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Old 17-05-2004, 23:49   #21
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I prefer 1.22.
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Old 18-05-2004, 12:57   #22
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1.22 ok for me too

My initial idea was Sci, agri : sumeria too. free tech, cheap libs will be good to keep up in science and agri is always a great char. However Celts are fine for me too, we should be able to keep up in research at monarch level anyway and militaristic + celt swords is a dangerous combination too.

So Sumeria and Celts both ok (with slight pref for sumeria [])
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Old 18-05-2004, 13:19   #23
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1.22 is fine with me. I am pretty sure the Celts are Agri + Rel., unless that has changed between 1.15 and 1.22.

Slight pref for Sumeria here as well.
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Old 18-05-2004, 13:24   #24
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O.K. It seems we're more or less agreed,would you be so kind as to set the ball rolling,Propain,same roster as the Matrix game.
Play 15 to 20 turns,after that we can go 10 turns each.Not a hard and fast rule,we'll keep it flexible,especially when the game gets fast and furious.
Everyone patch to 1.22.
The strategy for always war in the early turns is to try to avoid contact for as long as possible so only explore in a radius around our capital far enough to find where to place cities.
We need walls in our front line cities and lots of catapults.The great library is quite important.We should try to discover polytheism for the extra tech and perhaps an SGL.
The statue of Zeus would be very handy if we have ivory.
The longer we avoid contact with other civs,the more chance they will start to fight each other.

Hey,Beam,could you post the save of your victory in the Matrix S.G.game.Thank you .
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Old 19-05-2004, 23:59   #25
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Peoples, wanting to start this but several things are still unclear to me:

Civ: Beam is right: Celts are reli & agri not mil. That leaves me with a strong pref for Sumeria
Map: I prefer pangeae over continents. Gives it that extra bite

Nobody is online now so I go with this. I'll be happy to start over if we decide on something else
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Old 20-05-2004, 00:30   #26
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Turn 1 - 4000 BC
First map we roll, looks like this :


31.91KB

As standing orders from col. tarleton are not to be picky I decide to give it a go. Terrain looks ok, nicely in middle of map . Move worker on the mountain for a good view of southern terrain, and see this


62.77KB

Not bad at all, lotsa BG and a wheat. I decide to settle on the dot (ordinary grass tile.)

Turn 2 - 3950 BC
Found Ur. We have flood plains nearby, must be an SG thing.


69.63KB

I'm in doubt if I'll start on a granary first or an enkidu warrior... decide to do the warrior for MP and in case some exp civ wanders by and we need to declare war.

On the tech side I decide to go for WC at 100%. I really want archers asap so we can use them to try and postpone our GA.

Turn 3 - 3900 BC
move worker

Turn 4 - 3850 BC
worker start irri

turn 5 - 3800 bc/ turn 6 - 3750BC
zzz

Turn 7 - 3700 BC
we grow to 2 and we dont need MP! Gotta love monarch.

turn 8 - 3650 BC
irri done, start road

turn 9 - 3600 BC
Enkidu warrior done, start granary

Turn 10 - 3550 BC
zzzz

Turn 11 - 3500 BC
move worker

Interturn - Border expands. We now can see:


107.9KB

Very nice, luxes nearby, and a hut.

Turn 12/13/14 - 3450 BC - 3350 BC
Zzzzzz

Turn 14 - 3300 BC
We grow to 4 pop, we need to adjust lux slider!

Turn 15/16 - 3250 - 3200 BC
Zzzzz

Turn 17 - 3150 BC
mine done, start road

Turn 18 - 3100 BC
WC done, start on the wheel. Need to adjust lux slider (5 pop)

Turn 19 - 3050 BC
Zzz

Turn 20 - 3000 BC
Move worker..


107.79KB




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Old 20-05-2004, 00:32   #27
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And the save

Download Attachment: [img]icon_paperclip.gif[/img] AWM 3000BC.SAV
54.82KB
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Old 20-05-2004, 15:09   #28
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Well orft we jolly well go.
Lets make the turn order:-
Propain (played)
Banzai (up) To let him get a turn in before going on Holiday.
Matrix (on deck)
Beam.
Col.Tarleton.

Sumerians,eh? They are agri and Sci.
I can't see us delaying our Golden Age for long,so despotosm G.A. it is.
Pangea?You really like a challenge,P.P.They'll be coming for us from all angles
Perhaps settle our 1st city on the hill to the NW.
Try to keep all cities at 3 tiles for reinforcement purposes and take rivers into account for movement purposes.
We need masonry for walls,all front line cities will need them,that means all our cities.
We also need lots of catapults.
Good luck to the next leader.(banzai).
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Old 20-05-2004, 16:01   #29
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GA
Delaying the GA will be a challenge but not impossible. If we build lots of archer we'll have shot. After getting the wheel we'll have some extra options in terms of WC and horsies

walls
NOt sure about the walls, I personally never build them even though they are cheap. I prefer to attack with archers and other units from our cities instead of doing a 100% defensive war. In that case walls arent really usefull.

1st city
The hill Col. T. mentions is good but we should also consider settling next to the hut. If we pop thehut by settling we'll never get barbs from it and prevent wandering scouts from other civs to extract a tech or somethig from it

settler fac
I;ve set up Ur to become a settler fac. It's a pity though we cant do a warrior, settler every 4 turns as we lack a 1 shield when at size 5. We'll be doing 9,9,11,11 shields which sucks, because we'll be wasting 10 shields in the last turn. When in monarchy we'll be getting one more food from the wheat, so we should immediately mine the wheat tile when in monarchy. That will give us 10,10,12,12 shields, so we can then build warrior, settler every 4 turns, wasting only 4 shields. Big reason to go for monarchy asap.

techs
I think we should aim for monarchy asap. We'll be in monarchy for ages as republic will be impossible with WW. The sooner we're in monarchy the sooner we'll reap the benefits of a better gov. Also monarchy will have a huge benefit for Ur in production terms. Also being in monarchy quickly increases the chance of avoifing a despot GA

Question is if we want cata's before monarchy or after. I'd prefer after as alpha and maths will take us ages to research which means prolonged despotism.


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Old 20-05-2004, 16:01   #30
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double post
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