units to get closer to Mongol cities than Aztec cities. And it gives us time to move units to the Mayan front.

Military
We have over 100 vJags and either 4 or 5 settlers.

Swamp
We are roading two roads through the swamp between us and the Maya. One is coastal, the other is not. We will have a city near the Maya, either on a hill (if Maya don't build there first) or in a jungle tile.

Iron
We have one settler heading for the Iron near the Mongol capital, about two turns away from building.
We have another settler trying to get to the Iron near By the Bay, but Mayans are blocking the road. It may build on a hill instead.

It will be a while before I play. Got to get home first. I'll post the current game situation before I continue playing.
 
[460 AD IBT]
Mayans move north.
America wants to talk.
Abe wants to sell us Monarchy for Currency and 270 gold. We laugh.
Barbarian promotes a Jag to Elite.

AzAz vJag -> vJag, 1 turn.
Hastings settler -> cat, 20 turns.
South of Rome vJag -> vJag, 3 turns.
Horse Hill barracks -> vJag, 15 turns.

2 470 AD

Resisting Cities
Canterbury (5) has 2 resisters.

Workers01 to 06 road the hill 2SE of San Diego State. Road completes.
SettlerToTheHill E into marsh.
Road the grassland N-NE of South Cowtown.

Rushed the settler in Liverpool too soon, it needs to grow before it can birth the settler.
Same is true for Newcastle, must wait nine turns.
Send a slave to Newcastle to get the settler sooner.
SettlerHastings moves W-SW-SW, ready to make a city next turn.
Spilt the slave stack near Liverpool; six slaves will road west to the Iron. Two will road to the Iron near By the Bay.

By the Bay barracks -> catapult, 13 turns.
Stop Sign City barracks -> catapult, 14 turns.
Whip a settler in Oxford, now size 3.
[IBT]
AzAz vJag -> vJag, 1 turn.
Warwick barracks -> vJag, 15 turns.
Rome vJag -> vJag, 5 turns.
Oxford settler (SettlerOxford) -> catapult, 20 turns.
Hooka Hucan settler (SettlerHH) -> settler, 10 turns.
Into the Woods vJag -> vJag, 2 turns.
Something non-Aztec vJag -> vJag, 3 turns.
Fake Fur Coat vJag -> vJag, 3 turns.

3 480 AD

Resisting Cities
Canterbury (5) has 1 resister.

Worker01 to 06 move east into marsh.
SettlerToTheHill moves east, marsh to marsh.

Meet Slaves A to I.

SettlerOxford heads to Liverpool.
SettlerHastings founds ChicoNuts, grows in 10, catapult in 20.
SettlerHH heads north.

Whip a settler in Teayo, now at size 5.
[IBT]
We lose a galley to some barbarians.

AzAz vJag -> vJag, 1 turn.
Chicken Itza settler (SettlerCI) -> vJag, 15 turns.
Teayo settler (SettlerTeayo) -> vJag, 15 turns.
Oasisville vJag -> vJag, 3 turns.
Desert City vJag -> vJag, 3 turns.
Liverpool settler (SettlerLiverpool) -> catapult, 20 turns.

4 490 AD

Resisting Cities
Canterbury (5) resistance is over.

Start and complete a marsh road.
SettlerToTheHill moves E.
SettlerHH moves N.
Slave joins Newcastle to release the settler.
SettlerLiverpool heads south.
SettlerTeayo heads east.
SettlerCI heads to the Chicago Iron.
[IBT]
AzAz vJag -> vJag, 1 turn.
Into the Woods vJag -> vJag, 2 turns.
South of Rome vJag -> vJag, 3 turns.
Newcastle settler (SettlerNewcastle) -> catapult, 20 turns.
Cowtown vJag -> vJag, 4 turns.
South Cowtown vJag -> vJag, 4 turns.

Mayas attack Mandalgovi and lose.

5 500 AD

SettlerToTheHill moves E.
SettlerHH moves N.
SlaveNewcastle.
SettlerLiverpool heads south.
SettlerTeayo heads east.
SettlerCI heads to the Chicago Iron.

We attack a lone Mongol Archer before he can attack us. Lose 1 and win 1 (2 of 3).

Mayas have added a new city that blocks our way to the Chicago Iron. And they look ready to build another city next turn, just before we get there.
We have no deals with the Maya. They stand in the way of us and America.
And of course the bulk of our Army is in the north nearer the Mongols than the Mayas.

We may have to declare war on the Maya next turn.

If we make peace with the Mongols, they will join us in an MA vs. Maya and throw in Republic.
An MA with the Mongols protects our northern cities.
No decisions yet.
 
500 AD Mayan Border
500AD_MayaBorder.jpg


The easy way to the Chicago Iron is closed.
E of Chicken Itza is SettlerTeayo and about 8 vJags.
2E of Chicken Itza is SettlerCI and 4 eJags.

500 AD Mongol Iron
500AD_MongolIron.jpg



Stack of 18 Jags near Mongol Capital. Think we need to take it out before we make peace to 'protect' the iron and our city from Mongol cultural pressure.

Settler is in the forest south of the capital.

We can also get the Mongol city of Ulaanbaatter (?) for peace. It is north, in the fog.

500 AD The Great Swamp
500AD_MayaSwamp.jpg



Mayan Settler pair in the ruins covering a grassland, expect a new city built on the ruins this IBT. No place else for them to move to.
We have SettlerToTheHill on the hill NW of the ruins, but he might be one turn late.
Two marsh tiles to road with 6 workers (6 WT, north path), complete in one turn; and 2 slaves and 2 workers (3WT, coastal path), complete in two turns.

500 AD Mayan Units
500AD_MayanUnits.jpg



Seven Mayan units between Darhan and Warwick.
Four Javelins NW of By the Bay, one Horse next to Mongol city.

And the save is >>HERE<<.
 
We definitely need to go after Maya soon an we are in a position to take out Ugly. We do need to start eliminating some of these Civs rather than just beating them down. I think the stack can probably do the job of taking out the Mongols so peace isn't really necessary. I think the troops in place can handle Ugly.

You are in position to make a good shot at Maya next turn. I also think the objective should be to take them off the board. In the West, the settler pair can go to the Hill SEish of Liverpool to plant the town (gets the wheat and is a beautiful kill-zone) as we can't effectively protect him for a the turns it will take to settle the iron if we at war with Maya.

The Jags in Camp Koala and Warwick should clear out those Mayan forces Around Warwick. If you start with the jags on the grass and in Camp Kola, theres a chance that you could clear the West in a single turn (with some mopping up the next turn). The Mayan units in the North shoudl be easily handled as well.

You can use the settler near Newcastle to build an attack position on the hill S of Newcastle while the troop there start moving toward Tikal via the mountains (2 turns: hill, FP->Mt). Those Jags will need some help so I suggest the 4 jags with the settler near Chicken be sent to the hill SE of Tikal. The settler itself, should probably move back and wait for the big stack to raze Calakmul.

The Jags S of Palenque on the hill and in the swamp are enough to take out the city that Maya will plant on the IBT, and can then proceed to Palenque.

After that, newly built jags can just be sent East. We have a number of locations we want to control so I think we need to keep on the settler builds. We also want to keep building a navy.

I think how you deal with the U.S. throughout all that is, I think, up to you. They were at war the Mayans before so maybe they could join your war.

Once the GL is built, troops can be loaded in Something non-Aztec and make it to the Turks in 3 turns safely. However, we should probably focus on clearing the continent before we seriously go after the islands. If we can destroy the Mongols, U.S. and Myans, we will have hordes of troops to throw at the Ottomans. It won't matter if they have pikes.
 
(After talking to the team)
Keep war with Mongols, aim to eliminate.
Attack Maya.
New city South of Newcastle.
New city on the hill SE of Liverpool.

[IBT 500 AD]
AzAz vJag -> vJag, 1 turn.
Something non-Aztec vJag -> vJag, 3 turns.
Fake Fur Coat vJag -> vJag, 3 turns.

6 510 AD

Battle of Almarikh, Current Mongol Capital
vJag vs. rSpear, Jag retreats (2 of 4).
vJag vs. rSpear, Jag wins (3 of 5).

Good News
510AD_AlmarikhTrimmed.jpg



And we destroy Almarikh.

Mandalgovi (1) is the current Mongol capital.

Send 10 Jags northward to Ulaanblaater (?).

We have units inside Mayan territory, move them out to allow a 'clean' declaration of war.

SettlerOxford moves into the city building positition.
SettlerNewcastle heads back to his city.
[IBT]
Mayas lose 2 Javelins destroying the Mongol capital of Mandalgovi.

AzAz vJag -> vJag, 1 turn.
Into the Woods vJag -> vJag, 2 turns.
Oasisville vJag -> vJag, 3 turns.
Desert City vJag -> vJag, 3 turns.

7 520 AD

We find the last (?) Mongol capital of Ulaabaatar.


Aztec Surprise!
520AD_MayaDoWTrimmed.jpg


We declare war on Maya.

Build Tarzania in the jungles of the Great Swamp; grows in 10, worker in 10.

Minor Skirmishes in No-Mans'-Land
vJag vs. rJav, Jag loses (3 of 6).
vJag vs. rJav, Jag wins and promotes (4 of 7).
vJag vs. rJav, Jag loses (4 of 8).
vJag vs. vJav 3/4, Jag loses, Jav promotes (4 of 9).
vJag vs. eJav 4/5, Jag retreats (4 of 10).
vJag vs. eJav 3/5, Jag retreats (4 of 11).
vJag vs. eJav 3/5, Jag loses (4 of 12).
vJag vs. eJav 2/5, Jag retreats (4 of 13).
vJag vs. eJav 2/5, Jag wins (5 of 14).
And we capture a slave, no, a real worker!

vJag vs. eJav, Jag retreats (5 of 15).
vJag vs. eJav, Jag loses (5 of 16).
vJag vs. eJav 4/5, Jag loses (5 of 17).
vJag vs. rJav, Jag wins and promotes to Elite (6 of 18).
vJag vs. eJav 2/5, Jag dies (6 of 19).
vJag vs. eJav 1/5, Jag wins (7 of 20).
And we capture another full worker.

vJag vs. rSpear, Jag retreats (7 of 21).
vJag vs. rSpear, Jag retreats (7 of 22).
vJag vs. vJav, Jag dies (7 of 23).
vJag vs. rSpear 2/3, Jag dies (7 of 24).
vJag vs. rSpear 2/3. Jag wins (8 of 25).
vJag vs. rJav 2/3, Jag wins and promotes to Elite (9 of 26).
vJag vs. rSpear 1/3, Jag wins (10 of 27).

vJag vs. vJav, Jag dies (10 of 28).
vJag vs. vJav, Jag retreats (10 of 29).
vJag vs. vJav, Jag retreats (10 of 30).
vJag vs. vJav, Jag dies, Jav promotes (10 of 31).
vJag vs. eJav 3/5, Jag wins (11 of 32).
We capture a full worker.

vJag vs. rJav, Jag retreats (11 of 33).
eJag vs. rJav, Jag retreats (11 of 34).
vJag vs. rJav, Jag retreats (11 of 35).
eJag vs. rJav, Jag wins (12 of 36).

vJag vs. rJav 2/3, in Mongol ruins, Jag wins (13 of 37).

vJag vs. rJav, Jag retreats (13 of 38).
vJag vs. rJav 2/3, Jag wins and promotes to Elite (14 of 39).
vJag vs. rHorse, Jag wins (15 of 40).

Mayans are gone from the North.

SettlerOxford builds CoyotePack, near the old Mongol capital ruins, grows in 20, catapult in 20.
SettlerLiverpool builds Hills of Wheat, between Liverpool and By the Bay, grows in 10, catapult in 20.

Battle of Lazapa (1) Maya
eJag vs. vJav, Jag retreats (15 of 41).
eJag vs. vJav, Jag wins (16 of 42).

Good News
520AD_LazapaTrimmed.jpg



And Lazapa is destroyed.

vJag vs. rJav, Jag retreats (16 of 43).
vJag vs. rJav 2/3, Jag wins and promotes to Elite (17 of 44).
vJag vs. rJav, Jag dies (17 of 45).
vJag vs. rJav, Jag dies, Jav promotes (17 of 46).
vJag vs. vJav, Jag dies, Jav promotes again (17 of 47).
vJag vs. eJav 4/5, Jag dies (17 of 48).
vJag vs. eJav 4/5, Jag retreats (17 of 49).
vJag vs. eJav 2/5, Jag wins (18 of 50).
And we capture a full worker.

Battle for Calakmui (2) May
vJag vs. rSpear, Jag retreats (18 of 51).
A second rSpear defends, so we'll look elsehere this turn.

vJag vs. rJav, Jag dies (18 of 52).
vJag vs. rJav 1/3, Jag wins (19 of 53).
And we capture a full worker.

Don't know why, but every time we captured a Maya worker this turn, it stayed a worker. It did not become a slave. According to our Military Advisor, we have lost two workers to the Maya.

Allowed units: 144
Total units: 117

Lots of fighting, lots of loses, and not all of the ours. We started at 3 wins in 5 conflicts. We ended with 19 wins of 53 conflicts, or 16 wins of 48 conflicts this turn. We retreated 15 times this turn. So we killed 16 units, retreated 15 times and lost 17 units.
Not too shabby.
But we might lose some wounded on the IBT.
[IBT]
We lose a redlined vJag at Calakmui.
We lose a worker to a barb Warrior near ChicoNuts.
Mayan workers flee to cities.
An American settler pair is wandering around.

AzAz vJag -> vJag, 1 turn.
Rome vJag -> vJag, 5 turns.

Bad News
520ADIBT_CanterburyTrimmed.jpg



Canterbury flips to England. We lose a vJag.

Just South of Rome vJag -> vJag, 3 turns.

8 530 AD

Battle of Ulaanbaater (1), current Mongol capital
vJag vs. rSpear, Jag wins (20 of 54).

Good News
530AD_UlaanbaatarTrimmed.jpg



And we destroy Ulaanbaatar.
We capture 2 slaves.

Better News
530AD_MongolsTrimmed.jpg



And the Mongols are just a distant bad memory.
The Mongol attack stack, now 7 units, heads south.

5 workers make a jungle road to the dyes north of Tarzania.

Battle of Kaminaljuyu (1), newest Mayan town
vJag vs. rSpear, Jag retreats (20 of 55, 17th retreat).
vJag vs. rSpear, Jag retreats (20 of 56, 18th retreat).
vJag vs. rSpear, Jag retreats (20 of 57, 19th retreat).
vJag vs. rSpear, Jag dies, Spear promotes (20 of 58, 19th retreat).
vJag vs. rSpear, Jag retreats (20 of 59, 20th retreat).
We're attacking across a river. No wonder we did so bad.

Battle of Tikal (8), current Mayan capital
vJag vs. rSpear, Jag wins (21 of 60, 20 retreats).
vJag vs. rSpear, Jag retreats (21 of 61, 21 retreats).
vJag vs. rSpear, Jag retreats (21 of 62, 22 retreats).
vJag vs. rSpear, Jag retreats (21 of 63, 23 retreats).
vJag vs. rSpear, Jag retreats (21 of 64, 24 retreats).
vJag vs. rSpear, Jag dies (21 of 65, 24 retreats).
vJag vs. rSpear, Jag dies, Spear romotes (21 of 65, 24 retreats).
vJag vs. vSpear, Jag retreats (21 of 66, 25 retreats).
vJag vs. rSpear, Jag retreats (21 of 67, 26 retreats).
vJag vs. rSpear, Jag retreats (21 of 68, 27 retreats).
Two wounded Spears are in Tikal.

SettlerNewcastle builds South Newcastle 2S of Newcastle; grows in 10, catapult in 20.

Let a lot of Jags heal.
[IBT]
Some Barb Horses appear.
AzAz vJag -> vJag, 1 turn.
Hooker Huacan settler (HH2) -> galley, 10 turns.
Into the Woods vJag -> vJag, 2 turns.
Something Non-aztec vJag -> vJag, 3 turns.
Frontierville vJag -> vJag, 15 turns.
Fake Fur Coat vJag -> vJag, 3 turns.
Cowtown vJag -> vJag, 4 turns.
South Cowtown vJag -> vJag, 4 turns.

9 540 AD

We kill a barb camp and get 25 gold.
vJag promotes to Elite from barb Horse.
And a second one.

Pillage around Pikal.

SettlerHH2 moves north.
SettlerTeayo moves into Maya lands near Pikal.
[IBT]
A vJav attacks us and dies (22 of 69, 27 retreats).
American settler pair out of Boston.

AzAz vJag -> vJag, 1 turn.
Several 'We love the Chieftain' days.
Oasisville vJag -> vJag, 3 turns.
Desert City vJag -> vJag, 3 turns.

10 550 AD

Battle of Kaminaljuyu (1), Round 2
vJag vs. vSpear, Jag wins (23 of 70, 27 retreats).
vJag vs. rJav, Jag dies (23 of 71, 27 retreats).
vJag vs. rJav 2/3, Jag retreats (23 of 72, 28 retreats).
vJag vs. rJav 2/3, Jag retreats (23 of 73, 29 retreats).
vJag vs. rJav 2/3, Jag wins (24 of 74, 29 retreats).

Good News
550AD_KaminTrimmed.jpg



And Kaminaljuyu is destroyed.
We gain 2 workers and a slave.

Build Tikal-Me Pink with SettlerTeayo, 3 SW of Tikal, grows in 10, catapult in 20.
[IBT]
And the save is >>HERE<<.
 
Troop Concentrations
8 vJags 2 S of Liverpool.
13 Jags E-2SE of Hovd, heading to Tikal. Can end 1N of Tikal-Me Pink next turn and attack Pikal the following turn.
7 vJags on the hill S of Palenque, the city 2SE of Jungle Boogie.
All others are onesees and twosees.

Several catapults have been started but none will finish this next turnset.

Barbarians
In the north free roaming bands of barbarians will plague us the rest of the game.
We either need more cities up north, which is the long term solution or we garrison our cities fairly well.
The swamp road needs to have the tile SW of Tarzania roaded. One worker currently doing this, the others that just moved in need to help.


Worker Tasks
Irrigating the water north of Hills of Wheat. Need to carry that irrigation furhter south to By the Bay and Darhan, if not further.
Some workers are draining the swamp S and SE of Stop Sign City. This needs to complete so we can irrigate Stop Sign City and northwards.

Our core is pretty well developed. If we stay despotic, there is no need to develop it any further.
Outside our core (anything north of the Rome, Cowtown and South Cowtown line) we need only irrigate. That will let our cities grow, so we can pop rush as needed.


Suggested Plan

Tikal Area 550 AD
550AD_Tikal.jpg



When the stack of 13 arrives at Tikal it will have about 7 other units nearby to help.
Seven or eight more will be availabe from Chicken-Itza.
And one or two from South Newcastle.
So we could easily attack Tikal with 30 units.


Palenque Area 550 AD
550AD_Palenque.jpg



Eight units are ready to attack Palenque next turn with 5 units in Tarzania that can move to their tiles next turn and three more that are on the road.
I think we should wait until all those units show up, a total of 16 on a size 3 city.

After these two cities are gone, I think we just combine into one large stack and just begin to steamroll through the other cities and town, Mayan and American.

The Great Lighthouse completes in 19 turns. We might be able to finish off the Mayans and Yanks in that timeframe. We'll need boats to get to Englad.
We are building one galley in Hooka Huacan. Two are parked outside of it. But we will need more than three.
 
Nice work Cbob! With Ugly taken care of, we just have the Eastern front don't we. I have a feeling that Maya will collapse relatively quickly as well.
 
Roster:

CommandoBob - just played
Phaedo - UP!
CivActuary - on deck
TimBentley - warming up
Norton II
Lboogie13
 
Sorry, I forgot I was up next. I got it and will try to play in the next few days.
 
Tikal, the current Mayan capital, is on a hill, so attack it strongly. Wounded units can make it back to Chicken Itza is two turns, heal and be ready to fight again.

Tikal-Me Pink is just a wide spot in the road. It's only purpose is to make it easier to assualt Tikal. NE of the city are some workers that need to make a road. I only saw 2 Mongol Horses on my turns, and they were inherited, so these workers should be fairly safe from attack from Tikal. But I put a vJag with them just in case.

I'm not sure where the Horse resources are. I don't think the Mayas have any.

We have 10 turns left on deal with England, so unless England declares war on us we'll have to leave Canterbury alone.

We'll need some boats to take out Dover. We can land just about anywhere.

Abe has 2 settler pairs looking for a home. I think they'll wander around looking for a good place to build for a few turns. The land around Tikal may appeal to them. By the time they get ready to build we should be ready to take on America and take out Boston. They can be slaves or razed cities; I'll let you decide which. :mwaha:
 
Don't know why, but every time we captured a Maya worker this turn, it stayed a worker. It did not become a slave. According to our Military Advisor, we have lost two workers to the Maya.
Enslavement (an interesting benefit of attacking javs with jags: getting more workers).
 
I'm really sorry. RL is hitting me on a number of fronts. I'm going to have to take a pass.
 
No prob, Phaedo. RL has a way of doing that sometimes.

I got it then. Will try to play tonight or tomorrow.

Goals:
Kill the Wabbit. Er, I mean the Mayans.
Open up a can of American city busting
Build some boats for upcoming island holiday. Should be nice and relaxing!
 
Revised Roster:

CommandoBob - just played
Phaedo - skipped by request
CivActuary - UP!
TimBentley - on deck
Norton II - warming up
Lboogie13
 
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