GR27 - AWE Archipelago vs 30 civs

playing now on turn 2, will finish whatever I can today and then pass on
 
Pre-Turn
MM looks pretty good
the game is massive and with the many Islands, it will take a turn or 2 to get the feel as usual
Egypt wants to talk...nah

1. 1830AD
clear 4 Byz units on the Iro Island, we don't have many units there, might be a problem later on
defeat 8 impis in Bapedi, there are more units there
defeat 4 Arab units that landed on Sumer land and gain a leader

ship over a big number of units to Arab land

IT succeed in luring the Arabs out of their cities but now we face huge numbers of cavs at Nunnery...
meet Mongols and declare war

2. 1832AD
MM a little and reduce science to 60%
defeat Byz landing for an army

defeat a number of those Arab units
capture Yamama temporary to advance, capture Khurasan
advance and raze Damascus, abandon the rest after moving a few armies forward
found 3 replacements

raze Bapedi and watch in amazement how an archer on defense can take off 4 hp from a sipahi army...
found replacement

IT Babylon and Mongols are actually at war

3. 1834AD
attack Aden, but they seem to have quite a few rifles inside
continue to decimate the Araba cavalry and gain another leader

IT we get a leader on defense on the Iro Island, that could mean survival there
combustion is in, go for flight next

4. 1836AD
plant a spy with Arabs and check out Aden, that has 7 rifles inside
manage to raze the city, found a replacement
take out a first Mongol city, raze Baghdad

fight off some troops and get two more leaders
surprisingly manage to raze the Zulu capital

5. 1838AD
raze Erdenet and Tsetserleg
capture Muskat and raze Fes, Mandalgovi

after replacing the cities, we're short of settlers, rush a bunch of them

IT we lose a yellow army that I thought is safe to the Celts

6. 1840AD
take Hlobane, try to keep the Zulu cities now to lure the enemy out, they got 3 cities left only anyway
Raze Choy + Ulaanbataar
capture Najran so we can attack and raze Anjar (Arab cities still give us 300+ gold each)
take Masura, from there raze Lindum and Samarra

found replacements, during some fights another leader is born

7. 1842AD
take Intombe, decide to abandon Hlobane to prevent our armies from being defeated
capture Mari, from there raze Nimrud and Larsa
move some armies forward for strikes next turn

8. 1844AD
need to abandon Intombe, in danger of being captured
clearing units, we get another leader
attack Mecca, but it seems there are plenty of units inside
take Kufah instead, from there reach Medina that is razed for 398g
attack and raze babylon though it has Sun Tzu, but the attacks would be relentless
raze Uruk

all cities are replaced of course

we now own 269 cities. MM can be done, I didn't do that for this last turn. Conquest of the big continent Arabs are on is in full swing. We have carved out a small corner and somehow the AI doesn't attack our infantry for whatever reason...
 
Brilliant progress. :goodjob:

I can't locate the galleons and frigates that were moving our four armies now in Zululand from island to island. Is it possible they were in a Zulu city when you abandoned it? :confused:
 
Looking good. To handle NP's observation, we should keep Zulu cities and rush Transports and a destroyer.

CB, you know the idea is that once we get flight we use workers to lay down several airfields in the area N of our capitol? It allows us to use the h (home) button to jump to the capitol and then go north for the airfields. Makes it fairly fast to transport things across new units without having to click on the mini-map. We implied that but not sure if we fully stated it.

Looks like French area needs Airfields as well, so we don't have to boat across the Sapahi, just the Artillery.

I would also steal the world map from Arabia. They will know the complete map for the massive continent we are presently trying to conquer - since it is their home continent. Do a safe steal and we should be able to get it.

Roster:
Greebley - On Deck
Northern Pike
markh - skipped (Post #274)
ThERat - Just Played
Commando Bob - Up
 
err....I think I sent the convoy back rather aimlessly I admit...stupid of me
 
Monarchy
40% Tax
40% Science
20% Luxury

8440 gold, +77 gpt

Flight in 2 turns.


City Builds
  1. We have 269 cities.
  2. Army [1] (Istanbul)
  3. Aqueduct [23] (New Urfa, New York, New Sinop, Bragger, Moabi, Sanskrit Tombs, New Kirklareli, Philadelphia, New Bingol, Chunk, Midtown, Birken, Frankfurt, New Bolu, Munich, Talking Heads, Zonguldak II, No more Swamps, Oscar, New Iznik, Sinop II, Karasjok and Beijing II)
  4. Library [7] (Orleans, Boston, Lisonns fer yer Menkey, Little Dreamer, St. Regis, Greenfield and Tazumal)
  5. Sipahi [16] (Edrine, Bursa, Izmit, Antalya, South Reading, Bideer, Kafa, Sledge, Ankara, Salonika, Mugla, Denizli, Zonguldak, Gallipoli, Tokat and Van)
  6. Infantry [8] (Yozgat, Tirnova, Uskudar, Birmingham, Iskenderun, Not Reading, Hammer and Salamanca)
  7. Courthouse [1] (Kabah)
  8. Market [1] (New Mugla)
  9. Harbor [1] (Sinop)
The rest are building boats, cannons and workers/settlers.

Military
  • 023 Settlers
  • 039 Workers
  • 321 Slaves
  • 021 Archer
  • 014 Spear
  • 027 Swords
  • 042 Pike
  • 001 Longbow
  • 012 Musket
  • 025 Knight
  • 002 Rifleman
  • 046 Infantry
  • 000 Catapult
  • 016 Catapult (captured)
  • 009 Cannon
  • 022 Cannon (captured)
  • 118 Artillery
  • 001 Artillery (captured)
  • 019 Frigate
  • 063 Galleons
  • 005 Transports
  • 001 Destroyers
  • 050 Armies
  • 214 Sipahi
  • 044 Maces
  • 014 Trebuchet
  • 008 Trebuchtt (captured)
  • Cost
    • Current Units: 789
    • Allowed Units: 888
    • Support Costs: 000 gpt

  • The Living
    1. Compared to Aztecs we are Strong.
    2. Compared to Celts we are Strong.
    3. Compared to Egypt we are Strong.
    4. Compared to Zulu we are Strong.
    5. Compared to Mongols we are Strong.
    6. Compared to Arabia we are Strong.
    7. Compared to Babylon we are Strong.
    8. Compared to Byzantines we are Strong.
    9. Compared to Inca we are Strong.
    10. Compared to Rome we are Strong.
    11. Compared to Portugal we are Strong.
    12. Compared to India we are Strong.
    13. Compared to Russia we are Strong.
    14. Compared to Hittites we are Strong.
    15. Compared to Netherlands we are Strong.
  • The Dead
    1. America
    2. Carthage
    3. England
    4. France
    5. Germany
    6. Iroquois
    7. Japan
    8. Maya
    9. Persia
    10. Scandanavia
    11. Sumeria

Resoureces Connected to Istanbul
06 Rubber
06 Oil
05 Coal
08 Saltpeter
06 Iron
07 Horeses

Luxuries Connected to Istanbul
15 Wines
11 Incense
14 Spices
18 Silks

City Count
  • Ottomans: 269
  • Aztecs: 12
  • Celts: 16
  • Egypt: 19
  • Zulu: 2
  • Mongols: ???
  • Arabia: 2
  • Babylon: 14
  • Byzantines: 23
  • Inca: 21
  • Rome: 14
  • Portugal: 12
  • India: 46
  • Russia: 16
  • Hitties: 15
  • Netherlands: 12

Plans
In the homeland I see some unroaded mountains near Henry's Hat and New Salonika, on the SW corner. Overall, only about 10 more tiles need to be roaded.

Furs by Lugdunum and Furs by Adrianople and one Fur at Ratae Coritanorum. The last one is the only visible luxury that we might be able to claim in 5 turns and we would need a lot of luck to do that.

Lots of Dyes in the island country of Rome, too. We have a lot of boats in Moment, but no Frigates for defense. It will take about three turns at sea to invade Rome from Moment. Sorta risky with no defenders.

How many airfields around the capital?

We'll need a destination airfield near Canal City on the landmass where Sumeria died. That will feed to the Arab front (in the east) and the Babylon/Mongolian front in the west.

We have a lot of units shipping to France and then to Japan/Persia/Sumeria. Once we learn Flight are those shipping routes of any value? If not, we'll need to send those boats where they can help us invade.

Our two Armies will slowly hammer away on the Zulus, and then they be stuck until we convert some Zulu slaves into airfields (if Armies can move via airfields, which I don't know). We don't have any boats to move them onto other nearby islands.

Arabs have two cities, but probably lots of Rifles while we have 8 Armies. According to our spy, the Arabs have 146 Rifles. I don't see any stacks of Arab rifles right now, but might on the IBT. Might just be easier to the nuke the two Arab cities later.

We continue to pound on Mongols and Babylon.

Upgrade Galleons to Transports?

After Flight we learn Mass Production.

Continental rally point outside Istanbul?

I'll cycle through the cities on my preflight and optimize for geeks.
 
Don't inconvenience yourself trying to grab more luxuries, which we don't really need now. We can wait to claim them until the land masses in question are clear of the enemy.

Start with about thirty airfields north of the capital. We do this on a large scale even if it isn't strictly necessary.

Armies, settlers, and artillery can't travel by air, so we can't close down our shipping routes entirely. Be aware that on a map this size, some air-transport missions may be forbidden simply because they exceed the maximum range.

Given that armies can't fly, we can only get our armies off the Zulu island with rushed transports, as Greebley has noted.

Since we have a spy in Arabia you can look into Mecca and count the garrison to determine whether the city should be attacked or ignored. Or you could try luring the Arabs out of their cities by holding a town that can't be attacked in one turn by railed-in units, such as Tabriz.

Upgrade galleons to transports until we have complete freedom to ship four-unit armies. It probably isn't necessary to upgrade all sixty-three.

The rest of the game should be a triumphal march, so have fun. :rockon:
 
To set a continental rally point right click on the capital. In that list is the option to Set Contiental Rally Point and Remove Contiental Rally Point.

When set is selected, your pointer changes and becomes the outline of the tile you are in. Move it around and then left click to make that tile the rally point.

A rally point is the place that all your new land units will move to, on their own, during the turn. It appears to happen after you have cycled through all the other moveable units. Suddenly this stack of new units will just appear. Any new cities built/captured after a rally point is set will ignore it, which is mildly annoying.

I like to regroup my units around the capital at the start of the turn during a war, so that I know what I have to work with during the turn. Having this rally point is a great time saver.

I'll try to get screenshots during my turn.
 
Preflight, 1844 AD
Need to get the Arabian world map safely.
Need to examine Mecca.
Need about 30 airfields north of Istanbul. And in France.
Rush Transports and Destroyers in Zulu cities.
Istanbul builds Armies.

We attempt to steal the Arab world map for 632 of 8440 gold. We succeed.
We investigate Mecca for 336 of 7808 gold. One Iron and one Horse connected, no luxuries.

At Start:
4 Rifles
7 Mace
1 Longbow
2 Boats
:
2 Mace
1 Longbow
1 Boat
10 Rifle
:
1 Boat
4 Mace
2 Longbow
7 Rifle
:
3 Mace
11 Rifle
:
At about a third of the way through the count is 31 Rifle, 16 Mace, 4 Longbow and some boats.

We'll smart our way out of this city.

Around Instanbul we have 39 slaves and 22 workers.
[IBT]
Units buzz around too fast to follow. India unloads some War Elephants around Munich, Byzantines land inside Zulu, an Army retreats from Mecca.

Lissons fer yer Menkey library -> settler in 30.


1 1846 AD

Around the Empire
India landed 3 Mace, 1 Pike, 1 Cav, 1 Rifle and 1 War Elephant outside Munich.
Byzantines have 2 Cav, 1 Mace and 1 Rifle outside Anastasia.

Set Continental Rally Point near the capital. Turned on 'Animate Battles', 'Animate Friendly Moves' and 'Animate Enemy Moves'.

We now have 45 Armies, which means we lost 5 on the IBT and I don't know where. I see no units west of Mecca.

The Indians near Munich are soon massacred (6 of 6).

The Byzantines have landed where we are weak; the lone Army is at 7/14. We move some units into Anastasia and block the roads and allow the Army to heal.

In Zulu, 6 Impis die defending Isandhlwana; we start a harbor for modern resources. Two Zulu and an Archer are undone as we move to Ulundi (15 of 15).

Tabriz (3) is captured (18 of 18).

Almarikh (9) is captured (21 of 21).

We pick off two Byzantne Cavs at Carchemish, then capture and raze the city (27 of 27).

Attempt to found Aqualung succeeds! Cross Eyed Mary does not.

Isolated Incan Knight and Cav are dispatched (29 of 29).

HOvd is attacked (30 of 30).

Ellipi is attacked; we lose 8 HP taking out two Muskets (32 of 32).

Upgrade three Galleons for 450 of 7548 gold.

We have to stay at 40% science to learn Flight this IBT.
[IBT]
Munich and Birken are shelled.

Netherlands (12) and Byzantines (23) sign an MPP.

We lose Tabriz (2), after fending off 6 attacks (38 of 39).

At Anastasia we win 2 and lose 1 (40 of 42) but we keep the city.

We learn Flight, start on Mass Production, 6 turns at 40%.

Oscar aquaduct -> worker in 10.

2 1848 AD

Around the Empire
At Anatasia, we face 1 Rifle and 2 redlined vCavs.
Egypt dropped off a Knight, Mace and Pike next to Philadelphia.

Six Impis defend Ulundi to no avail (46 of 48).

Zulu are destroyed.

Four Byzantine Cavs are stomped on in Zulu (50 of 52). Two more are visible and might attack Isandlhwana, where we have two weak Armies (4/14 and 5/13).

In Iroquoisdom, the Rifle and crippled Cavalry go down (53 of 55).

In America, trebs, cats and Sipahi solve the Egyptian problem (56 of 59).

Musket and Pike fail to stop Hovd from being razed (58 of 61). Babylon is now without a native source of Saltpeter.

Cross Eyed Mary is founded; then 'Too Many Cities'.

Build 22 Airfields NW of Istanbul with the 22 native workers around Istanbul.
Build an Airlfield 2NW of Canal City.
DogBite01 to 07.
Upgrade Frog02 and Frog04 to Transports.
Pillage Arab Horses.

Leave science at 40% and 6 turns; at 50% -191 gpt.
[IBT]
Ulundi falls to Byzantine; our yellowed Army survived 2 Cavalry but the third was too much (60 of 64).

Sinop II aqueduct -> worker in 10.

3 1850 AD

Around the Empire
Inca, Byzantine and Babylon are all focused on Almarikh, which has one healthy Army in it. We will abandon this city.

At Ulundi we have an 11/13 Army outside the city, which has at least one Rifle in it. Inca have 2 Cav, 8 Knights, a Longbow and Pike next to Ulundi, which landed when we controlled the city. We have two armies in Isandhlwana, both yellowed.

Egypt dropped off 2 Cav and a Musket near Munich.

The Egyptian incursion is squashed (63 of 67).

Three Muskets and a Spear defend Izbia (12) of Babylon to no avail; we raze the city (67 of 71).
Ellipi (12) has similar defenders; they and the city meet a similar fate (71 of 75).
Zariqum, same size, has only two Muskets, they fall and the city is no more (73 of 77).
Ta-Tu (7) of the Mongols falls easily with only one Musket left (74 of 78).
We snipe a wounded Mongol Archer near Ta-Tu (75 of 79).
Almarikh (9) is abandoned.
We pick off a Babylonain Musket in the wild (76 of 80).
We pillage Arab Iron.

We put Infantry in railed mountain passes on the Arab landmass.

Rifle and Cav fail to defend Ulundi (3) (78 of 82).
With 10 Incan units outside the city, and this Army at 9/13, just as it was last time we captured this city, we raze it instead of keep it.
We then abandon Isandlhwana.

Locomotive Breath, Bungle in the Jungle, Thick as a Brick, Skating Away, Passion Play, Too Old to Rock N Roll and Hymn 43 are started.

Airfields in Iroquois and Germany.
DogBite08, 09 and 10.
Upgrade two galleons in France to transports.

In the middle of the Arab continent we step on 14 rather isolated units (92 of 96).

Canal City settler -> barracks in 31 and rush for 124 of 6639 gold. This gives us a barracks on the Arab landmass, which means we can convert MGLs into Armies. And then I saw that Nunnery already had a barracks (which I had used before in these turns, even if was a day or so ago!).
Calakmul settler -> library (building a settler at size 2 with no growth is not the best thing to do here).
Mayapan settler -> library (same reasoning).
[IBT]
Munich and Birken survive their ritual shelling.

Mongols and Babylon are at war.

Mountain Infantry fends off 7 Cavalry attacks (99 of 103).

I didn't see them, but a whole bunch of Arab units are not in their cities. They were hidden in the fog last turn.

Bragger aqueduct -> settler in 30.
Midtown aqueduct -> settler in 30.
St.Regis library -> barracks in 40.
Canal City barracks -> settler in 30.
No more Swamps aqueduct -> settler in 30.


4 1852 AD

Around the Empire
Arabs have a Saltpeter colony.

Four Muskets, a Spear and a Mace are not enough to save Ashur (12), the current capital of Babylon (105 of 109). It is razed.
We remove 2 Muskets from Nineveh, the newest Babylonian capital, but don't risk any further attacks at yellow (107 of 111).
Three Muskets get run over in Ratae Coritanorum (12) before the city is torched (110 of 114). Two Furs are nearby, but are now inside Byzantine borders.

Six Byzantine Cav are stepped on at the cost of one Sipahi (116 of 121). One eSipahi victory.
Just west of the Byzantine Cav are the Arab forces. The Byzantines were on a rail we needed to pillage to keep the Arabs away from home. We pillage.

Four Rifles are removed from Mecca (120 of 125).
Three eSipahis clobber 3 1/4 Incan Cavalry, but no promotions (123 of 128).
Two Rifles, a Longbow and crippled Cav remain in Mecca and are buried in the ruins of the city.
Shakespeare's Theater is destroyed.

Cheap Day Return is founded.

The Arab Saltpeter Colony is defended ably by a Rilfe that defeats our Infantry (123 of 129).

Arab Folly is built to push back the Arab borders so Basra is attackable this turn.

Three Rifles are all the protect Basra (12), the last Arabian capital, maybe (126 of 132).

The Arabs are destroyed.

Seventeen Sipahi win 15 times on open range combat with Muskets and Spears (141 of 149).

We whack an Incan Knight and pillage some tiles in no man's land north of Babylon (142 of 150).

HaveARuum01.

Up To Me, Mother Goose and Too Many Cities.

Distracted Globe settler -> library in 27.
[IBT]
Arab Folly survives 3 Celtic Cavalry (145 of 153).

Beijing II aqueduct -> settler in 30.
Istanbul Army -> Army in 6.
New York aqueduct -> wealth.
Moabi aqueduct -> settler in 30.
Philadelphia aqueduct -> settler in 30.
Chunk aqueduct -> settler in 30.
Talking Heads aqueduct -> settler in 30.
Greenfield library -> settler in 30.

5 1854 AD

Around the Empire
Lone Byzantine Cavalry in Iroquoisdom.

That Byzantine Cavalry is buried (146 of 154).

Picking off the wounded in Arabia we go 8 of 9, with 7 Elite victories (154 of 163).
Free range attacks by our vSipahis in Arabia go 13 of 14, targeting the fastmovers (168 of 177).
Two yellowed armies yank around an Incan Knight and Celt Longbow as they head back to Nunnery to heal (170 of 179).

We add some forward area rails in Arabia. Two Armies move next to Karakorum.

Too Many Cities.

Lots of worker stuff in Japan.
[IBT]
And the save is attached.
 
Zulus and Arabs are gone. We've chewed away a few cities of Babylon, but diverted a lot of Armies to deal the deathblow to Arabia. They had three tiles to cross before they could attack Mecca, which in turn required a lot of Armies. Now that the Arabs are part of our past, I focused this last turn on railing to the Babylonian borders. We have two Armies inside Babylon around Nineveh, but one of them is 7/18, so it seems to be out of action for a time. Babylon has seven core cities and then Tabriz is off by itself.

We have two Armies near Karakorum, ready to attack.

I founded Arab Folly to let us attack Basra easier when the Arabs were down to one last city. It is rather isolated and has 4 vInf and 1 vSipahi in it. I've used Infantry to block the railroads that cross the mountains that lead to Arab Folly and also some of the roads. When possible, I've made killing the Knights, Cavs and GSwords the priority. We have Armies on the railnet so that it benefits us mostly and some of the AI occasionaly, but not too well.

I debated about abandoning Arab Folly once the Arabs were gone, but wasn't sure if using a combat settler for less than one turn was considered proper or not in this game, so I kept it.

Animiations are turned on.

On the mainland we have a continental rally point in the grasslands south of Istanbul.

We have 22 airfields NW of Istanbul, with airflields in Germany, Iroquoisdom and The Green Zone of Arabia. None in France or Japan.

Zulu is empty of cities. However, we have three Armies there, (two healing) and some Incas that don't know they are dead yet. We have two workers also, unused, waiting for the Incas to die. We have two sets of destroyer/transport headed to Zulu; both sets are still north of the west coast of Russia, sailing due south, with settlers, artillery and slaves. From Bragger we have an empty Army, some Sipahi and an Infantry aboard Galleons headed to the same area.

Pollution has been an issue the last two turns.

Furs are almost within our reach, two tiles inside the Byzantine border. Babylon has a Fur between Sippar and Shuruppak, on the west side of Babylon. The only luxury in Arabia is Furs; we just started on the wrong end of the continent.

Babylon and Mongols are at war; we've watched Babylon pillage some Mongol roads.

Inca and Byzantine have Rifles and Cavalry; Celts have Cavalry and GSwords; Babylon has Muskets but I saw no Horse based units. Babylon lacks a source of Saltpeter, but two sources are available in no mans land.

We have a small stack of slaves that are unprotected north of Tabriz.

Been adding new cities in Japan as we raze the AI cities. For some reason songs by Jethro Tull were on my mind, so we now have a city called Locomotive Breath.

We can see Greece, the last unmet civ, an island east of the Celts. They have 12 cities. We do not see them via F4.


Random Stuff

6682 gold, +80 gpt, 40% science, 20% luxury, Mass Production (Tanks) in 3.

Military:
  • 025 Settlers
  • 016 Workers
  • 372 Slaves
  • 021 Archer
  • 014 Spear
  • 027 Swords
  • 042 Pike
  • 001 Longbow
  • 012 Musket
  • 025 Knight
  • 002 Rifleman
  • 056 Infantry
  • 000 Catapult
  • 016 Catapult (captured)
  • 009 Cannon
  • 024 Cannon (captured)
  • 138 Artillery
  • 001 Artillery (Captured)
  • 017 Frigate
  • 056 Galleons
  • 014 Transports
  • 002 Destroyer
  • 044 Armies
  • 213 Sipahi
  • 044 Maces
  • 014 Trebuchet
  • 008 Trebuchtt (captured)
  • Cost
    • Current Units: 792
    • Allowed Units: 932
    • Support Costs: 000 gpt

City Count
  • Ottomans: 282
  • Aztecs: 12
  • Celts: 15
  • Egypt: 19
  • Persia: 11
  • Mongols: 5
  • Babylon: 7
  • Byzantines: 23
  • Inca: 21
  • Rome: 14
  • Portugal: 12
  • India: 46
  • Maya: 25
  • Japan: 1
  • Sumeria: 5
  • Russia: 16
  • Hitties: 15
  • Netherlands: 12
 
Good work finishing off the Zulus and the Arabs. :goodjob: I enjoyed the Tull references. :cool:

I debated about abandoning Arab Folly once the Arabs were gone, but wasn't sure if using a combat settler for less than one turn was considered proper or not in this game, so I kept it.

I'm not sure we have a formal policy on this. My own view is that it's excessive to abandon a tactical town in the turn of foundation to found another town one tile farther forward (the bubble-chamber trick), but quite all right to get rid of useless towns after the attacks have been made so that they don't have to be garrisoned. So in your save position, abandoning Arab Folly would be fine by my standard.

We have six Sipahi armies in the former Mayan lands which I believe have been sitting around since I left them there to heal and suppress resistance at the end of my last round. They can all join the fighting on the active continent, and for this purpose we should upgrade four galleons from Moment in Nunnery before we hit Enter.
 
Agree with NP on the cities. Abandoning a city is ok, its building the second tactical town on the same turn that isn't allowed.

So after capturing a settler you can build one or more tactical towns closer (could have 2 in different directions) before abandoning the captured town, once the the captured town is gone you can abandon the tactical town, but not build a second tactical town even closer on the same turn.

So basically, you can get one closer per turn but not 2 closer using multiple tactical towns in the same turn.
 
In principle, sure, but I don't know that I'll get started today or tomorrow. So if you find your disk, and I haven't posted that I'm actually playing, just post to let me know and go ahead.
 
OK, I'm playing now, so I've definitely got it. ;)
 
I am still looking for that stooooopid disk. Very annoying. :mad: It doesn't seem anywhere in the games near the computer. I may have to search through all our DVD's, as we play some on my computer and it could have gotten mixed in. I am not looking forward to that.

Fortunately, I haven't accessed my bookcase full of 100's of pc games recently, so I know its not there. Those go all the way back to 5" floppies.
 
As usual at this point in the game, I'm not getting through many turns but we're taking a lot of cities per turn--thirty-one in total so far. I'll post in time for the next player to play on the weekend.
 
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