I Can Do Better (somewhat Open SG - Read on)

Hmm...looks like some builder turns. We still have a 15 and a 16 turn deal with Alex. We should declare after they expire. I will build more military for us and try to settle on the last 2 free locations. We can't pre-build horsemen as we lost them with the fp-city and Bismarck and Liz dont have any. Btw, we seem to be able to trade luxes with them for some turns - which we should do.

One note: it seems we have the habbit (and I admit that I sometimes have it myself) to leave cities unmanaged at the end of our turns. As this may be ok in other SG it really hurts us here, as microbe certainly wont mm our cities for us, so please have a look at that.

And a question: We could buy horses from Alex for 26gpt. Do you think that would be worth it, to have horsemen for upgrade once chivalry arrives? England and America already have it, so we could build horses, buy or trade chivalry and upgrade them in time. On the downside we would have to wait a full 20 turns before attacking again (instead of 16) and we would sponsor our next enemy.
 
Any chance that England or Germany has spare horses? If they do buy from them, if not, lets get them from the greeks and prepare for a massive upgrade. The greeks destruction can wait 20 turns.
 
I'm not too keen on funding Alex. IIRC, my deals used up all of his spare gpt, which is good for us.

In addition, he can build really cheap pikes, so we're gonna need trebs, which can't keep up with the knights anyway. I say build a bunch of slow movers for the duration of the deals, and then just pound him down into dust.
 
lurker's comment: This looks like a fun game :D

Maybe you can have two Bad Apples? I'm not saying I would want to be one, but it would be more dynamic. And Bad Apples should be able to play more...say...at the end of every other rotation of players? Sure, this may let them miss the ever-so-great opportunity to choose new government at the end of anarchy, though...

But I think that the system that you've already worked out is good.
 
Maybe you can have two Bad Apples? I'm not saying I would want to be one, but it would be more dynamic. And Bad Apples should be able to play more...say...at the end of every other rotation of players? Sure, this may let them miss the ever-so-great opportunity to choose new government at the end of anarchy, though...

I think it is better to have one bad-apple that actually followed the game from the start - and does so as it progresses - than multiple just jumping in. Having him take a turn in every rotation would make it too hard, I say. We would have to lower the overall level of the game, which would take away much fun. I think the rules are very good as they are; we have to see how it progresses.
 
lurker's comment:
I had thought about asking to be a second bad apple, but it would make the incumbent have less turns, which is already in the low count as it is. I think for minimizing confusion and maximizing enjoyment, one bad apple is sufficient.
 
70AD: wake our slaves in now greek territory and move them home; build embassies (see pics below). To sum it up - America really is the big one. Almost all miss iron (we are near a monopoly). Germany is in danger of dying once Liz wants it to. The only war is between Arabia and Sumeria. Trade currency to Germany for dyes and 2g. I hoped they'll get engineering as free tech, but they got monotheism. Trade iron to Britain for spices, 2gpt and 32gold. lux and tech to zero, no specialists needed. We spot a horse on the northern isle - it does not seem worth a try as we have both settler factories down again. I start a settler in Lugdunum
90AD: not much
110AD: not much
130AD: Greeks have chivalry, horses and iron now.
150AD: Axima founded on the n coast
170AD: out of nowhere Liz declares; attacks with a singe reg. warrior and loses it; war happiness replaces our lost lux. Americans start Copernicus'
190AD: move in on Coventry
210AD: we could gift Babylon to middle ages - again to gamble for engineering; Arabs and Sumeria sign peace
230AD: we capture Coventry, getting a new elite gaelic sword and a slave; America finishes Knights Templar and starts Bachs' (!) we are far behind in tech to them
250AD: movement

Afterthoughts: the British have 4 or 5 boats in our waters. But either they are empty or the AI does not know where to land; anyways, they did not land on numerous possibilities. We should be able to get peace with Liz soon, which should give us a discount on chivalry. I started many courts in the north and - besides a few units - built up infra. Lugdunum is producing settlers again, for what I would do - see below. We have enough cash to rush, but I saved to buy chivalry once we need it.

Please, please, please...mm cities - we even had 2 on governour! As we have 7 turns left on deals with Alex you might consider switching builds in the core to units.

I'd settle on the O - yes I love to settle at borders.
icdb-250ad-settler1.jpg


Another spot - the settler for it is near Tolosa.
icdb-250ad-settler2.jpg


Horse island - a wild move, but who knows...
icdb-250ad-horse_island.jpg

(well if everthing goes well we get our horses back from the ex-fp city)
 
whoops sorry for this taking so long...will have it done in the morning

hehe looks like I tend to go as close as possible to the 24/48 rule
 
microbe said:
I'm going on vacation for one week. If I am up, I won't mind if you simply skip me (but do not try to play too fast!), or delay my turns, or find some other temporary bad apple.
I think Locomotive is waiting for you to get back.. :lol: .
 
Well, if any lurkers want a grab at it I think that is the rule. What the heck happened to Loco?
 
OK, so as i understand it, we give 24 hrs for the lurkers, then it becomes Barbslinger's game again, right?

I hope he didn't disappear altogether, I HATE that....
 
24 hours from now you go again Barbslinger. I don't think he would abandon his own game. I tend to try and assume the best and give the benefit of the doubt. But then again...who knows :confused:
 
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