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Old 03-07-2009, 11:16   #41
Robi D
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I will be free tomorrow (saturday 4/7) from about 7.30pm my time which is around noon central european time for 5 to 6 hours if anyone is interested and available to play a direct ip game
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Old 03-07-2009, 11:35   #42
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And here's your opponent!
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Old 04-07-2009, 06:45   #43
Robi D
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Quote:
Originally Posted by Matrix View Post
And here's your opponent!
see you then
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Old 04-07-2009, 15:07   #44
Robi D
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Table is updated to include the top of the table clash Robi v Matrix.

You can check out the recap in my spoiler here

Also those who have indicated there interest in participating but are yet to make their leader-civ choice please do so we can finalise the running list so we know who we need to play, or let us know that you wont be playing this time around
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Old 04-07-2009, 15:57   #45
Robi D
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Look for the replay of my win against mauer i realised there was a glitch in that i didn't get a victory. I don't know why since all the conditions were set up. For the sake of transparency here is a screenshot of turn 7 (since i noticed you get credited with the win on the turn after taking someone out)



I attached the save from turn 6 if someone is interested in trying to work out why the conquest win didn't happen (password: connor)

Also attached the replay from my game with matrix
Attached Files
File Type: civbeyondswordsave CDZleague_-_Texan_vs_Aussie_BC-3640_to_Robi.CivBeyondSwordSave (13.8 KB, 0 views)
File Type: zip Robi_BC-1060_10.zip (87.2 KB, 0 views)
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Last edited by Robi D; 04-07-2009 at 16:02.
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Old 04-07-2009, 18:00   #46
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After reading Robi's spoiler I have to say that this set-up feels a bit like a game of dice...
If you get luky with how you assign the advanced start points you can gain a massive advantage.

But still, it makes for nice, quick games.
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Old 05-07-2009, 00:53   #47
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Indeed, Darkness. I made a very bad choice by not going for spears a.s.a.p. If I'd have those, I might have stopped Robi D. He ran onto me with two war chariots in the beginning and I knew from turn 1 that I didn't have a chance, just because of wrong choices there.

Having said that, we started damn close to each other...

Anyway, as for my game against ProPain, turn 59 is correct. Here's the turn/date correspondence:
Turns 0-50: Date 4000 BC - 1000 BC (60 years/turn)
Turns 50-80: Date 1000 BC - 200 AD (40 years/turn)
Turns 80-100: Date 200 AD - 800 AD (30 years/turn)
Turns 100-120: Date 800 AD - 1200 AD (20 years/turn)
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Old 05-07-2009, 02:03   #48
Robi D
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Quote:
Originally Posted by Darkness View Post
After reading Robi's spoiler I have to say that this set-up feels a bit like a game of dice...
If you get luky with how you assign the advanced start points you can gain a massive advantage.

But still, it makes for nice, quick games.
It is a dice roll to an extent but part of it comes down to good management as well. I can't help but feel at this point i probably have a edge since i did a bunch of test games. I'd say if i played mauer or matrix after they have done another half dozen advanced starts they would be making better choices.
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Old 05-07-2009, 15:23   #49
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Robi, it seems that you get a win on turn 10 when you eliminate a player before turn 10. That's a glitch between 'always war' and the regular 10 turn grace period in advanced start.
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Old 05-07-2009, 22:39   #50
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Good finding, Killer!

It would've been better to disallow players not to enter cultural borders until turn 10, because it causes such crazy situations such as with Robi D's matches...
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