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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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I'll be around after 8 eastern, but can make it 7 eastern if necessary.
ICQ 26064384
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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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Markusf:
Impressive indeed. And you made excellent use of availible terrain.
I think that our experience this last game suggests an optimal approach as follows:
Aside from the OCC civ at most 2 other civs work on building 4 or 5 very good science cities Any more than that and resources will probably be spread too thin. Other cities could be built for support, but these might be given to someone else later. That way if anyone gives a caravan to one of the trade civs it will always be homed to a very trade rich city. If it seems that science is not going to be the limiting factor one of the trade rich civs could always forgoe universities and libraries and build tax improvements instead. 4 cities could crank out 1000 gold per turn. This could act as a cash reserve allowing the science civs to ignore taxes even if caravan revinues are running scarce, as well as saving up enough gold to buy an optimal space ship in 1 turn.
One civ acts as an organiser and a repository for all knowledge, just as we did. But he also should have an embassy with each civ, be kept up to date on the city improvements and needs of the trade civs as well as others, and direct monetary priorities. The 4 non-trade civs give of their resources to build and maintain the big trade cities, getting these cities as large and productive as quickly as possible. This is probably the toughest part; doing the dirt work while others get the glamour cities. But help grom the dirt workers is essential, and the more skillfully they perform their inglorious task, the earlier the launch date will be. Some of the possible tasks:
1. build caravans in demand by trade civ cities primarily. move the caravans to trade rich cities of one trade civ, and gift it to another. This is probably more cost effective than giving it to a trade rich civ to be moved into a city of the original owner, although perhaps some trade routes should be established in all cities.
2. Build boats to facilitate the above.
3. Building roads.
4. Improving SSC terrain (and possibly terrain of other trade cities)
5. building food caravans for the final space ship building.
6. sending food caravans to help grow the SSC.
7. Perhaps building wonders for the use of the other civs.
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Ming
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Yeah... the real key is teamwork. The grunts really help.
The initial wanderer (go for huts, don't lay a city down until invention) really needs to be the holder of all sciences since he isn't going to be developing them anyway. Plus, if everybody allies with him, you really don't need to build any diplos. As long as everybody ALWAYS gives him any science they get WHEN they get it, all you have to do is contact him, attempt to barter sciences, and see if he has what you are looking for, and be able to see what science you might want to be working on next.
Also, once the wanderer finds a few good non units, he can start moving his non settlers toward the SCC and help improve terrain, or maybe even give it to the SCC so he can merge it into his city early to help take advantage of more special resources...
Teamwork is key. I didn't mind playing one of the grunts, because everybody is key in this challange 
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