Husky-01

Positive or affirmative? :hmm: Nice turnset Frogman!

I got it.
 
@AK: Did you miss the bit about "war happiness"?

@Whomp: With that Iron not yet connected.... Perhaps a "warriors-to-swords" gambit would be effective here?
 
Did everyone drop off the face of the earth?
 
@Whomp: Didn't you post a 'got it'? Get in gear buddy! :whipped:

This looks really weird with the swapped avatars...
 
I did. A little RL (and another momentous event :evil: ) hit me but I will play it today!
 
cody_the_genius said:
Scoutsout and Whomp... Woah, that was really confusing...
I love that day of the year :)
 
I'm sorry everyone. My DSL line went haywire this weekend. If someone else can pick it up that would probably be best. I'm writing this from a hotspot and I'm not sure when DSL will be back. :sad:
 
Pre-turn: Change the temples to barracks and Puerto to a curragh. I see we lost all our curraghs and the Japanese west of the Ottomans. We'll need to say hi.

1475 zip

1450 Chukchi finishes a settler and starts another. Borders expand at Puerto and we get both whales. I dig whales. :D Science dropped to 30% with philo due next.

1425 Philo comes and I request map making for the next tech. We get mapmaking for free!! Make this trade with the Ottomans.

ottos5uq.jpg


Start research at max on maths. The AI tends to avoid this tech and the Ottos are scientific so I'd guess they won't go that direction.

1400 English start the pyramids. :evil: That would be nice. They have horses too. Make this deal with the Ottos...

ottos27sw.jpg


1375 Make peace for 20g not 22g with Ragnar.

vikepeace6ps.jpg


1350 Chukchi finishes the settler and Seville gets barracks and starts on warriors. Warriors make the most sense right now for all our builds. They can be upgraded to swordsmen when we get about 7-9 vet warriors and hook up the iron. Then we can make a bunch of boats and go take it to someone.

1325 Establish Punkbass Canal.

1300 Puerto finishes the galley and runs through Punkbass Canal. Seville finishes a vet warrior and starts another. Ottomans get CoL. We shoudl be able to trade this when we finish maths.

1275 Our new galley sees a barb galley. Runs into a sea square. Birdjaguar Hill is established.

1250 The galley survives and hits new land! Drop science to 50% and lux increased to 10%.

Summary
The captial can switch off one of the cows every other turn with Seville once the granary finishes in 3. Seville only needs 5 shields to make vet warriors so make sure it has at least 5 shields. There's a trade opportunity this coming turn with the Ottomans for CoL in exchange for maths. The English and Vikings are way behind in techs. We still need to get a boat up to the Japanese to say hello. The current boat is looking for some others. Looking good everyone. Sorry for the delay.

chukchi5bg.jpg
 

Attachments

Moving again that's great. CH up next?
 
Yes he is.
Here's a roster check.
Whomp--just played
Chukchi--UP
Punkbass--On deck
Birdjaguar--
Mirc-- .
<Lurker player>--
 
1225 BC: Discovered mathematics, researching Construction. The Ottomans already have mathematics. Puerto de Lobos finishes a worker. Not sure what to put production on so I put it on Barracks. Moved the worker onto the empty plains tile. Another worker finished a road so I made him dig a mine. Moved the warrior into Chukchi Huskyville and fortified him. Moving other workers onto empty grassland tiles.

1200 BC: Seville finishes warrior, and I keep production on warrior. The Vikings are building The Great Lighthouse. Made the workers work.

1175 BC: Chukchi Huskyville finishes granary, set production on barracks. Toledo builds barracks, production on warrior.

1150 BC: Punkbass Canal builds worker, put production on barracks. Moved the worker onto the iron hill.

1125 BC: A galley sunk. Got the worker building a road on the hill.

1100 BC: Toledo finished warrior, keeping production on warrior.

1075 BC: Chukchi Huskyvile builds barracks, put production on galley.

1050 BC: Civil disorder in Seville, moved luxuaries up to 20%.

1025 BC: Osman wants 41 gold. Wasn't really sure what to do, so declined, and the Ottomans declared war. Moved another worker onto the iron hill.

1000 BC: Chukchi Huskyville builds a galley, kept production on galley. With the other worker, the road on the iron hill is completed. 30 gold short on upgrading the warriors to swordsmen.
 

Attachments

975 BC: All towns which complete Warriors are now switched to Swordsmen.
Lands continue to be developed.

950 BC: PdL complete Barracks. Begins Swordsmen.
Lands continue to be developed.

925 BC: Capital continues to churn out the Galleys. Exploration commences.

900 BC: Galley attacked by Barbs, we win. Sent back to capital for repairs.

875 BC: Galley begins reparations.

850 BC: Three Galleys now set out to explore together.

825 BC: Exploration etc continued.

800 BC: Attacked by Barbs again. Damaged vessel sent to PBC for repairs.

775 BC: Shuffle Galleys around, etc :)

750 BC: Much the same.
 

Attachments

Nice work. Let's try and get some more settlers to fill the island.
Whomp--Computer issues on home pc. :sad: I'll keep you posted.
Chukchi--
Punkbass--
Birdjaguar--UP
Mirc-- On deck
<Lurker player>--
 
Got it. I will try to get played tonight.
 
730 BC Started settlers in Huskieville
710 Kept building swords in most places
690
670
650 Built Dog Town in NW at wine; Attacked bards in south
630 Attacked barbs in north and south; sent new settler to north end of island; learned construction started on Polytheism
610 Captured both barb villages took total of 50 gold, no losses to swords
590 Started library in BJ Hills
570
550 settler moving north to build at far end so upon expansion of city we might get a square across the straits.

No diplomacy this turn set.
Did start a galley to the east to explore
I may have started the Lighthouse, I forget. Switch if there is something better/more important


Questions:
How many swords are needed?
Who will we be attacking first?
When do we attack?
Do we need any spearmen for home defense?
Should we have a stock of settlers (2 or 3) ready to land and build in the invaded land?
Do we need to be building any "buildings" in our cities? If so, which ones?
 
Lurkers need screenies. ;)
 
I have some thoughts on Birdjag's questions but would be interested to hear what Chukchi thinks first. This will start a good discussion before Mirc or the lurker turns are played.

Just a little heads up...my hard drive needs to be replaced and is supposed to be delivered Tuesday or Wednesday. Grrrr...
 
Whomp said:
I have some thoughts on Birdjag's questions but would be interested to hear what Chukchi thinks first. This will start a good discussion before Mirc or the lurker turns are played.
Good point. I see some solid play from team members who seem to be new to Succession Games.

One of the great things about SGs is that players can learn from each other... and in doing so... usually play a much stronger game than the individual players could play by themselves.

Another thing that is great about SGs... they force you to do "situational analysis"... when you get the save, you get a game that hasn't been played "the way you would play it". Sometimes you see some things in the setup that you wouldn't have done... but you learn something powerful from it...

I think it'd be a great idea if everyone on the team took a look at the current save and answered BirdJaguar's questions. I'll even go through it in the morning myself, if you want.
 
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