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Old 24-02-2004, 22:14   #111
Aggie
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Quote:
quote:Originally posted by Beam

Just reviewed the sav sent by Aggie, some thoughts:

- If we max. science Lit can be in the pocket in 17t, if we go for a TGL gambit getting Lit fast is worth considering. A prebuild Palace could start in R'dam, but would require 40t for TGL to complete with current shields, so that is the limiting factor imo. There are some hills to be mined, yet with 30 AI it is a capital Gambit. More could be gained from a Galley swarm with much less risk.
That's something I like as an idea

Quote:
quote:Originally posted by Beam

- Getting close to the average 16 city / civ limit means we need a lux city soon, a city with a temple S of the middle silk gives access to the Ivory as well.
We could just as well get colonies and settle a little closer to the core. II was already building a road to the luxuries as anarres suggested.

Quote:
quote:Originally posted by Beam

- The peninsula terrain is awfully good for growth, but with relatively few potential salpeter tiles. Long term issue.
I had the same thoughts. Not only regarding saltpeter, but also rubber, oil, etc...


Quote:
quote:Originally posted by Beam


- Lots of seatiles E of Ghulaman
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Old 25-02-2004, 14:14   #112
Lt. Killer M
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ahem, stapel and I exchanged places due to circumstances I would prefer not to elaborate on

here's my report:
preturn: check: Groningen needs happiness addressed! Hmmmm, I
hire a scientist, switch the town to warrior. Next turn he
will be done and do MP duty. As he will be vet he will be
worth upgrading. Why not otherwise? I want the town on galley-galley-galley ASAP
science obviously to 0%.
the GL gamble is too huge to squander money on. Rotterdam needs a temple and mined hills anyways. Switched it. Adam switched to harbour (upgrade the curragh). Done next turn, then back to settler. Adam can go size 7 without need of entertainers.
Leiden to Temple, will partial-rush - we really should take control of more land tiles. Our cities mostly can not use more than 8 to 10 tiles! We have on first look 4 cows, 3 wheat, 1 iron, 1 whale, 2 fish in 21 radii that can't be used atm. And I did NOT look hard....Not a top priority, but something to remember.

Who founded Maastricht? It is in an idiotic position - must have been me.....
Sorry, it annoys me massively where it is. Change it to settler, rush and hire two taxmen. Town will be shifted to pos as shown in dotmap.
red cicles are lost tile if follwing dotmap - a lot less than before UNLESS we accept quite some overlap.
Yes, one city is NTO coastal, but grbas more res and BG than if it were.


RETURN

(1) 1075 BC - nothing new about the AIs but lots and lots of wandering units. I suspect the Persian Galley holds a settler. It runs south, so closing the coast as indicated in the dotmap is a priority.
towns:
Amsterdam: Harbour --> settler (3)
Groningen: warrior (MP) --> Galley (4)
Maastricht: settler, abandoned.

Iroquois start the Great Lighthouse, so do the English.

Rotterdam gets a scientist in addition to the clown.

(2) 1050 BC - Xerxes kicks our troops, moving our Curragh

along.
towns:
t'Kielegat: worker --> worker (4)

curragh starts run east near Arnhem. I change Utrecht to settler. Max settling until the limit is hit, then having settlers with spears (warriors is no time) IN PLACE to settle in good spots is PARAMOUNT. The AIs will often raze cities in war and NOT found right away - our chance to grab a few more of the 512! EACH turn we should try to found - usually the 'limit reached' popup will come, but you never know when it might not.

(3) 1025 BC -Iros are filthy rich.

upgrade the curragh. other one has survived and moves on.
Portugal has a large stack of 8 woprkers standing around
fortified. If all AIs waste upkeep on such 'shock troops'......
The Hague to settler. it has hardly any prod and will riot

after growth.

(4) 1000 BC - nothing from AIs

towns:
Amsterdam: settler --> Galley (3)
Rotterdam: Temple --> warrior (1) --> Palace
Holwerd: worker --> worker (10)

Den Helder founded.
Harlingen founded.
Mining around Rotterdam.

our curragh survives and sails on.

(5) 975 BC - nothing from AIs

towns:
Rotterdam: warrior --> Palace (28)
Groningen: Galley --> Galley (4)
t'kielegat: worker --> worker (4)
Middleburg: worker --> worker (10)

ocsaso

worker in place to found a colony on silks next turn -
hooray!

(6) 950 BC - nothing from AIs

towns:
Utrecht: settler --> Horse (6)
Haarlem: barracks --> Spear (5)

colony on the lux founded.
science to 40% - lit in 23, same as Palace. Hope,
growth weill speed it the same as prod. Income still +10 per
turn, so we CAN go higher.

ocsaso

(7) 925 BC - Persia starts the Great Wall Thebes

completes the Temple of Artemis
towns:
Amsterdam: Galley --> Horse (3)

a galley near Groningen is lost on the first try.
ocsaso , sea in sight! one more round, PLEASE!!!!!!

(8) 900 BC - Portughal has the Great Lighthouse. The Inca get

the Great Wall!!!!!
towns:
The Hague: settler --> Galley (10)
Groningen: Galley --> Galley (3)
T'Kielegat: Worker --> worker (5)
Beda: worker --> worker (10)

ocsaso - noooo! sea only! I really fear we will NOT get
a contact through this curragh!

88.45 KB
Rotterdam has grown again, Palace in 19, thus science goes up
another notch. -6 Gpt, but 15 turns to Lit.

(9) 875 BC -
towns:
Arnhem: worker --> Temple (30)
ocsaso but, well, check the screenshot

96.09 KB
another galley starts a suicide run., this one should go northeast.

(10) 850 BC -
towns:
Amsterdam: Horse
Holwerd: worker

our curragh has SUNK!!!!



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Old 25-02-2004, 14:38   #113
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What is wrong with Maastricht? I looked at the old map and I can't see anything wrong with the layout.

One other point: You are not wasting money when you do a min-research gambit and fail. Every beaker saved towards the tech is discounted, so the worst that can happen is you 'break even' on your investment when you buy the tech.

The *only* way to lose out on a min gamble is if you start saving for something and then start research on something else before you have researched/bought the original tech. Even then, you only lose the small amount you have invested.

Anyway - I think we should discuss our tech choices more. We seem to be stabbing blindly in the dark with our choices, and we have to focus soon, since we can do our own research before long.
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Old 25-02-2004, 14:47   #114
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I was not talking about a MIN gamble.

I can't upload the new dotmap, the fucking upload will not take it. give me a few mins
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Old 25-02-2004, 14:50   #115
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It would be nice to have the save
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Old 25-02-2004, 14:51   #116
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there it is now.
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Old 25-02-2004, 14:56   #117
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I assume that this is the roster []

-Aggie
-Killer
-ProPain &lt;--- on deck
-Beam
-anarres
-Stapel &lt;--- up
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Old 25-02-2004, 15:03   #118
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upload won't take the save either - too big

http://www.civfanatics.net/uploads6/monster.zip
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Old 25-02-2004, 15:19   #119
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Looking at the link Killer placed, only now do I see what's so subtle about the solution of anarres .

Regarding science: I still would like us see the TGL ambit finish. Should it not work out, well then we may be able to finish another wonder. But Literature is often neglected by the AI!

After that, looking at the ships we see sinking, I think that we have to go for the science route and discover seafaring techs asap. Our seafaring trade may still pay off when we are the first to find other continents in the middle ages. That is, when we don't get TGL.

WITH the TGL we could fully go for the warmonger route.

What do others think?

EDIT: Next player, please whip the temple in Delft. Otherwise this city might at one time flip to Persia.
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Old 25-02-2004, 15:20   #120
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anarres, we have a realistic chance on Great Lib now I think.
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