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MadV7- A Hot Date on Sengoku

Discussion in 'Civ3 - Succession Games' started by madviking, Sep 17, 2005.

  1. madviking

    madviking north american scum

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    OK, AIEEE (can i just call you AIE?). And welcome Mastertyguy!

    My thoughts.
    We might want to is move north to get a fish and a coast. But we lose some of the hills and mountains. We go for the iron in the south and get some water.

     
  2. Own

    Own Grasshoppah

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    Who cares about mountains and hills when you don't have enough food to work them? Let's go north, and start on something like a warrior, until we can get a settler for iron grab.
     
  3. madviking

    madviking north american scum

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    I was also thinking something like a Daimyo rush, go to one of the civs down south and wipe them out, then we'll have some room to expand.
     
  4. soul_warrior

    soul_warrior Termite!

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  5. Own

    Own Grasshoppah

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    That's a good idea, you mean rush their daymio, or rush them with ours?
     
  6. madviking

    madviking north american scum

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    Send our Daimyo to the beige civ and wipe them and grab the iron.
     
  7. Own

    Own Grasshoppah

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    That's a great idea, but if we lose... Daimyo should have some warrior type units (forget the name) and those will be like catapults to weaken the daimyo, then our daymio can kill him.
     
  8. madviking

    madviking north american scum

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    Ashigaru. ;)

    Yeah. We might want to pick at thier settlers instead. :undecide:
     
  9. Own

    Own Grasshoppah

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    Thank you, that's what I was looking for.
     
  10. soul_warrior

    soul_warrior Termite!

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    seems like i need to get in gear with the lingo here.
    will do my homework tomorrow.
     
  11. mastertyguy

    mastertyguy I'm tired!

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  12. madviking

    madviking north american scum

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    I'll leave discussion open until around 7:30 when I can play.
     
  13. madviking

    madviking north american scum

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    0- move settler, move ashi and daimyo
    1- found Miyako
    6- war is declared on the Uesugi, kill ashi (U)
    7- kill ashi (U), heal
    11- kill ashi (U)
    ...
    20- random killing

    He have Metal Working and Alphabet, researching pottery

    The Daimyo rush didn't go the way I hoped :( , but at least we can kill some of their settlers to get that iron. :)
     
  14. Own

    Own Grasshoppah

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  15. soul_warrior

    soul_warrior Termite!

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  16. soul_warrior

    soul_warrior Termite!

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    0- up sci to shave a turn off pots.
    1- move out of UESUGI turf to heal.
    2- :sleep:
    3- still nada.
    4- Uesugi are willing to give a worker and 10g for peace. wait a bit. our brave leader retreat to barbs.
    5- pots IN. SWORD SMITHING in the works. UP to 80% in 18. -1gpt.
    6- slave labour finishes and moves.
    7- Miyako settler > Ashigaru.
    8- moves.
    9- kill barbs and wake some.
    10- build Morioka > ashgaru, wake yet another wild tribe.
    11- lose a warrior, get a warrior out of Miyako. Vicious Guy continues exploring south.

    some dots.

    evened out the turns.
    thats all, folks.
     
  17. madviking

    madviking north american scum

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    soul warrior- just played
    AIEEE- UP
    Mastertyguy- on deck
    *open*
    Own- somewhere next
     
  18. madviking

    madviking north american scum

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    AIEEE has until 8:00 ESDT to post a got it.
     
  19. A.I.E.E.E.

    A.I.E.E.E. Chieftain

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    Hope I'm not late.

    I'll play my turns this evening.

    EDIT: What would you recommend I do? Just in case I make any hideous mistakes.
     
  20. A.I.E.E.E.

    A.I.E.E.E. Chieftain

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    Sorry about the delay, playing took a bit longer than expected.

    Turn 1 (Jan. 1465)

    Nothing much happens.

    Turn 2 (Jul. 1465)

    Moved one Ashigaru north to defend cities against barbarian, other warrior keeps exploring.
    Cool Guy finds some rather unpleasant barbs.

    Turn 3 (Jan. 1466)

    Killed one barb threatening Morioka.

    Turn 4 (Jul. 1466)

    Road between two cities is completed, and worker goes to link up with furs. A barb is sitting on the incense just south of Morioka.

    Turn 5 (Jan. 1467)

    Miyako finishes an Ashiguru, which goes south to defend Morioka against barbs. Starts work on another Ashiguru.

    Turn 6 (Jul. 1467)

    Vicious cool guy isn't very subtle. He wakes more barbs while exploring.
    Up north, one of our Ashigaru is killed trying to dislodge barbs from incense
    Turn 7 (Jan. 1468)

    Vicious Cool Guy escapes unharmed, but more barbs are disturbed up north. I think I'll leave the huts from now on.

    Turn 8 (Jul. 1468)

    Our northern explorig Ashigaru is killed by the barb he spawned, entertainment is put up 10% to keep people happy.

    Turn 8 (Jan. 1469)

    Both towns finish Ashigaru. Morioka starts work on another, Miyako starts work on a settler. Both stay in Morioka so I can try and get those barbs off the incense hill.

    Turn 9 (Jul. 1468)

    Nothing much happens.

    Turn 10 (Jan. 1470)

    Huzzah! A victory at last! Both barbs are thrown off the incense hill, leaving it safe for road building.
    Sci is lowered by 10% to keep our cash balanced.

    Turn 11 (Jul. 1470)

    Nothing much happens.

    Turn 12 (Jan. 1471)

    Nothing much happens.

    Turn 13 (Jul. 1471)

    Vicious Cool Guy begins to head north to take another look at our hated enemies.

    Turn 14 (Jan. 1472)

    Sword Smithing researched, we start work on invention.
    Road to furs is complete, worker heads south to link up incense.
    Two Ashigaru move south to link up with VCG.

    Turn 15 (Jul. 1472)

    The Uesugi have built another city to the south, and our two Ashigaru are menaced by two barbs.

    Turn 16 (Jan. 1473)

    An entertainer is made in the capital, and VCG escapes enemy terristory unscathed.

    Turn 17 (Jul. 1473)

    Nothing much happens.

    Turn 18 (Jan. 1474)

    Our settler is finished, and heads east to the plains in between the gems and the gold.

    Turns 19-20 (Jul. 1474, Jan 1475)

    Nothing much going on.

    Sorry about any hideous mistakes I've made.
     

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