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Maquiladora
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Will try and get my turn played tonight.
I dont think EPW will play his turn, havent seen him since december...
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Maquiladora
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NewHuangDi falls as predicted, it came down to their 1 machiner gunner vs. our cannon.
1675 AD Offered 2200 Gold for Mass Production from Americans, they accepted, except now we didnt get mass production and we dont have 2200 gold anymore. 
1685 AD Egyptians attack Ngwak and we lose 2 units from 6 vs. their 6.
American's offer exchange maps - accepted.
1690 AD Spied on Memphis, they have 10 units inside, no much point in attacking there.
Egyptians attack Pedi and lose 4 units.
Egyptians attack Ngwak again and take the city, they have 4 units left, mostly Cavalry.
1695 AD Egyptians attack Ulundi and lose 7 units, we lose none.
Phoenicians attack Edmonton and lose 3 machine gunners, we lose none.
1705 AD We attacked Tswana with a total of 18 units and lose every one, screenshot attached what was left. 
Nigerians offer to exchange maps - accepted.
Turned science off (we're at 60 to oil refining anyway) to use more gold for the spy and try and buy advances.
1710 AD Egyptians attack Pedi and lose 7 units, then Phoenicians attack on the same turn and capture it. 
1720 AD Phoenicians attack Edmonton and Taung, they lose a total of 8 units.
Well that was pretty much to be expected, only 4 cities left now. Slightly pissed off about the buying advance thing, if we had machine gunners we could hold out much longer and keep using spies to incite revolutions and take the empty cities. Since it seems the Egyptians dont have machine gunners yet it wouldve been a good tactic.
Attachment: die.jpg
This has been downloaded 60 time(s).
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Maquiladora
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Heres the save.
I havent seen EPW post since December so i'm not sure he'll be next.
Attachment: shaka-zulu-1725ad.zip
This has been downloaded 4 time(s).
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Maquiladora
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Yeah, meek tone > requested the advance > offered 2200 gold > they accepted.
I emailed and I think PMed EPW a couple of weeks ago but no reply to either so I dont know he hasnt post on the forum at all since December. Just wait the 3 days then take your turn.
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Maquiladora
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Early on when the Canadians (orange) were the only civ close enough we totally rolled them over, but once the other 5 closed around us we were fighting on literally 6 or 7 fronts at times before they broke through. Ironic that it was our own success in expansion that killed us.
We used different strategies between us too. I know that EPW and me were being more offensive with flanking units and when we switched turns the next player started building front line and siege units to defend inside cities instead. Either idea might have been successful if we all did the same thing.
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Tamerlin
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Toulouse (South-western France)
Apr 2002 time: 06:23
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quote: Originally posted by Marko Polo
If possible, I'd like to play in a succession game as well. Are you planning to use the playtest version? |
Welcome Marko Polo, the version that will be used for the next Succession Game has not yet been decided. We can organise a little poll, as far as I am concerned I would prefer a more "classical" mod like the Apolyton Pack 2.0 with the Unit Updater. Though they are a better challenge, I must admit that I don't feel at ease at all with the other mods where I don't have the feeling to build a civilization but the feeling to manage a perpetual war economy.
The main problem with this Succession Game, as Maquiladora wrote it the page before, is that we have not used a consistent strategy (I plead guilty your honor). This is something that we should correct in the future and though a Succession Game is by no mean a Democracy Game we should share more informations so that the next player can easily understand what have planned the others and act accordingly. It is not easy, at least as far as I am concerned, to take over the place of another player and to evaluate the logic behind the numeous decisions taken before. For example, where the units produced were supposed to be sent, every unit or building produced is done on purpose but the said purpose is not always obvious to the new player.
Though it is time consuming, I think that the overall goals should always be explained more carefully so that the next player(s) can follow on. After a major event (a war declared against our nation by a neighbouring country, the beginning of a major offensive and the need to plan the production of military units), why not stop the game for a few days so that we can discuss the goals and the strategy to use. We could even organise a chat session in order to speed up the decision process. I agree once again that it is more demanding but I believe that a good information is the key to a funnier game and that with a clearer vision of the overall strategy the various players will act more consistently. 
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All times are GMT. The time now is 05:23. Apolyton Time is 00:23. |
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