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Beam
20-01-2004, 00:24
After discussing women, cars, sports, isdg, the hague and a lot of other bullshit Stapel and Beam are proud to announce the first Civ I succesion game on CDZ! Be sure to see some shiny pictures of the original. Just found the diskettes, Stapel is still looking for them in his junkyard. Will those 4 720k jewels fit on my HD and will it run on XP? Will it recognize the soundcard? Does it know Ati Radeon? And can we launch BC? And do we remember the copyright protection question techs?

Whatch this thread!

Pastorius
20-01-2004, 01:07
Cool (this is not a signup)
Also a great idea - you probably should have PP post about it on the portal page noone seem to be using [:p]



Cant u just use Civ 1 for windows btw?

Aggie
20-01-2004, 07:14
Where can I get CIV1? [:p]

Shabbaman
20-01-2004, 08:05
Great! Post a lot of screenies please!

Skyfish
20-01-2004, 09:08
[jump] Screenies Please ! [jump]

ERIKK
20-01-2004, 09:13
[lol]

This is gonna be a popular thread!

I never played CivI but did read a lot about it.

Shabbaman
20-01-2004, 10:05
For a start:

http://www.civ3duelzone.com/forum/uploaded/Shabbaman/200412010530_Our Words Are Backed With Nukes.jpg

[coool]

Stapel
20-01-2004, 10:15
[jumpD]

CIV 1........ [love]

I have located my ancient civ1 5 1/4 floppies. A friend of mine, who lives in Apeldoorn of all places, has them (at least he thinks he still has them). They are quite useless anyway, as I do not have a 5 1/4 floppydrive. I'll find a way to work around it.

Looking forward to this. It's been a while!

I wouldn't be too surprised to learn new civ1 features, as I never did SGs of course.

What level? What civ? What map?

Beam
20-01-2004, 10:42
quote:What map?

Only 2 choises: Earth or random :)

After a quick check this morning I found it installed on my HD and it actually runs on XP [dance]. Have to find a way now to make screenprints cause it runs in a full screen DOS box.

Lt. Killer M
20-01-2004, 11:48
Beam, can we get a file transfer started here???

Pleeeeeeeeeeeease!

col
20-01-2004, 11:49
Hey - I'll reinstall my Civ1 too.

Aggie
20-01-2004, 11:55
Hey, how do I get CIV1...I wanna play too [cry]

Beam
20-01-2004, 12:20
[nono];) But I plan to do a little bittie updatie on my own website soon. Civ I tips & tricks you know.

Skyfish
20-01-2004, 12:26
Link !

Beam
20-01-2004, 14:38
quote:Originally posted by Skyfish

Link !


Van Dale zegt:

link (bijvoeglijk naamwoord) (informeel)
1
slim
- sly
- cunning, artful, knowing

2
gevaarlijk
- risky
- dicey

Which of the two you mean Sky? ;)

Beam
20-01-2004, 19:00
Thanks to the CFC Civ 1 forum ran by Matrix I found DosBox, a very usefull DOS emulator here: http://dosbox.sourceforge.net/download.php?main=1

And there is a lot of usefull stuff accessable thru CFC Main. Like a man. for example ;)

It allows playing Civ 1 in a window and:

Making screenshots!

This looks like a very promising starting location:

http://www.civ3duelzone.com/forum/uploaded/Beam/200412018579_startingloc.jpg
30.92KB

So the Spammers decide to march in:

http://www.civ3duelzone.com/forum/uploaded/Beam/200412018594_marchingin.jpg
61.62KB

And found Spam City, a potential powerhouse! Starts on a river, 2 bonus grasslands and another river tile with a shield [dance].

http://www.civ3duelzone.com/forum/uploaded/Beam/200412019024_spamcity.jpg
75.89KB

anarres
20-01-2004, 19:04
OMG! I'd forgotten what that looked like! [lol]

Wow. You really do forget how hardcore we were back then to play games that looked so shit. :D

Beam
20-01-2004, 19:11
Hehe, keep in mind this is the HighRes VGA 256 colour mode. There also was a LowRes EGA 16 colour mode that I could play on my AT. Civ and associated savs ate 12% of precious 40 Mb diskspace.

Pastorius
20-01-2004, 19:26
Thanks for the link....
Nice screenies [love]

Didnt really enjoy Civ for Win anyway...not the genuine feeling of wonderful graphics ;)

Beam
20-01-2004, 19:29
Just sent an e-mail with some tips and tricks ;) to the addresses I know.

Paali, Shabba you also have a CDZ account?

Pastorius
20-01-2004, 19:33
Yep, not sure about [shabba], but I expect he has too

col
20-01-2004, 19:46
Hehe - I've just been listening to the IBM sounds. i forgotten how crap they were. My wife was screaming to switch it off....

ProPain
20-01-2004, 19:54
Man, I wasted lots of nights playing this game. I started university 1990 so I had plenty in 1991 when civ came out. Play untill 4, 5 a, sleep because I was to tired. wake up at 11am, drink coffee, continue civ. Now I can only do that in weekends :D


Now it is time to hunt down my Civ1 disks...[runs of in a frenzy]

Beam
20-01-2004, 20:11
Ah, PP certainly does not need help with tips and tricks [coool]

anarres
20-01-2004, 20:25
Why don't you upload it Beam?

Beam
20-01-2004, 20:36
quote:Originally posted by anarres

Why don't you upload it Beam?


Because I certainly do not want an Atari lawyer on my arse and you neither. I provide help with tips and tricks however over e-mail :)

Beam
20-01-2004, 20:46
Just some of the choices we can make for the SG:

Map:
Earth or random

Diff. level:
- Chieftain (naah)
- Warlord (for babies)
- Prince (armor in the BC's)
- King (worthwile considering for a starter)
- Emperor (doable but a bit harsh for a starter)

Level of competition:
3 to 7

Our Civ:

http://www.civ3duelzone.com/forum/uploaded/Beam/200412020425_civ1civs.jpg
9.97KB

We can choose one or press Esc, get a random one and rename it to something of our liking. Max. 13 characters, no need to waste diskspace on that.

Iirc correctly the only civ specific thing that really worked was aggresiveness, the Mongols being the real backward assholes.

That's it for debate!

Stapel
20-01-2004, 22:19
Just get it started and mail the save!

Did I just spend 90 minuets on playing civ1???????

Oh, the years. First (1992) on my 16 colour green XT (yes XT). Later my dad gave me his old 286 laptop with greyish bue colour and no mouse. On that thing I managed to play til 7 in the morning. And in the train of course.....
What the hell was I doing????

When did civ2 come out? 96? 97?

Beam
20-01-2004, 23:54
Let's rock stapel, more spammers that want to join the queue?

I am starting it with random map, 7 civs, King level, and the random Civ draws the Greek. Renamed to Spammies, their leader is Prins Pils. And this is where we start!

http://www.civ3duelzone.com/forum/uploaded/Beam/2004120235434_metene.jpg
32.43KB

WildFire
21-01-2004, 06:45
Wow. And I thought Civ1 was a myth!

[:p]

Lt. Killer M
21-01-2004, 09:00
OMG!!!!!!

digger760
21-01-2004, 09:05
Hmm i think it was 1991 when i first played it, 2nd year of university, then 3rd year , then 4th year, then i got sent of in all sorts of places and did'nt have a PC to play on so 1994 was a quite Civ1 year, but was back into it in 1995 for a few games, then a friend of mine discovered that if you go on the rampage from the start you is hard not to lose. That pretty much killed it for me then.

I can't exactly remember when Civ2 came out, my guess is it must have been 96 or 97, i did'nt play that one as much as civ1.

Beam
21-01-2004, 20:48
First report!

4000 BC: Me Tene founded, build militia

3980 BC: Nadac

3960 BC: Tech set to Alphabet in order to chase Democracy

3940: Nada

3920: Nada

3900: Militia > militia

3880: Militia sees hut

3860: Pop hut, 50g

3840: Nada

3820: Nada

3800: Militia sees another hut, Me Tene Militia > Settler.

New militia finds hut N of Me Tene. Tricky cause Me Tene is undefended! Oops set tax to 100 instead of 0 :( Shitty interface.

http://www.civ3duelzone.com/forum/uploaded/Beam/2004121204736_3800overview.jpg
25.27*KB

Stapel, I am going to mail the savs, have to find out now which ones [scratch]

Found,m. There is a .map and a .sav, both are needed and sent.

Who else wants to join the Q? Be quick, there are just few open spots left!

Lt. Killer M
22-01-2004, 12:44
me, but I can't remember how to set tax! [eek]

Stapel
22-01-2004, 13:26
I got the mail Beam, will try tonight.

tax can be set with the + key.

DrAlimentado
22-01-2004, 14:29
screw civ1, this is the greatest sid game of them all!

http://www.civ3duelzone.com/forum/uploaded/DrAlimentado/2004122142729_Colonise.jpg
35.08KB

now if only I could make the sounds work :( I have to do my own sound effects.

Pastorius
22-01-2004, 14:31
Kind Dr. Can we persuade you to share some tips and tricks with us on that wonderful game?

digger760
22-01-2004, 14:35
I played colonization 2 but i never finished a game. I do have a tip though. I think it only applies if you play as the Dutch. But you can make a mint buying a selling silver i can remember exactly how though.

ProPain
22-01-2004, 14:51
COlonization, I have that one too, filled the gap between CivI and CivII nicely. BUt I think it's a bit of MMíng nightmare. So most people here will love it [lol]

And a warning for you civ1 players, working a tile with a bonus resource will change the resource!!

Pastorius
22-01-2004, 14:55
Yeah - I just discovered the resource changing yesterday. Damn

then the zulu came knocking on my door, my only door in fact, as I was playing a 1cc, and I said Hell no (when I should have said Hello) and they attacked...That wasnt so bad - but they killed all 4 of my defenders. Got that horrible defeat screen. Havent seen that in a LONG time....
Level: Warlord...[:p]

Stapel
22-01-2004, 15:07
hehe, I wasted more time on Colonization than on Civ1 I think. I really like the concept of many commodoties. I hope civ IV will have that too.

Imagine that building a tank costs you a certain amount of 'shields' but also a certain amount of oil and rubber or so. Same for swordsmen: you need a certian amount of iron, in the city you build it, not just have it in your box on top of the page.

Shabbaman
22-01-2004, 15:39
Colonization is great! I've played it a lot some time before PTW arrived. If only my modem at home would work we could start a colonization SG...

DrAlimentado
22-01-2004, 20:30
Colonisation is the greatest game EVER.

I played civ1 but not too much, colonisation had me properly addicted though. I remember staying up with a friend playing (kind of SG but with 2 ppl and 1 computer) for 48 hrs straight the first time I played it [:o]

I really really wish they would make Colonisation2. The trade and commodities stuff has never been beat, and no civ-like game has since attempted the notion of making the end game a challenge again!
Declaring independance and having the expeditionary force turn up and try to kick your butt was fanntastic :D

Pastorius
22-01-2004, 20:58
Yeah...and just as you thought you were really screwed. There came the help :)
I was so fucked up once, I had only 1 city left, rest was taken by the king, till the help arrived, and little by little, I retook my possesions. Damn I miss that game

Anyone care to give some tips and tricks?

Stapel
22-01-2004, 22:30
1. 3780 BC: pop masonry up north; pop 50 gold south.
2. 3760 BC: [sleep]
3. 3740 BC: meet Romans; no possible trade.
4. 3720 BC: [sleep]
5. 3700 BC: [sleep]
6. 3680 BC: [sleep]
7. 3660 BC: :sleep:
8. 3640 BC: pop Code of Laws
9. 3620 BC: [sleep]
10. 3600 BC: [sleep]

Beam
22-01-2004, 22:47
Great popping huts Stapel! Killer mailed me he wants to be in the q. Current schedule:

Killer: UP
Beam: On deck
Stapel: Bashing Killer and Beam

My bet is the run to Democracy, revolt and do a tech every 3 turns. Need temples for happiness. Meantime explore and expand and keet the Caesor out of town.

At 3000 BC we will be called the tech question, just save in advance and post the pic. I have the man and can look it up.

anarres
22-01-2004, 23:01
Isn't 3000BC when all your units not in a city mysteriously vanish? [ponder]

It may have been a dream of course...

Beam
22-01-2004, 23:09
Hm, anar, did you get your copy on the flee market?

anarres
23-01-2004, 00:37
No, and I think I am right on this. ;)

Shabbaman
23-01-2004, 07:59
Ok: this is a civ1 thread, not a col thread! I propose you make a col thread if you want, paalikles, that keeps things tidy (tidy? here? on cdz? hmmm...).

Stapel: we want screenies with your report :D

Stapel
23-01-2004, 09:38
Oh sorry Shabba!

Nothing really special yet...

Lt. Killer M
23-01-2004, 09:41
is this pretty much our tech list?
1 Alphabet
2 Writing
3 Code of Laws
4 Literacy
5 The Wheel
6 Republic
7 Ceremonial Burial
8 Mysticism
9 Bronze Working
10 Currency
11 Trade
12 Philosophy
13 Religion
14 Democracy
15 Map Making
16 Masonry
17 Construction
18 Mathematics
19 Astronomy
20 Navigation
21 Iron Working
22 Bridge Building
23 Engineering
24 Physics
25 Steam Engine
26 Railroad

Lt. Killer M
23-01-2004, 09:44
if we want the pyramids, we must move masonry up a lot though....

Grille
23-01-2004, 09:44
Mmmh, Civ...[love]


quote:Originally posted by anarres

No, and I think I am right on this. ;)


I think you are indeed right about that mystery - in case you answered the techie question wrong... hehe.

What was that like? "An usurper claims that you are not the rightful king...blabla" 5 choices of pre-requisites for a certain tech or so.

Lt. Killer M
23-01-2004, 09:47
you get the pic of the tech and get asked which of the 5 or 7 answers is correct - each offers two possible prerequisites.

Grille
23-01-2004, 10:00
Ah yes.

I'd like to join this, if there's still some slot left and if I'm able to get Civ1 to work on the comp.

Lt. Killer M
23-01-2004, 10:02
I am right assuming grille goes after me, yes?

Stapel
23-01-2004, 10:27
yup

Lt. Killer M
23-01-2004, 10:33
1)3580 BC - moves
2)3560 BC - moves
3)3540 BC - moves
4)3520 BC - settler built. where to go? I would suggest a strong building site. go down and right, want them horses probably...
5)3500 BC - moves
6)3480 BC - moves
7) doh - realize that the tile you found on does NOT automatically give two food - so founding on the hill enx to the horse might not be a good idea after all! or does it? or, wait, it automatically gets irrigated no matter whether this makes sense, right?
3460 BC - moves
8) 3460 BC - moves
9) 3440 BC - moves, settler goes onto hill
10) 3420 BC - Zwiefalten founded and starts Pyramids. the horse will give 2 shields!

Lt. Killer M
23-01-2004, 10:34
Grille, I need your email!

Grille
23-01-2004, 10:55
doh!!

Send the stuff to csgrille_AT_gmx.de

I also need a map file (?)

Anyways, I'm not at home right now, so I can't say for sure if I get Civ1 to work (haven't touched it for some years). Issue should be cleared late afternoon.

PS: Could you also include Beam's e-mail address then?

(and a hint to the subscription button of this thread/forum...:D)

Grille
23-01-2004, 17:24
turn log:

1-3400 Yay! The spammies stop living as cavemen! [dance]
http://www.civ3duelzone.com/forum/uploaded/Grille/2004123171437_civ1a.jpg
26.5KB

Militia1 stays & tries to block Romans, M2 goes N

2-3380 -nothing the spammers could spam about-
3-3360 the art of spam has improved - no more spammy grunting, now we can write down the spam:

http://www.civ3duelzone.com/forum/uploaded/Grille/2004123171819_civ1b.jpg
45.66KB

next project literacy

4-3340 [zzz]
5-3320 [zzz]
6-3300 M2 sees more of that coast line with fish in the south
7-3280 [zzz]
8-3260 [zzz]
9-3240 [zzz]
10-3220 Me Tene builds settler -> settler; settler moves E, could irrigate horse near Zwiefalten if that's a good move (salt water as source counts IIRC) and found city later in NE area


The world as we know it:
http://www.civ3duelzone.com/forum/uploaded/Grille/2004123171848_civ1c.jpg
53.22KB


SVE/MAP sent to Beam's CDZ address....

Beam
23-01-2004, 18:05
Grille, you had a spot in mind for our next city?

And we need to "Home" units in order to spread support!

Grille
23-01-2004, 18:21
Well, I would probably settle on that river tile or BG in the NE. But maybe the militia reveals a decent place in the NW as well. The BG right next to that Militia in the south could also be used (overlap w/ Zw. though).
I was a bit unsure what to do with the current settler: I don't remember the number of turns to build road/irrigation (on that horse for Pyr build). If we spend some time on tile improvements, Me Tene shouldn't build a settler because of food/shield support for all those units.
Is there a way to assign a new homebase for one of those militias?

edit:
(didn't see your edit, that's what I meant...)

Beam
23-01-2004, 18:42
Oops, just missed your post. The settler settled N of Me Tene, we need a settler to build roads (3 turns normally, 1 with the exploit) and irri there. Also, we should be very careful where to place our cities because the island will soon be full!

3200: Militia N, Militia near Rome goes to Zwiefalten for homing, Settler NE

3180: Settler moves N in order to settle and have access to 2 horsies

3160: Nada

3140: Militia homed to Zwiefalten, Me Tene has full 3 shields back

3120: Krente build and set to Diplo. Can not grow, so a settler is needed soon but it produces 4 shields at size 1!

3100: Nada

3080: Militia homed to Krente, switched Pyr. to Krente, Zwiefalten to Diplo. 73 vs 138 for Pyr!

3060: Nada

3040: Literacy! Many options now: GL, real close to Demo, but we are on an island and need Galleys soon. Tech set to Mapmaking for that 1st vital Galley, Mysticism after that on the road to Philo?

3020: Zwiefalten diplo > settler. For Stapel to decide what he wants there. Militia moves to Zwiefalten for fortyfing, Diplo to Rome for testing what it’s capabilities are, prob. an embassy? Other Militia scouts remaining undiscovered tiles.

Game to Stapel, sequence now is:

Stapel
Killer
Grille
Beam

Aggie, you want to join the stack already or want to practice a little first?

Aggie
23-01-2004, 18:42
I finally installed it, but beware.... I have never played the game before [eek]

Pastorius
23-01-2004, 20:14
quote:Originally posted by Shabbaman

Ok: this is a civ1 thread, not a col thread! I propose you make a col thread if you want, paalikles, that keeps things tidy (tidy? here? on cdz? hmmm...).

Stapel: we want screenies with your report :D


The doc made me do it [mischief]
Sorry Shabby...err Shabba

And more on topic: Is it possible to open diplomatic relations with your neighbours yourself? Or do you have to wait for Caesar to get annoyed by your prescense?

iirc - pressing "h" is a shortcut to "homeing" a unit....
unless you discovered that already

btw - should you not have some MP militias? I am of course looking at the old screenshot, so I might be way off, but it would save some funds from being spent on luxuries

Lt. Killer M
23-01-2004, 20:32
I discovered I cannot take screenshot! [eek]

good play on the Pyrs!

Stapel
24-01-2004, 12:35
I load the game, check some stuff, and press enter.
What did they think? I immediately recognized the pic as the corporation pic!


http://www.civ3duelzone.com/forum/uploaded/Stapel/2004124123435_corp.jpg
37.5*KB

Stapel
24-01-2004, 12:50
Ceasar knows shit man!



http://www.civ3duelzone.com/forum/uploaded/Stapel/2004124125013_exchabge.jpg
50.65KB

Stapel
24-01-2004, 13:20
1. 3000 BC; Zwiefalten will build settlers. I want to expand asap.
2. 2980 BC; Diplomat meets Romans. We trade stuff, we get bronzeworking and mapmaking. Build embassy.
3. 2960 BC; Go for currency. In the old days, I would have picked monarchy.
4. 2940 BC; I micro manage Me Tene. The settlers will be there in 1 turn, but we gain a commerce. I might change it to trireme, but I prefer a settler to help our pyra city grow. I might change production in Zwiefelshit to trireme.
5. 2920 BC; build settlers. It will irrigate the horse up north.
6. 2900 BC; [sleep]
7. 2880 BC; [sleep]
8. 2860 BC; maximise production in Zwiebel Schweinen Schwaben
9. 2840 BC; [sleep]
10. 2820 BC; [sleep]

Stapel
24-01-2004, 13:23
I think the wandering militia should block Roman expansion.

Grille
24-01-2004, 13:27
Agree, we should block 'em.

Btw, now that we have an embassy we should get those tech pop-ups in case they develop/trade something IIRC.
But the number of units on foreign advisor screen only shows up on a shitty diff-level?

Stapel
24-01-2004, 13:41
My idea: build next city 2 tiles north of Rome. When the pop-up appears, we will run in a unit for contact. In this city we should build phalanx.

Grille
24-01-2004, 13:47
Wait... 2 tiles north of Rome would cause a war IIRC, you mean 3 tiles?
Would be the tile the milita was placed in 3220 - wasn't there jungle or something nasty under it?

Stapel
24-01-2004, 15:02
No, 2 tiles! I will not cause war!

This is civ 1 dude!

Grille
24-01-2004, 15:56
Ok...

But I'm *almost* sure there was some issue about foreign territory (fat X respectively).
[hmm]
maybe it was fortifying a unit on an improved tile (or just going onto such tile)?

Lt. Killer M
25-01-2004, 10:52
Grille, it is tiles being used that count ;)

Lt. Killer M
25-01-2004, 11:16
preturn: shift Krente to the Horse that is being irrigated so it gets the use ASAP (I tend to forget such stuff later)

1) 2800 BC - the militia will go to the tilw 2 norht of Rome to block it for the ROmans - then we can settle there

2) 2780 BC -
3) 2760 BC - irrigation done, roading, using the cheat.
4) 2740 BC - start irrigation/road over to other horse. Krente will be strong with two i/r horses and the forest!
5) 2720 BC - LOTS of things happen: roime moves a settler out, it stands between the town and our militia.
1 Legion and a diplo barbs land two tiles from Ma Tene [eek] - change town to Phalanx at quite a waste. Zwiefalten produces a settler that moves towards Rome. The militia goes along one tile so it can hurry back in case the barbs go there!
6) 2700 BC - the barbs go for our capital, Phalanx fortifies.
Roman settler roads - ours will get there in time I hope.
irrigation goes on by cheat.
7) 2680 BC - we win against the Legion!
8) 2660 BC - Caesar demands tribute, I tell him to stuff it, he should pay US - he tells me to stuff it, too [:p]
9) 2640 BC - Alpirsbach founded.
10) 2620 BC - the barb diplo exposes himself to our militia. 100 gold ransom :D

Stapel
25-01-2004, 11:42
For some reason I will have pork with onions for lunch....

Beam
25-01-2004, 11:58
quote:Alpirsbach founded

So we are going to produce one of Germanies finest beers [goodjob]

Lt. Killer M
25-01-2004, 11:59
quote:Originally posted by Beam

quote:Alpirsbach founded

So we are going to produce one of Germanies finest beers [goodjob]


maybe in Zwiefalten, but Alpirsbacher sucks (btw, it gives me a headache sometimes, too, even one bottle!). I wanted Weihenstephan, but the name was too long.

Next town I found will be Andechs :D

Grille
25-01-2004, 14:40
quote:Originally posted by Lt. Killer M

Grille, it is tiles being used that count ;)

Yeah - have done some practising this morning. 3h civ1ing (felt like 10 min, of course!) - I was shocked when I returned to a better resolution[lol]
Tiles with improvements that are actually worked are forbidden trespassing. But we know writing anyways, hehe...



1/2600bc - infidel Roman settler moves north (1 tile SE of Alp, dumb one).
Rome is currently working the roaded tile S of Rome->no shileds there:D;
cheated some irrigation upon a plain tile near Krente

2/2580bc - settler moves to horse near Krente, militia goes to 'Zwiebel Schweinen Schwaben'[lol];
Roman settler builds road

3/2560bc - currency is in, spammy beer-brewers need to know maths. I think it's a good way to beeline to railroad; *IIRC* (hope I'm not wrong this time;)) research time gets freaky in 1AD;
horse has road, militia is back in Zw.
4/2540bc - Rome is size 4, moved militia out of Alp and decided to steal their BG in SW;
militia in Z. fortifies, Krente's 2nd horse irrigated
5/2520bc - BG near Rome stolen, settler heads to NW of our tiny continent
6/2500bc - Rome status 3, could have build settler (can't see one, though), maybe starvation(?)
7/2480bc - [sleep]
8/2460bc - Zw. grow to 3, counting shields for mm purpose
9/2440bc - let Zw. work horse, now 4spt, 12 shields to complete settler, loses 1 bulb in the process; Alp completes Phalanx, militia NW of Rome
10/2420bc - MT builds Trireme -> Phalanx (Krente is undefended atm)
Flensburg founded in NW (Flens is a tasty brew out of funny bottle;)) prod in Flens set to Phalanx;
Trireme zigzags south (could load settler/mil from Zw. almost in time)
Let's hope there's no nasty one on that other continent!

built 2nd Palace improvement

Aggie
25-01-2004, 14:43
quote:Originally posted by Beam


Aggie, you want to join the stack already or want to practice a little first?



Thanks for all the tips, but this is such a strange world for me... Maybe I'd better lurk.

Grille
25-01-2004, 14:43
Forget the pic, here it is:


http://www.civ3duelzone.com/forum/uploaded/Grille/2004125144319_civ1e.jpg
55.52KB

Beam
25-01-2004, 20:36
2400: Trireme moves W of island and sees a hut

2380: Zwiefalten Settler > Phalanx. Settler moves S to rushbuild roads. Trireme S, nothing but island.

IT: Roman settler finds it can not move N :)

2360: Settler speedbuilds road
2340: Caesar threats to crush for Currency. Go and fuck yourself! He welcomes friendship. Demanding tribute might be a little to much.

2320: Trireme moves S and find tundra. Caesar is seen to have 2 settlers.

2300: Me Tene Phal. > Trireme for Northern expedition.

2280: Mats! We can build some interesting stuff now ;) Tech to Myst in order to have very fast techs under Demo. Tri finds Southpole.

2260: Rome develops Currency. Catapults are being build in Zwiefalten and Aplirsbach. Phalanx arrives in Krente and homes.

2240: Nada

2220: Phalanx in Flensburg > Catapult. Trireme finds we have 2 islands to our SW instead of one :(

Thoughts: Build some Catapults and take Rome, keep on exploring and dev to Democracy, build some temples for happiness. Once in Demo we can develop very fast until 0 AD.

Turn to Stapel.

Stapel
25-01-2004, 21:11
playing!
Since we will have pyramids soon, we do not need democracy.

For the lurkers: The civ1 pyramids works kinda like the religious treat, and you also get all forms of democracy at once.

Beam
25-01-2004, 21:13
hm, Demo could be there faster through dev than by Pyrs. But I could be wrong. Dev turns before 0 AD are crucial however.

Stapel
25-01-2004, 21:37
1. 2200 BC; road
2. 2180 BC; irri
3. 2160 BC; move
4. 2140 BC; road
5. 2120 BC; irri
6. 2100 BC; build settler, as trireme is finished.
7. 2080 BC; [sleep]
8. 2060 BC; [sleep]
9. 2040 BC; [sleep]
10. 2020 BC; [sleep]

Stapel
25-01-2004, 21:41
[lol]



http://www.civ3duelzone.com/forum/uploaded/Stapel/2004125214128_Dan Quayle.jpg
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Beam
25-01-2004, 21:41
Don't get over-excited Stapel!

Lt. Killer M
26-01-2004, 08:30
1) 2020 BC - we should settle the other islands soon. I decide to risk both Triremes, going east and north to have a look and bring use the settler to road and irrigate and mine. As Pyramids are 8 turns away I will e.g. mine the coal hill soon!

three hands on a french flag - must be Lit and Phil I guess ;)

2) 2000 BC - luck on both ships, no sinks. But I am in doubt whether there is land closeby in the east, so this Trireme goes on a journey back to ship settlers to the toehr islands. The northern one goes further north - would be a estrange map if there wasn't land there soon - and I hit paydirt!

3) 1980 BC - found the mongols and AAARGH! I forgot you can't talk tot ehm from a ship!!!!!
4) 1960 BC - our first actapult marches towards Rome. I am undecided what to do with Me Tene - the mined hill gives a shitload of shields now! one settler, then racks and troops maybe?
5) 1940 BC - I invest 25 Gold to buy the Cat in Zwiefalten; this gives us two to attack Rome with now. They have been moving a militia around a lot and I want to be able to strike whenever they come.....
6) 1920 BC - ANOTHER barb landing, they really like me! Good thing we have that Cat as the first is next to Rome. Pull the Phalanx from Me Tene onto the hill so the barbs won't go there.
7) 1900 BC - we find Phil. Go for Demo? Nah, not oen turn before Pyrs, right? We need Banking thought, and that requires The Republic.... But I stick to Demo research here, what if we do NOT get Pyrs????
8) 1880 BC - another Cat approaches Rome - next guy should be able to kick their ass. another settler from Me Tene, we should I think found one more city south of Me Tene (fish, BG and the lot....)
9) 1860 BC - we get the Pyramids :D[party]
10) 1840BC - I forgot to revolt! AARGH!

Grille
26-01-2004, 19:39
a lot of stuff for me this time...:)

1/1820 horse near Zw. turbo-irrigated, move settler on other island (roughly directed to SW)

2/1800 attack Rome: 2 catapults finish off defenders, militia marches in:

http://www.civ3duelzone.com/forum/uploaded/Grille/2004126191159_sg1.jpg
45.16 KB

Diplo advisor says the white civ respawned (should be Russia?)

In order to get into demo ASAP, I prepare to re-organise units' homes, switch Prod in Alp to settler and rush it to resettle Roman territory. Move a lot of units around, a catapult heads to the south and will be rehomed to new city. The Romans had built a lot of roads (well, they're famous for road-building).:)
Another settler does duty near Zw. while waiting to get shipped.

3/1780 moving... detect that the desired city spot south of Alp has a road, fortify cat there. Alp's settler follow, but can turbo-irrigate a tile on the way. Take a risk to suicide northern galley, that one s(t)inks [mad].

4/1760 rehome Flens' cat to Me Tene, settler arrives on other island (moves on swamp), load militia from main island

5/1740 rush-clear swamp, Pilsen & Jever (->Phalanx/Temple) founded, rehome cat, unload the militia

6/1720 Spamyra (-> diplomat), revolt

7/1700 Krente builds Temple -> set to a GW atm (TGL IIRC), Flens settler -> Temple, rehomed militia to Spamyra, other trireme suicides, we're now in demo [beer], research takes 4 turns@100%, -1gpt


8/1680 discover demo -> construction, rush river irrigation near Flens'

9/1660 Thebes builds Collossus [mad]. Zw. builds settler -> Temple (IIRC?), research now 3 turns@100%:)

10/1640 rush irri near Alp & Flens


Save beamed up.


http://www.civ3duelzone.com/forum/uploaded/Grille/200412619388_sg2.jpg
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Grille
26-01-2004, 19:55
Beam: be sure to check production in cities.
Spamyra builds diplomat atm in order to explore w/o war waeriness.

Further thoughts: We could settle the place between Jever and Pilsen: this way, we can build a boat and transport units to the other islands w/o penalty (boat could dock in time).

On the longer run: We should somehow get Shakespeare's into Me Tene or Krente, so that we could build some units and conquer other civs.

Stapel
26-01-2004, 22:05
uhmmmmm, democracy in turn 6?

Beam
27-01-2004, 00:06
Great play! The island is fully spammed now ;). We have a lot of turns ahead at tech/3 so the safe call for demo does not really hurt imo.

My favorite settlement between Jever and Pilsen would be the forest because that occupies all tiles but one N of the Jever-Pilsen line. It is worth considering however to remove the forest first.

Shaky is a good suggestion Grille, ppl are always happy there isn't it? Until it expires quite some time from now.

Will play this one tomorrow evening.

Lt. Killer M
27-01-2004, 08:28
about my tech call: I know it was a waste going demo, but what if an AI had built the pyrs? remember, this is civ1, they just build them in 1 turn.....

ProPain
27-01-2004, 09:00
Oh yes, that was civ1, wonder in one by AI. [lol]

Grille
27-01-2004, 09:42
quote:Originally posted by Stapel

uhmmmmm, democracy in turn 6?


Well, the trouble was the Romans; we had to first wipe them out. And our units were in a great position at that time [thumbsup]). Then move all units home (and eventually rehome some) to avoid auto-disband and/or disorder. Remember: penalty for every unit that is not in its hometown under demo! That all took 6 turns.
To avoid penalty, we could build Shakey in future (=makes all people content in that city). City should have a good production capacity to be able to maintain a nice number of units (our word on the diplo stage would have more 'weight' then:D).

At first sight, I thought monarchy or commie in turn 1 could have been an inbetween government, but our cities were too small (-> unit support would have been a problem), so I stayed in despotism for another 6 turns.
The former swamp tile (Spamyra city center square) didn't reveal a BG.:( If it had been BG, I would have rehomed the trireme there.

We have 80 turns or so left to go to 1AD. Makes 27 techs at current tech pace, which we're *hopefully* able to keep. Not to worry about having researched demo 'manually'.:)

Agree with Beam about the suggested city spot. Maybe we should cut the forrest first (?), though (well it's shields vs food).

Stapel
27-01-2004, 10:57
Does the click-again-and re-order-to-road-or-irrigate exploit works for chopping forrests? If yes, chop it first!

Beam
27-01-2004, 11:54
I recall that fast chopping works as well, so that determines the spot for that city. Race to the tech for Shake, (pre)build it and resume exploration. Besides growth, happiness etc. Did I miss something?

Grille
27-01-2004, 12:55
Fast forest chopping *should* work. Fast swamp draining worked like a charm at least. This would help a lot for the 3rd island because it looks rather shitty as far as we can tell so far.

I haven't checked all the pre-requisites for Shake-tech (medicine IIRC?), but I guess we're able to dicover both railroad and Shake-tech in bc.
But where to build it?
On the one hand, AFAIK Krente has the best effective spt at the moment, but grows slowly. Me Tene probably has more spt on the long run and I'd like to suggest to put it there to maximise Shake's benefit (I set Krente to wonder production, though; maybe we change that or build another wonder there respectively).

Grille
27-01-2004, 13:07
Just to make sure, a reminder: once we actually have railroad tech, we can build roads plus rr on future city center squares before plopping the city there in order to max prod.;)

Beam
27-01-2004, 14:56
A handy link for those without a manual (or at work):

http://www.civfanatics.com/civ1tech.htm

Currency (in the pocket) > Trade (caravans) > Medicine (Shake)

I propose to prebuild caravans in order to finish Shake asap.

Grille
27-01-2004, 15:34
[goodjob]

Beam
27-01-2004, 20:59
1620: Settler in Me Tene > prebuild Caravan, change Krente to Marketplace. Would have liked Caravan but no Trade yet. MM Me Tene to 1 fpt and shields, needs 1 more foor in the box.

1600: Barb Legion lands near Flens, Construction > Trade. Hope the RNG works.

1580: Phalanx does a perfect job. Disband Militia in Zwiefalten in order to speed build up of Trireme.

1560: Move 1 settler to prepare for a city E of Zw. and see if mining the hill is picked up by a future city.

1540:

http://www.civ3duelzone.com/forum/uploaded/Beam/2004127205825_civreport.jpg
16.74KB

Trade > Medicine (we lost 1 turn because of the settler in Me Tene).

1520: Settler stuff

1500: Krente Marketplace > Caravan. Alpi Temple > Caravan, will go 3 to 4 next turn.

1480: Settler stuff

IT: a white Legions shows up next to Jever :( . Not sure about his intentions, can’t contact and rushing the Phalanx now does not make sense. The AI has respawned in our Doorstep!

1460: Medicine to the Wheel, continue to build caravans however and switch to Shake in MT later.

IT: Russian Legion takes Jever, get Maths. and captures 11 gold.

1440: Still developing at 3 turns per tech, not to happy with the Ruskies on Spammie turf.

Turn to Stapel.

We maybe must consider to get some more units on the SW island.

Grille
29-01-2004, 07:25
What a pity that the Russians respawned in our neighbourhood.:(
I think we should try to block them with diplomats and a fortress (i.e. stay in demo and get wise) until we're able to clear up the thing with Shake. If we lose the race to Shake (which is *hopefully* unlikely), we'd delay our efforts until 1AD (revolt to monarchy or communism).

If I'm not mistaken, units in fortresses (f. 2 tiles away from city) do not cause ww (or was that civ2? Damn, I should look into the pedia...). Question is if a fortress on that spot 2 tiles SW of Spamyra counts as ww-free at all (?). That place would be ideal to block them for some time and even if they sneak attacked (since the buggers now could build cats), we have at least 1 turn time to react before they approach Spamyra.

Stapel
29-01-2004, 10:05
I did load Beam's save, but still control Jever, with a Russian legion next to it.....

Beam
29-01-2004, 11:35
Damn, must have send the wrong sav [wallbash]. Stapel, I can send the right one tonight, you can continue with this one as well since it is my turn 9 app.

digger760
29-01-2004, 12:18
iirc Units fortified in the city radius does not make unhappy citizens.

I used to use catapults as defensive units. They were great for taking out a stack of enemy units in one hit.

There seems to be a lack of pics in this thread to.

Lt. Killer M
29-01-2004, 12:31
digger, I for one cannot take screenies :(

ProPain
29-01-2004, 12:51
Why not killer? Use the small handy tool anarres recommended

Lt. Killer M
29-01-2004, 12:54
PP: no work for me.
nothing works in Civ1!

anarres
29-01-2004, 13:01
Killer, deskscan is nothing to do with Civ1 - it is a seperate app that can take screenshots.

Lt. Killer M
29-01-2004, 13:46
quote:Originally posted by anarres

Killer, deskscan is nothing to do with Civ1 - it is a seperate app that can take screenshots.


how dumb do you think I am?

When I have Civ1 running no app can take a screenie, not deskscan, not the windows printscreen button, not PaintShopPro......

Lt. Killer M
29-01-2004, 13:48
quote:Originally posted by anarres

Killer, deskscan is nothing to do with Civ1 - it is a seperate app that can take screenshots.


how dumb do you think I am?

When I have Civ1 running no app can take a screenie, not deskscan, not the windows printscreen button, not PaintShopPro......

anarres
29-01-2004, 14:12
I didn't think you were dumb, I thought "how the fuck could it be that running CivI can stop you using deskscan?"

I am still confused...

Beam
29-01-2004, 14:17
Killer, try using DosBox (link somewhere else in this thread). It runs Civ 1 in a window instead of fullscreen and you can use whatever tool you want for screenies.

Stapel
29-01-2004, 14:38
quote:Originally posted by Beam

Damn, must have send the wrong sav [wallbash]. Stapel, I can send the right one tonight, you can continue with this one as well since it is my turn 9 app.


I will continue tonight with the save I already have.

Stapel
29-01-2004, 21:14
1. Start Shake's in Krentenpap.
2. That settler to the eats, what should it do? I build the city of....... OMMEN!
3. help build wonder dude!
4. learn the wheel, engineering is next.
5. [sleep]
6. Civil disorder in Pils city and Flensburg... rush da temples!
7. some stuff

Stapel
29-01-2004, 21:20
Watch out Killer, romans nearby!

Lt. Killer M
31-01-2004, 10:07
1. Me Tene and Spamyra are about to riot when they grow next turn (I hate it that it happenes on the same turn) Lux up is not a good option here, we'd need 20% lux AND mming Me Tene off the mined coal. But I see no better way: we need the caravans ASAP for Shakeys!
Also MM Ommen for growth at same and more shields.
2: Finally, the pathway to our Palace is paved - huge stone-slabs, but it is something at least!
The Mongols build the Great Wall - seems they didn't read their history books [lol]
Russia walks up and demands wheel - I tell them to roll off and sign peace.
Growth in Me Tene gives us the coal hill back - good! Caravans in 8 there now
3. We are losing money like crazy now - tax must go up soon, down to 23 Gold from 33 two turns before (-5 per) [eek]
and, we have now 700,000 citizens :D[party]
4. temples in Me Tene and Spamyra ordered - we need them!
5. 1st Caravan reaches our wonder-town :D Tax up to 10% (+1 if I do my maths right) tech in 4 now :(
6. Inventive inventors invent invention. Pick IW --> bridgebuilding(!) so we can shorten the caravan transfer times.
7. at same setting discoveries now in 5 [aargh] what can I do? No money to rush them Temples! But entertainers wouldn't hit those two cities hard! Spamyra is using a normal sea tile atm --> elvis time! Me Tene loses the fish, but it still grows and produces, so lux to 0% and we are back at tech in 4.
8.Temple in Ommen, starts barracks so it can build troops for Krente. We should get rid of the Russian soon!
9. Temple in me Tene, it uses the fish again (not irrigated grass) as it can grow one more pop and still be content. 1 turn more on the caravan ordered, but the faster growth will make up for that.

MMing decision in Krente: Shakeys it at 8, and the Caravan from Alpirsbach gets done in 2. moves to Krente in minimum 5 turns, 6 if we are unlucky about the river tile with less than a full move left. THis means it arrives in the 7th turn. Thus, it will be useless for the build. Maxing growth lets Krente go to 10 turns, but then we must use the Caravan, which will be mainly wasted, to get Shakeys in 8. I decide to leave Krente on high production slow growth. The caravan can then be used for a follow-up wonder build.

10. It seems I lost count at turn 8 [hmm]. this seems to be turn 11 - sorry! :( We find IW and I select Bridge Building and save.

Grille
31-01-2004, 12:33
http://www.civ3duelzone.com/forum/uploaded/Grille/2004131115428_bild1.jpg
62.64 KB


1/1140
settler stuff
hire Elvis in Alp

2/1120
Alp caravan -> collosseum
settler stuff, caravan travels to Krente

3/1100
nuthin'

4/1080
dito

5/1060
switched Ommen from barracks to catapult; O. is undefended (Barbs...[scared]) and gunpowder is not that far away (destroys barracks). We would probably be able to complete 1 vet in O., so I decided barracks are not worth it atm
Caravan can reach Krente in next turn, but it's just 3 turns left to complete Shake [eek] -> c turns around

6/1040
tax goes to 20%, tech 5 turns, +4gpt
switch Flens from market to collosseum
Z's. caravan will head to MT

7/1020
Zw. temple -> diplomat
Beer went out in Pilsen.[mad] Local citizens dunno what to drink or what to do and make a strike!:(
Switch prod from market to coll there
Ommen cat -> diplo

8/1000
WTF! Another usurper! Damn. We seem to rule an empire of idiots! Never had that before AFAIK.
Electronics pic plus 8 choices... blabla communism, sure...
I tell him to stfu.

All Spammies simply freak out.[drunk]
Because Krente builds...
http://www.civ3duelzone.com/forum/uploaded/Grille/2004131122739_bild2.jpg
46.82 KB
[party][dance]:D
->cat

9/980
planted forest on main inland in Spamyra's radius, mm Spam

10/960
Barb sail appears near Pilsen! Dedcide to play the next turn as well, because I would not want to leave Beam in a mess again :( (like Russia respawning near Jever)
11/940
barb sail attacks Pilsen and turns into submarine :D
astronomy->navigation
research takes 4 turns, +6gpt

IT (960-940) pic, barb sail attacks:
http://www.civ3duelzone.com/forum/uploaded/Grille/2004131122456_bild3.jpg
57.87 KB

(edit: discovered bridge building at some point I forgot... continued with astro)

Save sent to Beam.


Our bigger cities need collosseums. These make 3 content and cost 4gpt. At 40% tax would give +21gpt atm @ 6turns research, so we should be easily able to pay them if they're completed.
Once navigation is in Krente can build a sail, but it needs a granary as well. Krente is food-low and doesn't have that much shields to keep a lot of units. I think we should not push too fast vs Russia. IMO we should wait for railroads, build them to connect cities and then rehome units from other cities to Krente. Then launch an assault vs Russia. Meanwhile diplomats (no ww, no shields for upkeep needed) can look for them and eventually fortifiy on food rich/shields rich tiles near their cities to cripple their production.
Further thoughts: Maybe MT or Flens could build Copernicus.We still have a caravan left, but both cities would need a collosseum first.

Beam
31-01-2004, 20:36
Shake it! Sav is received, I will play it either tomorrow or Monday.

Lt. Killer M
02-02-2004, 07:53
Grille, good thing you remembered barracks run out!

Beam
02-02-2004, 21:02
IT: Tours builds Great Library

920: Spamyra Temple > Dilpomat

900: Krente Cat. > Caravan

880: zzz

860: MT builds Coloss. > Caravan. Flensburg idem. Ommen Diplo to Caravan. Running a deficit now.

840: Navigation > Physics ( > Steam Engine > Railroad). May be better save the Caravans for Darwins. Krente switches to Sail.

820: Zwiefalten Diplo > Caravan

IT sneak attack by Barb sail: no Spammie casualties

800: Apli Coloss. > Caravan

780: Krente Sail > Caravan. Load 2 Diplo’s to explore

760: Spamyra Diplo to Settler

740: Physics > Steam Engine. Another Coloss. > Caravan. Diplo welcomes peace with Stalin near Jever.

720: Diplo meets with Mongols, they offer HBR, take Iron Working and we choose HBR. Monarchy is also for offer but is a dead end tech basically. Mongols desire Navigation, we tell them to fuck off, despite that we agree peace. We might need Magellaen as well since seatransportation will be important but prefer 2 free techs from Darwin. Embassy here? Moscow is allocated as well, just ONE tile from Jever!

Game to Stapel, keep an eye on tax / science!

http://www.civ3duelzone.com/forum/uploaded/Beam/20042221223_spammap720bc.jpg
79.42KB

Stapel
04-02-2004, 14:30
I am on it. Please be patient!

Grille
07-02-2004, 15:07
http://www.civ3duelzone.com/forum/uploaded/Grille/2004271561_life.jpg
7.52KB
Is there still some life left in here?
;)

Stapel
09-02-2004, 14:26
yeah! Just have some patience, please!

Grille
09-02-2004, 19:59
Ok.:)

Stapel
15-02-2004, 11:23
Pre turn: looks fine to me. Do we have a plan? Or is it just going on?

1. 700 BC; Build embassy in Moscow. I do some weird clicking, causing a diplo to go into the sail again… get the other one out. The sail moves on, and sees the yellow people (aztecs or egyptians, I think.
2. 680 BC; I trade techs with the Egyptians. Pretty dumb, as we get useless techs like monarchy and republic…. Tax to 40%. To 30% next turn. I love one turn jungle bashing!
3. 660 BC;
4. 640 BC ; We develop steam engien, but cannot pick railroad. Go for banking.
5. 620 BC; fast-mine and fast-irri. Raise tax, Russians come near
6. 600 BC; rush catapult
IT: Russian legion kills defending militia
7. 580 BC; Catapult takes out militia and legion. With our current production of caravans, we can produce both magellan and darwin. I change Me Tene to Magellan.
8. 560 BC; [sleep]
9. 540 BC; [sleep]
10. 520 BC; We know banking, Head for railroad!
11. 500 BC; [sleep]

Stapel
15-02-2004, 11:25
Focus was on wonders. Next player can think about expansions, I guess.



http://www.civ3duelzone.com/forum/uploaded/Stapel/2004215112510_powergraph.jpg
21.18KB

Lt. Killer M
15-02-2004, 12:33
woooot!

am on it!

Lt. Killer M
15-02-2004, 13:10
I hate Mozilla crashes.

we have RR, indus, Uni. All towns set to Factories - was that dumb?
Russians force me to talk and sign peace - damn senate. They are in our lands in focre - rushed barracks, rushed Phalanx.
Railing in 1 turn is fun.

France(?) has Cops, Egypt and Mongols fight all the time.

no idea how many tuns I played, I suspect 6.

sent to grille

Grille
15-02-2004, 21:56
Here's a shot of our exploring expedition in action:

http://www.civ3duelzone.com/forum/uploaded/Grille/2004215204721_egyptmongol.jpg
56.95 KB



cool, we can build rails and factories!:)

1/300bc: nothing but agonising our 2 settlers to improve tiles with the desired rrs at max speed

2/280bc: nada

3/260bc: nada

IT: watch some war action between Mongols and Egypts

4/240bc: nada [zzz]

IT: M vs E, second round

5/220bc: I drink some coffee...

6/200bc: sail expedition detects that some Mongol cities have French names

7/180bc: Patent office hands out a spammy certificate about "gunpowder". Our military advisor gets insane in the process and blows up our barracks with that new stuff.
Let's see who gets mad about religion.

8/160bc: Alp build factory. We now produce pollution [coool] and a market.

IT: Barb legion and diplo disembarks at Ommen.
French/Mongol war ends. Egypt and Mongols sign peace.

9/140bc: Ommen has no defensive unit, so I don't risk anything and wipe out the barb legion/diplo with Ommen's cat.

IT: Mongols revolt

10/120 Spamyra builds phalanx. Shit, I missed to switch production to musket. Order a settler.

Sent to Beam.

ERIKK
15-02-2004, 22:31
I suppose you were awake again at the beginning of the 6th turn? ;)

Grille
15-02-2004, 22:52
I wouldn't bet money on that.

[hmm] in case I missed something, please elaborate...:D

ERIKK
15-02-2004, 23:06
You are not that smart aren't you? :D

Grille
15-02-2004, 23:16
Refer to me as not smart if you like.

Now that this is cleared, show your great wisdom to me.

[:p]

ERIKK
16-02-2004, 16:05
hehe, littke bastard, you are messing with me! [satan]

Well, take some coffee and give it some thought again...



wake up, dude!

Beam
16-02-2004, 21:45
Hey, missed all this Sunday fun while waiting for wind in Scheveningen [aargh] Anyway, RR is in the pocket way ahead of AI and that is the breaking point in Civ 1 iirc [dance]

The Senate trick while at war in Rep or Dem is NOT to talk to that AI. No talk and the Senate has a Great Mug Of Shut The Fuck Up ;)

Meantime we have to think about AD tech strat since it will take twice as long compared to BC. We might need to build libraries in order to move to Armors fast (also a barrack blower!). Does anyone recall the best gov. for Blitzkrieg btw? Got the game from Grille, earliest play tomorrow.

digger760
17-02-2004, 09:40
Why did'nt you sell off all the barracks before gunpowder was invented?

Grille
17-02-2004, 15:10
I wasn't aware of gunpowder actually being researched - didn't access science advisor at round start[rolleyes]... oh well, should have only affected the rushed barracks in Spam.

What irks me much more is that I missed to switch production from phalanx there.[wallbash]

So I was obviously not awake then...


Anyways, since I'm awake now (I think...), this is in the white if my eyes:
For a war vs Russia we probably don't need to switch gov permanently (only for war declaration - possibly). If you incite a revolt in civ1, diplo status is automatically war IIRC?

We'd need 1 sail, which Krente should build after factory completion - before rehoming any units there (faster then). One city builds diplo. Dipo gets shipped to other island and test-checks revolt for Jever to get an idea about the costs. Pile up the money (in ad times), if not too expensive.

Meanwhile, we can build some units on the main island and rehome them to Krente (with rr, this can be done during 1 turn, so no ww). Plus get factory in there ASAP to boost support/production capacity; that's why I planted another rr'ed forest for shields nearby. Put stuff into the sail and disembark at Moscow's gate (would probably need two rounds of ferry action). Then: either incite revolt in Jever or make anarchy, attack. Succesful attack vs Moscow should eliminate most Russian units near Spamyra, so we would not have to fear them.

Plan or crap?


PS: Beam,
I've ordered a settler in Spam. Maybe you want to change that. If not, it's probably a good idea to improve Spam's continental working tiles with rr (->support).

Beam
17-02-2004, 22:29
100 BC: Spot a greenish trireme near “our” smallest island.

IT: Trireme attacks Pilsen, and is with the fish

80 BC: Krente builds factory (6 smoke stacks) > Barracks. Alpi factory > Barracks. Sail finds new land SE of Aleppo. Railroading near Spam gives it 2 shields plus now.

IT: Palace expansion

60 BC: Religion > Metallurgy! Let those cannons roll!

40 BC: Krente, Alpi barracks > Musketeers. Need some defense with the stack and no need to waste on pults now. The sail sees main green men on the discovered island, must be Mars or something.

20 BC: Me Tene factory > Transport. 8 units should be enuf to get the Ruskies.

1 AD: Tech is 12 turns now, 14 with 10% extra tax and no deficit. If we want to attack soon pults is the only option.

IT: Barbarians land near Ommen.

20 AD: Oops, no aquaduct in Pilsen, Colloseum destroyed, disorder. Change Fac > Col and rush. Does this always happen when an aquaduct is not completed in time??? Pult in Ommen destroys barbs.

40 AD: Order restored, Pilsen Col > Aquaduct. Me Tene Transport > Barracks. Transport goes to Pilsen to pick up units from there.

60 AD: FUCK, confused Me Tene with Krente for Shaky. Disorder to resolve. Transport will have to relocate, first get that Diplo into Spamyra.

IT: Russians and Chinese sign peace.

80 AD: Transport back in Me Tene, sorry about the mess. Diplo is moving to Jever to check prices ;) Strange, diplo says we the Ruskies are at war with us, but if we try to attack we are breaking the treaty.

Imo once we have the Ruskies we should put some focus on tech and income in order to extend the lead.

Game to Stapel. Don't let us wait to long on Josephs finest hour Schonstuffel!

http://www.civ3duelzone.com/forum/uploaded/Beam/2004217223228_80AD.jpg
90.27KB

Stapel
18-02-2004, 10:39
Got it. Will play friday or saturday though. Do we have Magelaen and Darwin? Magelaen was die to be built in 1 turn, when I sent it to Killer. We had 4 caravans waiting or so.

Lt. Killer M
18-02-2004, 11:02
yes, both

Stapel
21-02-2004, 10:26
quote:Originally posted by Beam
Game to Stapel.


I don't have it....

Beam
21-02-2004, 16:24
Resent

Stapel
21-02-2004, 17:26
I have it now. I will play tomorrow (sunday).

Stapel
22-02-2004, 21:00
Pre Turn 80 AD: Looks fine, but I see we still are stuck on our island. My goal will be to expand and to hurt da Russians. Change some production to setters. We have a fine army, that should be able to kill off Joseph. Send units to Kente, homify them, and send them to trapo in Me Tene.

Turn 1; 100 AD; Move out 3 cats, 3 settlers and 2 muskets to the west.
Turn 2; 120 AD; Me Tene riots. A transport on a mission, needs 5 clowns….. civ1…. Lux to 10%. MM all cities.
Turn 3; 140 AD; Flensburg builds barracks. I go for another musket. We land settlers on island to the west. Our stack of Russia-killers heads east.
IT: a barb sails kills himself on our fortified catapult in Alpirsbach.
Turn 4; 160 AD; After Metallurgy, comes Steel. Land troops in Russia. Clear forrest in western island. Will settle next turn.
Turn 5; 180 AD; New Stapel founded. We revolt. Stapel opens a bottle of Medoc. Jever is ours again, but we lost one catapult.
Turn 6; 200 AD; Democracy again.
Turn 7; 220 AD; Kill a Russian
Turn 8; 240 AD; New Ommen revolts, due to the popped up cavalry... We capture Moscow:

http://www.civ3duelzone.com/forum/uploaded/Stapel/2004222205858_captured.jpg
59.7*KB.

Result:


http://www.civ3duelzone.com/forum/uploaded/Stapel/2004222205952_destroyed.jpg
61.56*KB

Turn 9; 260 AD; lux to 20. I had 3 riotting cities.
Turn 10; 280 AD;

Sent to killer!

Beam
22-02-2004, 23:07
[dance] From what year is that Medoc again?

Stapel
23-02-2004, 12:00
It's to young: 2002. It was the best option.

@Killer: you have quite some settling to do. Several settlers are on the way. The sail in the east has a settler, a musketeer and a diplomat. Meet the green civ with the diplomat.

Lt. Killer M
23-02-2004, 13:47
I am not in the mood to play.
sorry.
sent on to Grille

Grille
24-02-2004, 08:23
Sorry to hear this.

I got it, but won't be able to play today.

Grille
25-02-2004, 09:06
pre-turn:
rehome musket to New Stapel

1/300ad:
hut-pop barbs (legion plus horse) with musket north of New Stapel [mad]
to avoid risking them, load the 2 settler into transport
trans will go south along the coast and spam it with those settlers

IT:
Mogols discover feudalism
friggin barb horse kills our musket [argh]

2/320ad:
Flens market -> settler
unload settler/musket on eastern island, sail on eastwards with diplo

IT:
Egypt discover gunpowder

3/340ad:
MT market -> settler, 1 clown fired
some tile preparations for new city sites on eastern & western islands (road->rr)
just a reminder: city center squares do not get a railroad unless it's built before founding the city

IT:
Shit! Zulu horse on eastern island, the buggers demand our gold. Instead of beer, we offer an ultra-large cup of stfu which they don't swallow, so...[ninja]

4/360ad:
Ommen market -> settler
sail detects more Zulus, decide to unload diplo and discover Hlobane
Grillopolis founded on western island (musket)

IT:
Zulu horse attacks musket/settler combo on eastern islands:
Spammies-Zulus 1:0 :D

5/380ad:
Zwie market -> cathedral
Flens settler -> musket
Fort East founded on rr'ed forest tile (temple), musket rehomes

"Meet the green civ with the diplomat." Hehe. Yeah, diplo
incites revolt in Hlobane for ~60g: getting 15g, city has a phalanx


IT:
Zulus land some stuff plus settler near Hlobane
6/400ad:
...so I switch prod in Hlobane to musket
MT settler -> lib
Alp bank -> musket
Ex Port founded on western island (musket)

IT:
Barb horse commits suicide in the process of attacking New Stapel

peace deal signed with Zulus;
we're very weak there atm, but we also want to found more cities on that island.
I suspect (hope...) they'll sneak attack us at some point, since they are quite aggressive...

7/420ad:
Spam settler -> cathedral
IT:
Tours builds Michelangelo's [:eek:]

8/440ad:
Ommen settler -> cathedral
New Stapel tempel -> settler
Alp musket -> lib
Flens musket -> lib

transport discovers other edge of Zulu continent, it's just very close to our western continent
rush musket in Grillopolis

IT:
Egypt & Mongols trade gupowder for feudalism

9/460ad:
Pils Bay founded on 'Russian' island (musket)
Grill -> tempel

IT:
Barb Legion attacks New Stapel, gets killed
Egypt discovers Steam Engine
(Egypt seems to do rather well [scared])

10/480ad:
disoder in Ommen...[smoke]
Steel invented -> chemistry
(no automobile available :( - we *should* be able to research that one)
Jever musket -> tempel

There's still tons of room for settling.:)

Sail is currently at eastern island and has still 1 settler and 1 musket on board. Another settler has already been disembarked to irrigate/rr tiles near Fort East.

Flensburg has a musket which could be re-homed to Krente and then sent away with a settler
Still Krente-cats on Russian island. I didn't rehome them, because of the Zulu threat. Maybe we should ship them to the eastern island.


save sent to Beam

[hmm]
somehow I could not upload pics

will ty again later

Beam
25-02-2004, 11:22
Before I take it I'd like to give Killer the opportunity to go first. :) Please indicate if you want so, or join back the queue later.

Lt. Killer M
25-02-2004, 12:09
Beam, go!

Grille
25-02-2004, 12:23
doh - I'll forward the save to Killer...:)

[edit: never mind. Did not reload the page, so I missed your post, Killer. Hope you queue in again soon.:)
edit]


Finally, upload did work.

This one relates to the 'eastern island', when sail detected Zulu phalanx and diplo was unloaded:
http://www.civ3duelzone.com/forum/uploaded/Grille/200422511401_eastern.jpg
52.25 KB

And here's an actual shot of the Zulu situation:
http://www.civ3duelzone.com/forum/uploaded/Grille/200422511413_zulu.jpg
51.8 KB
We have actually peace, though foreign advisor might tell 'war' (I think that's some sort of a bug which Beam also had before). Look at the Zulu troops there... they will most probably sneak attack soon. Alas, funds were too low to rush musket in Hlobane (cost ~80g IIRC).

Fort East is on forest, so we get defensive bonus there (and 3 shields on center square due to rr).
Logically, Fort East is food-low atm. The settler north of FE is standing on a plain tile w/ horse and could turbo-improve it to increase food/shiled output. Current working tile is that BG grass IIRC.
Sail has settler/musket combo in it.


Here's the 'western island'. Due to the nasty hut-barbs in the north, our settlements were founded south of New Stapel:
http://www.civ3duelzone.com/forum/uploaded/Grille/2004225114157_new.jpg
57.27 KB

The transport has surrounded the island - I suspect the land mass in the left top corner is the other edge of Zululand (?) so there'd be trouble potential. Trans is still 2-3 turns away from home, but enough settlers are already there to get shipped (and Flens has that musket to be rehomed to Krente...).
If not shipped to the east, the 2 'Russian' cats (from Krente)could go west as well.

I missed to take satellite picture of Russian island.
The lovely sea-side city of Pils Bay is basically located on that forest tile above the 2nd "i" in "Minister" - if you look at Stapel's last shot :)...

Beam
25-02-2004, 20:50
500: Quick check, thinks look good!

IT: Zulu sneaks, we lose Hlobane to a chariot [aargh]. Need to take care of defenses on Easter Island.

520: Library in Me Tene, Alpi. Both > University, might change that later. Drop settler and musk on Easter island for defense and to pick up pults. The libs make techrate improve 17 > 14 turns. [party]

540: Rushwork landtiles.

560: Load 2 pults and musk from Flens on Sail. Verified that Women’s Suffrage reduces unit-away happines by one. A must have imo. [book]

IT: Mongols land a Flanx and demand Metallurgy. Go and fuck yourself Denghis. They declare war and land a char.

580: Flens Library > mighty Battleship. Time for business with the Mongols! Pult kills the stack near Krente.[mgun]

IT: Zulu char bites the dust on a musk.

600: New Stapel Tempel > cannon. The assault team on Eastern Island is moving to the front.

620: Nada

640: Moscow temple > settler for the southern part of the island. Loose a pult vs. flanx, hit the wrong button and loose a musket as well. Bad luck :( Found Beamopolis on the western island. Kill some barbs near Moscow. Change Fort East to barracks, buy it and change to cannon to compensate for the lost pult.

660: Build coast to coast RR on Easter Island.

680: Zwief builds cathedral and goes to library. Alpi builds University and goes Cathedral.

IT: Mongols go to Republic, Egypt develops religion.

700: Ommen Cathedral > Library. Corrado city founded on the yet not so Wild West Island.

Game to Stapel!

http://www.civ3duelzone.com/forum/uploaded/Beam/2004225204935_map700ad.jpg
9.8*KB

The sail is on its way with a pult to Easter Island in order to clear it from Zulu's. Bach finishes next turn, I want to propose not to build wonders from scratch any more but to use Caravans instead. The wonder can be build anywhere and it means less of a handicap in case we need units fast.

Research improved from 17 to 10 turns [dance]. We can't yet go to 10% lux yet, but soon with cathedrals etc everywhere. I suggest to start building caravans for WS soon, it is a requirement for an expedition corps!

It is very unlikely that the land near Wild West Island is part of the Zulu core since in Civ 1 landmasses can not cross the edges of the map.

A 2nd cannon is build in Fort East, change it to what ever you want.

Grille
26-02-2004, 05:03
quote:
It is very unlikely that the land near Wild West Island is part of the Zulu core since in Civ 1 landmasses can not cross the edges of the map.

Alright, that's good to know. Might give us some more time to get Wild West rail network done, which would be great to have in emergency case.

quote:
I suggest to start building caravans for WS soon

Hehe, you're seriously fueling the Dutch caravan cliche here...[lol]

http://www.civ3duelzone.com/forum/uploaded/Grille/20042265137_caravan2.jpg
9.24*KB


And I totally agree! WS is a must-have. With WS, Bach's and cathedrals (eventually some lux tax), we might be able to not switch from demo at all - at least the core cities should be able to support a decent-sized army.

Beam
26-02-2004, 07:34
quote:Hehe, you're seriously fueling the Dutch caravan cliche here...

[rotfl] [rotfl]

Nur Links

Stapel
26-02-2004, 09:34
I have the save. Will play monstermap and some PBEMs first though.

Just for the record: Never ever ever ever will I use a 'caravan'. [vomit]

Beam
14-03-2004, 19:14
Stapel, can you complete it in the coming 2 days? Just getting eager ;)

Stapel
14-03-2004, 20:32
Can you resend the saves? and also the 2v2v2v2? I lost my harddisk..... I have been pretty chagrijnig for it for 3 days now....

ProPain
25-03-2004, 23:43
BUMP

Grille
26-03-2004, 13:03
quote:Originally posted by ProPain

BUMP


Umm, I second that...

Stapel
26-03-2004, 13:55
oops.

Beam will force me tomorrow

Stapel
29-03-2004, 08:10
pre-turn; 700AD;

IT: Sneak attack by Egypt Ironclad. We win. Zulu kill themselves on our musketeer.
Turn 1; 720 AD; Jever riots. Rush a temple.
Turn 2; 740 AD; We pop ancient tech with a settler :D
Turn 3; 760 AD; Kill some Zulus
Turn 4; 780 AD; Famine strikes Me Tene.... People demand barracks [lol]
Turn 5; 800 AD; nothing special
Turn 6; 820 AD; Stapelburg founded
Turn 7; 840 AD; We have a Battleship. IT is sailing out for Egypt. Somehow I am hoping it will be sunk by a phalanx....
Turn 8; 860 AD; loose a cat near Intombe. The 2nd cat kills it only defender.
Turn 9; 880 AD; We capture Heliopolis, after killing 4 units with our batlleship, and landinga musketeer from a transport, rigth into the city. We loose a cat near Intombe, we will not take it soon.
Turn 10; 900 AD; Musket fortifies in Heliopolis, Egyptians wanna talk and we say no [evil]. They put a chariot next to Heliopolis. Cross fingers for next turn!

Beam
29-03-2004, 10:16
Great we are moving again! Did you mail the sav to Killer?

Stapel
01-04-2004, 14:28
I think I did so....

Beam
06-04-2004, 16:59
Killer is up now, Grille on deck. Can both of you indicate if you can play in the upcoming 24 - 48 hours?

Grille
07-04-2004, 06:47
Generally, I'm able to play.
However: I can't play civ1 this afternoon or tonite.

For the record, here's my mail adress:
csgrille_AT_gmx.de
If anyone wants to be skipped, just forward the save.


(Btw, if you hear a not-so-silent *sigh* from the NW, W or N, that's not your car, gf or whatever, but me confirming this SG-save is in.:))

Grille
08-04-2004, 13:48
*shiver*
civ1 withdrawal syndrome is catching me!!
I'm on cold turkey now.
Need a save... please!
:)

Beam
08-04-2004, 16:05
hm, no reply from Killer :(. Stapel, can you forward the sav to Grille please?

Stapel
08-04-2004, 18:21
If I have Grille's e-mail.....

Grille
08-04-2004, 18:30
It's hidden like an easter-egg [rabbit] in a post near you

hint: scroll up to post #12 on this page ;)

Stapel
08-04-2004, 18:46
jaja, schon unterwegs!

Grille
08-04-2004, 19:22
Cool, that was fast!
However...
either I'm too silly or the files are somehow corrupted (both the civil0.* and civil1.* files)

Could you check them? Maybe there went something wrong with file-upload or whatever. Win refers to them as HTML files and file sizes (plus names) are wrong.:(

*AFAIK* correct file size for ALL save files is:
14kb -> .MAP
37kb -> .SVE

I *could* open one save after renaming and got this weird one:
http://www.civ3duelzone.com/forum/uploaded/Grille/20044819936_funnyciv.jpg
19.74KB

Would you check/resend them?
Or maybe make a zip archive out of them (I think CDZ allows zips to be uploaded?) and load them up to a post here?

Stapel
08-04-2004, 19:25
hmmm

Can't even start civ 1.....

Grille
08-04-2004, 19:28
just in case the trouble is on my end, I'll forward your mail to Beam

Grille
08-04-2004, 19:55
Seems like my mail provider is the devil.[mad]

I re-d/l'ed the saves from the forwarded message. NOW they seem to have correct file size at least. After renaming, I can load a...
900AD Civ1-save!

Grille
09-04-2004, 13:58
(Fucking chaos yesterday. Blame it on cold turkey.)



IT:
Heliopolis - Chariot attacks Battleship, we win.

920AD:
Beamopolis musket->settler
rush a musket in Stapelburg
Battleship wins vs Egyptian settler near Heliopolis
load musket from Krente on Trans, heads towards Heliopolis

IT:
famine strikes Krente (1pop lost)
bunch of Egyptian units show up near Heliopolis

940AD:
Zwie aqueduct->caravan
Stapelburg musket->temple
refining in, set to explosives
disorder in Jever, Elvis hired
BB kills 2 units

960AD:
Koelsch City settler->temple
Krente musket->granary
BB kills cat, musket arrives at Heliopolis

IT:
Mongols discover engineering, Egypt banking

980AD:
MT caravan->granary
Ommen caravan->granary
Helio temple->cathedral (1 Elvis fired)
1 Krente musket rehomes to Helio
BB kills horse

1000AD:
Corrado City musket->temple
BB kills cat
exploring Sail kills 2 Zulu triremes (5 units lost in total:D)

IT:
WTF? out of nowhere appearing French sail attacks Krente, sinks

1010AD:
Moscow disorder, Elvis hired
Zwie caravan->granary
disorder in ExPort, temple rushed

IT:
Mongol forces appear near Helio
1020AD:
ExPort Temple->market
BB kills Mongols
Antarctica founded on "Russian" Island
popped a hut, got 50g

IT:
Zulus wanna talk... no way.
BB defeats Egyptian chariot, 2 more units show up near Helio
1030AD:
MT granary->caravan
Ommen granary->university
Shit, shit, shit. BB sinks in the process of attacking Egyptian horse/legion stack near Helio...[rolleye]
I'd start a "The AI cheats" thread in GD on CFC if this was civ3...[lol]
Anyways, Elvis in Spamyra hired, load Spamyra's cat onto trans; load Moscow cat and diplo as well. Switch prod in Helio from cathedral to cannon (ready next turn). We have 2 muskets in Helios, which *hopefully* defend vs 1 legion and 1 horse. Trans heads towards Helios

IT:
legion/horse defeated near Helios, Mongols show up with cat, chariot and legion(?)
1040AD:
Krente granary->BB (in 14!turns atm due to the earlier famine)
Helio cannon->cathedral

IT:
Egypt cat appears near Helio
1050AD:
Zwie granary->bank
explosives discovered->combustion
(automobile in reach! conscription (rifles) is also on the list)
Disorder in Jever. Those freaks are just too fertile and grow too fast. Switch from lib to cath and rush it (2 Elvisses to be fired next turn).

Swith from lib to market in Fort East and rush it for 24g. Note: Fort East has railroads on city center square and a nearly completed rr connection towards east (Stapelburg, then Zulu's Intobe), as seen in the pic below. (Stapelburg city center square has no rails, so 1 tile N of Stapel needs rails on it).
Cannons from Intombe could use it soon: move out and attack Zulu militia (and whatever will show up there in future) in same turn w/o movement penalty; if Fort East riots, move cannon back into town next turn and so on. Meanwhile, the settler could continue to rr towards Intombe with the musket as escort. Maybe FE does not even riot due to market plus lux tax. And Alp is going to complete WS in 4 turns...:)
Flens will build a BB next turn, which could launch an assault at Mogol/Egypt coast together with the two cats in the transport. However, there's no defender on it (for the possible purpose of rushing defenders: temporary tax increasement to 80% *would* net in about 150gpt atm)


http://www.civ3duelzone.com/forum/uploaded/Grille/200449135337_civ_sg_shot.jpg
49.35KB


Save sent to Beam.

Killer: I assume you will post here in case you want to re-join.

Beam
09-04-2004, 14:14
Reads like an exciting turn Grille, you must have crossed your fingers until bleeding aout Heliopolis ;)

Will play tonight / tomorrow.

Killer, join us soon!

Grille
09-04-2004, 15:43
Yeah, a battleship is a nice toy!

Looking at the military advisor screen, it could have killed more units, though...
http://www.civ3duelzone.com/forum/uploaded/Grille/200449153635_shot2.jpg
38.24KB


I forgot to mention that our sail was lost when I tried to attack a stack of settler/cat/horse on Zulu coast around turn 1020AD.
Also: in the other pic, the musket is placed on a rr'ed mountain tile. Zulu militia is on grassland IIRC.

Beam
18-04-2004, 14:44
1050AD (1):
Canon in Helopolis beats Egyptian cat. Canon from Fort East beats Zulu militia. Caravan helps with WS in Alpi, due in 1 turn! Transport with Cats moves 2 Helopolis.

IT:
Egyptian Char. beats Musket in Heliopolis. Woman's Suffrage in Alpi [dance]

1060AD, 1070AD, 1080AD
Some scrimmages, French clad attacks Krente and sinks. Working on a road to Intombe. Battleship goes exploring.

1090AD (5):
Our Spy finds the Egyptian city of Oryx.

IT:
Loose our spy, to be expected.

1100AD (6):
ZZZ

IT:
Egyptians wanna talk, make a peace deal. They are backward and have 2 cities afaik. Time to explore their lands before Tanks arrive ;)

1110AD (7):
Damn, forgot the ZoC rule, need a spy to investigate Egyptian land.
Sell all Barracks, not sure if the are obsolete with Combustion or Automobile.

1120AD (8):

http://www.civ3duelzone.com/forum/uploaded/Beam/200441814149_combustion.jpg
25.27KB

Researching Automobile! Next player is going the have fun 7 turns from now ;)

Railroad to Intombe completed. 2 canons kill 2 Phlanxes, city is empty at size.

1130AD (9):
Spammies capture Intombe and burn it to the ground! Two Mongol cavs near Heliopolis bite the dust.

IT:
Mao asks for an audience and demands 300 tribute. Fuck off Mao, we are not impressed by that Cav. He declares war :D

1140AD (10):
Kuiperdam build N of former Intombe. The Battleship NW of Corradocity sinks a sail and is adjacent to Chinese territory.

Next turn 2 Diplo's are available to whereever they are needed. Egypt is assembling troops near Heliopolis, but we have a peace treaty with them. Even if they sneak and succeed we will roll over Egypt in a couple of turns with Tanks.

Sounds like Killer time :)

http://www.civ3duelzone.com/forum/uploaded/Beam/2004418144151_powergraph.jpg
15.48KB

Download Attachment: icon_paperclip.gif 1140AD.zip (http://www.civ3duelzone.com/forum/uploaded/Beam/2004418144339_1140AD.zip)
23.91KB

Beam
27-04-2004, 22:12
Bump.

The order of play normally is:
Beam
Stapel ==> Up
Killer ==> On deck
Grille

But any of you willing to play, go ahead! Please reply got.

Beam
30-04-2004, 16:54
Bumpietumpie

Stapel
30-04-2004, 19:07
hmmmm

What to do?

Beam
30-04-2004, 19:09
How about:

Play? ;)

Grille
17-05-2004, 18:36
bump

Beam
27-05-2004, 15:26
Stapel, you currently have the sav., can you play the coming days? Killer will be next.

PP or Shabba, can you move this thread to the SG one?

Thanks in advance.