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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:31
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I think the best hope is for some cooler heads on GWT to take over their game. A coup. Surely there has to be at least a couple of them that aren't so obstinate. all they would need would be 2-3 people to run their turns. hell, it would be a lot faster.
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:31
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Turn is here. CFC offers us their WM accepted. When you open it just press ESCAPE to exit without seeing the map until further directed by the Consuls.
The top post has the link to the uploaded save, otherwise here it is again
http://apolyton.net/upload/files/Mr...ans_0090_AD.SAV
EDIT: We lost Bambi and whatever else was with it 8 of Catchopolis, and since there are no units in the open we lost them to Horsemen. BFC is still standing.
We also lost the NM and MI landed at Anarchy, as well as the Galley there. Some of this was supposedly noted in the "pre-save" miccofl allowed us to view. I cannot tell how much as I have not seen that savefile.
Last edited by MrWhereItsAt on 21-11-2003 at 10:17
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wervdon
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If GCA has a galley now, then I don't think we should bother building more until they are toast, its a waste.
All they have to do is sit in a city, and try coming out to attack us each turn until they win, or not even each turn but between each individual combat between other units (or bombardment).
With them reloading (and I honestly couldn't be convinced at this point that they aren't reloading), it's just a waste of our resources to build galleys. The only way to win that sort of fight is by sheer #s which we won't have at sea.
Note that Im not saying that we should whine about it and accuse them of being cheaters any further, there is no point unless we can prove beyond any shadow of a doubt that they are. I'm just saying that we should take the tactics we believe them to be using when we plan our strategy and plan accordingly.
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wervdon
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I didn't realize you intended the galleys to be defensive, they should stay in our waters and not move into "range" of a GCA galley at the end of a turn at all if possible though. Instead we should end our turn just out of their range and force them to enter our range to get by us if we see them coming, giving us the offensive strike.
Harbored in a city, coming out to scan the nearby seas and back in each turn would probally even be better if its feasible.
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notyoueither
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of naught
Aug 2001 time: 22:31
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Turn start:
CFC offers World Map, accepted. Accept WM.
DomesticAdvisor wants to know if Cuido should be abandoned. Yes it should.
Unit Movement and Actions:
Differing from, or in addition to, those posted by Trip
MI 'BigFurryInfantry' attacks barb camp at 8. No damage taken. +25 gold
MI 'Alva' moves 8 8 8 towards barb camp
N 'MerZenary' moves 2 2 2 on the way to the front. City production changing to accomodate
N 'Togas' moves 6 6 6 to spy camp. Two Minoan warriors are in the camp
W 'not_panag' moves 6, end turn to cover both the Silks and Equilibrium with Togas gone East
G 'AS Princess of Apolyton' [W07 'WhiteBandit'] moves 3 2 2 to watch the crossing point
H 'Trip's Guard III' moves 2 2 2 2 2 3
H 'Arnelos' moves 2 4 1 2 2 2
H named 'con McHorseman' moves 2 2 2 2 4 4
C Toss the Catapult moves 2 2 1
C Hurl the Catapult moves 2 2 2
C Fling the Catapult moves 3 2 2
C Karina the Catapult moves 3 2 2
H 'BFC' moves 4
N 'Mao' moves 7 and fortifies
C Fire the Catapult moves 1
C Trasher the Catapult moves 1
C Gate Crasher the Catapult moves 1
C Heart of Darkness the Catapult moves 1
C Smasher the Catapult moves 1
C Kloreepult moves 1
C Simon the Catapult moves 1
C Possum Catapult moves 1
C basher the Catapult moves 1
H 'SeaBiscuit' moves 2
H 'Tripoli' moves 2 2 1 2 2
H Bingo moves 1
H kermit moves 1
MI Scourge moves 1
MI Aidun moves 1
MI Hack moves 1
MI Robin moves 1
MI Donald moves 1
MI Igor moves 1
MI Jean-Luc moves 1
MI wervdon moves 1
MI Makahlua moves 1
MI Beta moves 1
N 'Enamel' moves 2
N roadcage moves 1
N Sharpe moves 1
N HungryOPD moves 1
N Taxi mowes 2 2
N Waiter moves 1 2 and fortifies
Worker 'Rah' moves 8 9 6
Worker 'Yo' moves 2
Slave 'Anarchy' moves 2
Settler Poly renamed 'Alfred' moves 2
Settler nana moves and fortifies
H Incensity moves 7 and fortifies
H Bambi moves 7 and fortifies
MI Steelglove moves 7 and fortifies
MI Theseus moves 7 and fortifies
MI E_T moves 7 and fortifies
MI Banantopia moves 7 and fortifies
W 'WWNN' moves 8
Settler Cuido moves 2 2 2
Economy:
Workers:
Spike & Moosefart - move 2 to Karina 7
Monkee & CalcII - Road (done)
Go3 (MrWIA, EVC & Dejon) - Mine (done)
Dan & Gits - start clearing (6 turns to complete)
Sanchez - moves 2 1 1
panag - moves 4. Not what E_T wanted, but adding him to Hispanica at this time could cause us to have to leave both hills or use the slider if ww increases. Actually, he moves 2 4 9 (my mouse just about destroyed the whole turn to this point).
WorkForce:
Apolyton - change WF to 3-4-5-8-12-13 (working game)
Mingapulco - change WF to 2-3-6-9-10
Equilibrium - change WF to 7
Hispanica - change WF to 1-2-3-4-20
Possumopolis - change WF to 4-7
LuxInvicta - change WF to 1-7-11-14
Builds:
Apolyton - Horseman built, start building Settler (turn 1 of 3).
Mingapulco - Building Marketplace (turn 3 of 10). Changed to MI in 2
Incensity - Building Num Merc (turn 2 of 4). Changed to Galley in 3
Tripoli - Building Horseman (turn 3 of 3). Changed to Merc in 1
Big Bend - Building Courthouse (turn 4 of ??, Schedule TBD). Changed to Galley in 7
BigFurryCity - Building Horseman (turn 3 of 3). Change to Merc in 1
Heart of Darkness - Building Courthouse (turn 4 of 16). Change build to Marketplace (turn 4 of 20).
slider: at 9/0/1
330 gold, plus 35gpt
Invention in 24
Late Breaking Unit Moves: on top of above
N 'Mao' moves 2 from Inevitable
N Waiter moves 2 from Inevitable
Diplomacy:
to CGN. Contact with CFC, unaccepted
to CFC. WM accepted
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