dojoboy
Tsalagi
Wakey, Wakey SAVES AVAILABLE
We need to talk about who is going to go first
I'm out of town until Saturday night.
Wakey, Wakey SAVES AVAILABLE
We need to talk about who is going to go first





Since we're going to have a pretty tiny empire, I wonder if it doesn't make more sense to let the turnsets vary in length a bit, and end them according to events. For example, a turnset could last until a given tech is researched or build completed, etc. Exceptions for wartime or other unusual happenings, of course.
Okay we need to work this out. How about we leave it to 10 turns since this is a normal game with only 442 moves (giving us 5 88 rounds if we make it all the way) this way we don't get bored but be able to monitor the progress much better. Off course if you find yourself in a difficult situation like you see a SOD marching towards us and they haven't declared yet STOP so we can discuss our options before continuing.
I managed to play through some of a practice game. I agree that getting the pyramids shouldn't be out of the question. I didn't even work the copper tile, as we don't know if we'll have that. I chopped two forests, other than that it was a straight build.
Build order:
warrior - workboat - workboat - worker (whipped into..) - Pyramids - various defenders
Pyramids were started in 2640, completed 1960, that works out to 13 turns. The stone wasn't hooked up when I started, as the worker was produced the turn before I started the Wonder. So we could really complete it in about 9 or 10 turns, depending on chops and worker moves.
Techs:
fishing - masonry - BW - wheel - pots - writing - alphabet

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