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Old 09-02-2004, 20:34   #11
Aggie
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So we're going for archipelago, Deity, Dutch. Others that want to join?
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Old 10-02-2004, 00:43   #12
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Count me in, some deity guidance appreciated . It might run the Athlon to a breakdown but what the heck!
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Old 10-02-2004, 06:52   #13
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Welcome Beam

Roster:
-Aggie
-Killer
-ProPain
-anarres
-Beam
-vacancy

I'll try to start up the game at Thursday. I'm leaning towards a lenient roster (as opposed to LKendter .
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Old 10-02-2004, 09:38   #14
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Hello
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Old 10-02-2004, 09:47   #15
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As player planning goes, I can only play this one in the evening because I can't play super huge maps on the olde laptop. Can't afford to have the poor old baby numbercrunching for 30mins a turn when I should be working
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Old 10-02-2004, 14:32   #16
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Hi Stapel. Welcome!

At this moment I'm thinking about 10 turns per player and 5 turns per player as from somewhere around the end of the middle ages. We'll see how things progress there. I like to be lenient regarding the schedule but I would not like to see effectively only three players doing their turns because the others are not available. So I guess that we have to find a third way there.

Roster:
-Aggie
-Killer
-ProPain
-anarres
-Beam
-Stapel
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Old 10-02-2004, 19:00   #17
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Our start:


35.7*KB

Things we should keep in mind:
- There is a 512 city limit. This means 512/31 = 16.5 cities per civ
- We start with a settler less than the AI (30 of them)
- I assume that we have to go for OCN (Optimal City Placement)
- With two cows and the race against time regarding settling: can we afford to build a granary?
- Can we afford to start with two curraghs (which I usually do as a seafaring civ).

EDIT: It looks like a super start. I can tell you that I did some test map generations and I saw A LOT more bonus resources/etc than in normal maps. The desert and jungles are gigantic on these maps too. I think Killer can confirm
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Old 10-02-2004, 19:13   #18
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Hmm. Tough choices.

Without knowing anything else (and without having played a huge map) my instinct is that we should build a granary, simply because the overhead pays off after the first 2 or 3 setters.
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Old 10-02-2004, 21:06   #19
Beam
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Tough choises indeed. Looking at what we know: we start on the west side of an archipelago map at the SE side of the minimap. In Mapgeneration I've hardly ever seen a big landmass extending to both sides of the mapdivision line. To be sure however we need a curragh, also there seems to land nearby. Contact also offers good trading benefits.

Otoh, on a huge map there might be quite some land to be covered, even in this outpost, so that makes a call for a settler.

In brief imo we should go for combined exploration and expansion first.

From a 28.8 phone line at an A'dam hotel.
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Old 10-02-2004, 21:12   #20
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I'd go granary ASAP.
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