Spl01 - Noobish Players Try the Concurrent Format

OK Frankcor, your in. You will also be on deck. I'll give you a full slot, and we have a full roster (though one is MIA, and another is out until around easter, so I'm still having an open slot.)

It's a bit late to give frankcor the save, so it's really just me or rex. And I vote rex. Again.

Vote Box:
Splime: Rex, 15t
Pholkhero: Rex, ? turns
Rex_Tyranus:
Autocon (If Applicable):
Spinoza (If Applicable):
Frankcor (If Applicable):

("If Applicable" just means that their vote may or may not occur (Auto due to internet trouble and work; Spinoza due to lack of participation; Frankcor because he's just joined.))

Roster:
Splime: Just Played and On Deck
Pholkhero: On Deck
Rex_Tyranus: Just Played
Frankcor: On Deck

Skip List:
Autocon: Until around April 15th

MIA List:
Spinoza



EDIT: Pholk -- I notice you lack Spl01 in your sig's list of SGs...
 
Splime said:
OK Frankcor, your in. You will also be on deck.

Excellent! <<glyph of Frank swinging 3 bats at once>>

I'll pass on voting this round -- I haven't studied the saves to now.
 
Splime said:
EDIT: Pholk -- I notice you lack Spl01 in your sig's list of SGs...
:lol: i thought rex would be the first to call me out on that...

i discovered how to change it all and make it work right @ work last night, before i left...it was the first thing i did this mornin' when i got on :D

and i even advertised, so there :p
 
Pholk, where are the other 24?

Edit: Thanks for the MP. I don't think it's for me. I don't like the frantic 30sec/turn pace, and I don't like 110 turn limit. Granted, any other way would make 17 hour games, but it just seemed too hurried. I also really didn't like finding out that my southern sentry had been killed 4 turns ago when Knupp's horse archer shows up on my doorstep. Explain to me again why I can't see combat?
 
i'm add about 2 a day...give me time :)

re MP: i totally blew it though...w/a "normal" game, it took too long for us to build stuff ~ last night, though, there was no turn timer so you could've taken forever with your turns...i felt the same way, too, about the "too hurried" but I'm getting used to it more and more w/each game

re combat: a lot of it depends on where you're looking on the screen...unfortunately, it doesn't skip right to combat, esp. if you have to manage your empire, i.e., choose to build something or reserach something...a key to MP is queueing up stuff and that way, you can keep the view on your units if there's danger at your door...

Knupp and some other RBers are playing this morning, too, but i won't be able to make that :( I love MP ~ right now, i can't get enough, but i also haven't challenged myself in SP for a bit too...

edit: oh, that reminds me: I was genghis and had NO horses nearby :mad:
 
last night, though, there was no turn timer so you could've taken forever with your turns...

Except any time my turn took over 30 seconds, I'd get a "let's keep it moving". I'm sure I'd get used to that, though.

But losing a unit while checking my my civics and not getting notice? Is there an option of playing without simultaneous turns?
 
I believe you can remove simultaneous turns, but that'll, as you said, make games last forever.

Vote Box:
Splime: Rex, 15t
Pholkhero: Rex
Rex_Tyranus:
Autocon (If Applicable):
Spinoza (If Applicable):
Frankcor (Not Applicable):
 
lol, but YES. Next turn, you can't, because on deck -- NOT REX.
 
Fine...

Splime: Rex, 15t
Pholkhero: Rex
Rex_Tyranus: Rex
Autocon (If Applicable):
Spinoza (If Applicable):
Frankcor (Not Applicable):

Autocon, you promised I wouldn't have to do that! Can we move on to the next round now?
 
still need to vote on the amount of turns. Unless 15 is good.
 
OK, whatever, 15 turns it is.

Up after this round is...
well... we only have 4 people, so everyone plays after this round. Rex is only skipped this round because he's already played a double round.

Roster:
Splime: UP and Confirmed; On Deck
Pholkhero: UP; On Deck
Rex_Tyranus: On Deck
Frankcor: UP; On Deck
open

(You have until Midnight Sunday Night to post "got it") (Rex's Save is on page 16)

Skip List:
Autocon: Until around April 15th

MIA List:
Spinoza
 
Good luck, gentlemen. I look forward to reading the turn reports. (sooner rather than later--let's keep this trainwreck moving!)
 
OK, all done!

Spoiler :
----------------------------New entries----------------------------
Turn 100 (800 BC)
Splime Notes: 60% Science? Wow... Holding off on expansion for now.
Splime Notes: I might make another settler though...
Green Dot finishes: Worker
Splimesylvania finishes: Worker

Turn 101 (780 BC)
01power7va.jpg

Splime Notes: We're hopeless in power... :(
Splimesylvania begins: Settler
Splime Notes: Fixed the queued up temple -> settler, will be done next turnset.

Turn 102 (760 BC)

Turn 103 (740 BC)
Green Dot grows: 6

Turn 104 (720 BC)
Green Dot begins: Hindu Temple
Splime Notes: MMed Green Dot. Sci to 50%. Green Dot is set to avoid growth, just in case
Splime Notes: temple in 14 turns to fix the unhappiness...

Turn 105 (700 BC)
Tech learned: Bronze Working

Turn 106 (680 BC)
Research begun: Archery
Splime Notes: switch to slavery, looking for copper...
Splime Notes: only visible copper is under splimesylvania. hook up splime, and we have it.
Splime Notes: slavery allows us to go back to 60% sci, archery in 7t
Pantload finishes: The Oracle

Turn 107 (660 BC)
Tech learned: Metal Casting
Splime Notes: MMed Pantload to grow -- it can go up one more person before unhappiness
Splime Notes: metal casting -- we can build the colussus
Pantload begins: Forge
Splime Notes: building a forge to allow the colussus
Splime Notes: we're classical now.

Turn 108 (640 BC)
Hinduism has spread: Old Pholks Home

Turn 109 (620 BC)
Splime Notes: Just need hindu in splime now...

Turn 110 (600 BC)

Turn 111 (580 BC)
Splime Notes: BTW, I'm moving a scout to where our galley will be made

Turn 112 (560 BC)
Splime Notes: Splimesylvania continues to be forested.
Tech learned: Archery
Pantload's borders expand
Old Pholks Home grows: 2

Turn 113 (540 BC)
Research begun: Writing
Splime Notes: Was either Writing or Meditation -- at the moment, we can make missionaries w/o monasteries.

Turn 114 (520 BC)
Splime Notes: OK, scout is in the galley producing city.
Green Dot finishes: Hindu Temple
Splimesylvania finishes: Settler

02summary2oi.jpg


Turn 115 (500 BC)
Splime Notes: Just checked Green Dot now -- governor made the angry dude a priest.
Splime Notes: To avoid growth, this is the best choice -- the next best thing would be to put him on a desert hill + river -- a priest w/o the gpp.
Green Dot begins: Forge
Splime Notes: Green Dot should build the colussus, but if we build forge there, it will go over unhealth limit
Green Dot begins: Archer
Splime Notes: OK, Green Dot is building the settler's escort.
Splimesylvania begins: Jewish Missionary
Splime Notes: Splime is taking care of religion spreading of Judaisim now.
Splime Notes: OK, Galley in 3, Settler Escort in 5.
Splime Notes: Forge (Pantload) in 3.
Splime Notes:

Turn 116 (480 BC)
Splime Notes: Uh... due to a mis-click, I accidentally moved to turn 16.
Splime Notes: Writing in 8 (7 this turn). REMEMBER, if we use this save, you begin at turn 1, not turn 0.
 
Spoiler :
Excellent turns, Splime. I'm not worried about the economy at all as I believe the rest of the world is probably behind us tech wise. Plus, I usually exand early down to 30% science or so. It pays off in the long run.

Incidentally, our science could be a lot higher. You're not working either of the hamlets in pantload. That's about 7 gold, I think. It would mean Pantload wouldn't grow as quickly, but I think we're up against our happy limit pretty quickly.

Connecting silver will give us an extra (plus another with the forge). Our next city should probably be near the beavers, I think. We'll have so much growth in Pantload and Green Dot that we'll really want the happiness for the luxury resource.

My two cents.
 
Splime said:
(You have until Midnight Sunday Night to post "got it") (Rex's Save is on page 16)

Got it, I think. The file name is SPL-01 BC-0800.Civ4 and I'm playing 15 turns. Report and save game to be posted by when?
 
rex_tyranus said:
Spoiler :
Excellent turns, Splime. I'm not worried about the economy at all as I believe the rest of the world is probably behind us tech wise. Plus, I usually exand early down to 30% science or so. It pays off in the long run.

Incidentally, our science could be a lot higher. You're not working either of the hamlets in pantload. That's about 7 gold, I think. It would mean Pantload wouldn't grow as quickly, but I think we're up against our happy limit pretty quickly.

Connecting silver will give us an extra (plus another with the forge). Our next city should probably be near the beavers, I think. We'll have so much growth in Pantload and Green Dot that we'll really want the happiness for the luxury resource.

My two cents.

Spoiler :
My only problem with working the gold is the ack of hammers too, but that shouldn't be too bad. Also, we may be able to deal with the unhealthiness limit issue in Green Dot. Whilewe will lose production squares, hopefully, a forge and copper will help along the production of the Colussus. Of course, I doubt that anyone else has metal casting yet, so we can afford to build slowly. The reasons I don't want to build the Colussus in Pantload is due to the fact that we ARE going for culture in 3 cities, and thus the victory relies on the slowest city.
 
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