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Spaced Cowboy is offline Spaced Cowboy
Emperor
Dallas TX
Nov 2001
time: 23:22
  Old Post 27-09-2004 22:01
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FG: Society V: "8 is not Enough" Lose 30 kilos (of popups)

Basics
Gameplay takes place on a square grid map, on which cities are built. Each society lives on the following resources.
Gold comes from cities and is used to build weapons, research technology, expand you empire, and just about everything else.
Technology increases your tax revenue as well as your army's effectiveness.
Armies capture enemy cities, and inflict damage on enemy invaders.

Setup
In the beginning, the world was created
Players sign up in the thread. When signup is closed, the GM generates a square map with an area as close to 12 squares per player as possible. CHANGE: The map will be a bit bigger for this one game. Map is labelled with letters across and numbers down.
Settlement
The GM will arrange player starting locations equidistantly but randomly.
Starting Resources
Each player starts with 1 city and 6 gold.


Map Adjacency
Two squares on the map are adjacent if they have a common edge. Catty-corner squares are not adjacent.

Gameplay
Gameplay is synchronous, with players issuing orders each day. Each player's turn is made up of the following parts:

1. Espionage
2. Trade
3. Production
4. Foreign Aid
5. War
6. Tax Collection


Expanded Turn Sequence- orders are processed down the turn sequence list, first in, first processed.
1a. Espionage: New spy is trained.
1b. Espionage: New spy can be used immediately, or stockpiled.
Each spy can target the entire espionage phase
2a. Trade: Money in Treasury can be used for trade. Cost is based on the tech levels on the chart, not new research.
2b. Trade: Payout is collected. Bonuses for governments are factored in the payout. This money goes into Treasury and can be budgeted in this very production turn as part of your orders.
Each spy can target the entire trade phase
3a. Production: Scientific Research
3b. Production: Military (armies, nukes, SDI)
3c. Production: Cities
3d. Production: Wonders and Spaceships
3e. Conquered cities rehabilitated free of charge.
Each spy can only target one of the production phases
4a. Foreign Aid: You can give away anything, but not cities. There's too much potential for abuse there.
Each spy can target the entire foreign aid phase
5a. War: Wars are fought based on the sequence orders are recieved by the GM. If an army is unable to fight a war due to someone else beating them to the target, it will stay home and defend. (This is not Galactic Overlord where ships travel through hyperspace, here your troops are within your nation until they invade the enemy) The person initiating the war can decide whether to use armies or nukes first.
Each spy can target the entire war phase
6a. Tax Collection: City Income / Wonder Income. Government bonuses are applied at time of tax collection. A Republic generates 10 gold * cities * tech, for example.
Taxation is inevitable. It is immune to Espionage

Governments
You start in Despotism. Change governments by Revolution. You will forfeit your entire turn when you have a Revolution except for one phase of your choice which must be stated in your orders for revolution.
Despotism- Free army support. You can only collect taxes from a maximum of 6 cities in a Despotism.
Monarchy- +50% tax, trade, and wonder income/turn You can only collect taxes from a maximum of 12 cities in a Monarchy.
Army support cost = army size / cities
Republic- Double tax, trade, and wonder income/turn
Army support cost = army size

Army support will be deducted from Taxation at the end of the turn, if this results in a negative, armies will be disbanded until Tax Income - Army Support = 0

Orders
Orders are PM'd to the GM. Sample orders:
Action (cost in Gold)
---------------------
Spy --> Spaced Cowboy, target Production.

Trade with Skanky (6)-->(+9) Note that Trade income can be immediately spent

City of NukeDoc (6) A2, A3, A4, A5
Armies x2 (2)
Colosseum (6) <--important: you must specify exactly how much you want to spend for a Wonder

Give Jamski 1 army

3 Nukes to DrSpike
Targets: D3, E3, D4

Attack Skanky with 4 armies.
Targets: B1, C1, D1, etc.
---------------------

Espionage
Once you discover Espionage (Tech Level 7) you gain one Spy every turn at the beginning of your Espionage turn. Spies are free and can be stockpiled up to a maximum of 5.
You may send this Spy at any other player and target any one of the other player's actions, except for Tax Collection. That player's action is negated for the turn. Should two players send spies at each other, regardless of phase targeted, neither spy gets through and both societies proceed as normal.
Spies sent to a society in a revolution are lost. spies can target a Society in a revolution as there is now production in a revolution, however, if the spy is sent to another phase it is lost as in other instances
You may use a Spy to defend any phase (or part of a Production phase) against all enemy spy action. Afterwards your Spy is retired, whether or not it actually comes into play.
CHANGE: A spy sent to defend will only stop the first spy trying to sabotage that function. Additional spys may be set to defend a function, but will only stop equal number of opposing spys, even if from different enemies.

Trade
You can trade with any society as many spaces away as your Tech Level. For example, at Tech 1, you can only trade with adjacent neighbors. At Tech 2, there can be one square separation. There is no longer a minimum tech level for trading.
Cost = Sum of tech levels between you and trading partner.
Payout= Product of tech levels, to both societies. You may only trade with adjacent neighbors whom you are not currently at war with. Peace may be declared by both players allowing a return to trading on the same turn it is declared. A declaration of peace by one side results in remaining at war and no trade is possible
Gold from trade can be budgeted into your Production turn. You cannot send additional caravans with gold made from caravans just sent the same turn. Should your trading be interdicted by spies, please list what expenditure to cut, or the GM will take stuff off the back of your list.

Maximum caravans per turn = your tech level CHANGE: or 15, whichever is less

Production
Aside from Caravans, gold can also be spent on building cities, researching technology, armies, building Wonders, nukes, SDI defense satellites, and spaceship parts.

Cities
Base Income = Cities x Technology Level x 5

Build additional cities in the same way the first is built, with one exception. New cities must be adjacent to an existing one. If you don't give coordinates, the GM will build cities in a way to minimize your borders.
The cost of building a new city is equal to 3x the number it will be

code:
City Cost ---------- 1 free 2 6 3 9 4 12


Technology
Buy Technology with Gold. You must buy them in sequence, but you can buy more than one if you can afford it.

The more people who have a tech, the cheaper it is to research it.
Cost = Base Price * (P - R / P)
P = Total number of players
R= Number of players who have discovered that particular technology.

code:
Tech Name Cost Allows ---------------------------------------------------------------- 1 Masonry free Tower of Babel 2 Iron Working 4 Colosseum 3 Monarchy 8 Trojan Horse, Monarchy 4 Architecture 12 Acropolis 5 Geography 20 Silk Road 6 Religion 32 Jihad 7 Espionage 52 Mafia, Spies 8 Industrialization 84 Trans Siberian RR 9 Representative Government 136 National Rifle Association, Republic 10 Mass Education 220 Univ. of California 11 Nuclear Fission 356 NASCAR, Nukes 12 Miniaturization 576 KGB 13 Space Flight 932 Majestic-12, SDI 14 The Laser 1508 Galactic Overlord 15 Fusion Power 2440 Spaceship Parts 16+ Noname (N-1)+(N-2) Sum of the cost of the last 2 techs


Special Units
Buy these like you buy anything else.
Caravans: Cost = Sum of tech levels between you and trading partner. Reward = Product of tech levels, to both societies.
Nukes: cost = 500, destroys 1 enemy city starting with non-wonder cities, wonder cities cannot be nuked until all other cities have been captured/destroyed. Nuked spaces cannot be reused.
SDI: cost = 1000, each will stop 1 nuke from hitting you per turn.
Spaceship Parts: cost = 1000 each. You can only build one per turn, and need 4 to win. You can overpay on the 4th part, whoever spends the most wins a tie.

Wonders of the World
There are 14, one for each tech level, except for Tech Level 15. Only one Wonder may be built in each city. The base cost of each wonder is the square of its tech level. You may, however, overspend. In the case more than one player gives orders to build the same Wonder, the one who spends the most gets it. In ties, first to send orders wins. Loser gets their gold back.

Wonders are captured when a player is eliminated. Allies must agree who gets it.

It may appear that many of the wonders might be unbalancing, but don't worry, forum games seem to have a natural way of correcting any sort of imbalance.

1. Tower of Babel- Generates gold per turn equal to the square of your tech level.
2. Colosseum- makes you immune to enemy attack. Expires with anyone reaches Industrialization (#8). Clarification: If you attack someone, they get one counterattack.
3. Trojan Horse- you get a spy every turn before Espionage (#7), and one extra after
4. Acropolis- you have the option to change to Republic even without the technology. You still need a Revolution.
5. Silk Road- allows trade with all players, regardless of distance. Your caravans are free. Expires with Mass Education (#10)
6. Jihad - Allows the Society to attack all cities without a war declaration (unlike a sneak attack which only allows the attack of adjecent cities).
7. Mafia- One extra gold per city in the world
8. Trans-Siberian Railroad- Your new cities may be built anywhere.
9. National Rifle Association- gives a Republic the military support costs of a Monarchy
10. University of California- Allows you to build anything that you have not yet discovered the technology for, providing that someone else has (spaceship parts, wonders, nukes, SDI).
11. NASCAR- You can trade with yourself. (income per caravan = 0.5 * square of your tech level)
12. KGB- When built, allows you to designate any other wonder obsolete. After use the wonder is obsolete.
13. Majestic-12 Program- your nuclear missiles are immune to intercept.
14. Galactic Overlord- Your cities now require 4 nukes to destroy.

Foreign Aid
Once per turn you may grant the following to any one other nation. You must be adjacent to provide military aid.
1. technology
2. military units
3. spies, nukes, SDI.
Wonders, cities and spaceship parts are not grantable.

War
Buy armies with Gold. The cost per army is your Tech Level. When you advance in technology, existing armies are automatically upgraded free of charge.

You can fight one war per turn with an adjacent society. Your armies sent to attack do not defend. Specify target and number of armies to commit.

Declaring war
Normal diplomatic procedure is to declare war one turn before attack. You may carry out sneak attacks, but under such cases you are limited to capturing cities directly adjacent to your territory.

Theater of operations
Rank the enemy cities in preference of which ones you'd like to capture. Each city must be adjacent to your territory or to a city further up the list. If you don't the GM will take cities in a way to minimize your borders.

Capturing cities
The attacker is the only one who can capture cities. Factors include army size vs. defender technology, number of defenders per enemy city, and the ratio between attacker and defender's technology.
C = ((A / DT) - (D / DC)) * (AT / DT), round down.
C= cities captured
A = attacker's army size
D = defender's army size
AT = attacker's tech level
DT = defender's tech level
DC = defender's number of cities

Captured cities do not generate income on the turn they are captured.

Two-way attacks
When two nations attack each other on the same turn, the armies first fight each other. Compare strength:
A1 * A1T vs. A2 *A2T
A1 = attacker 1's army size
A2 = attacker 2's army size
A1T = attacker 1's tech level
A2T = attacker 2's tech level

The loser's entire attacking army is destroyed. The winner's attacking army takes casualties based on the difference.

Survivors = Difference / Tech Level, round up.

Taking casualties
Attacker takes casualties as follows:
Casualties = D / AT.
Defender takes casualties as follows:
Casualties = (D / DC) * cities lost.

Tax Collection
Restock your treasury for the next turn as follows:

Income = Cities x Tech Level x 5
(+50% for Monarchy, round up, double for Republic)
Cities captured on the current turn do not generate tax income until the following turn

Victory
Conquest- self explanatory
Spaceship- build spaceship. There are 3 parts, each costing 1000 gold. You can only build 1 per turn. The first to complete a spaceship wins. The third part, the Engines, can cost as much as one wants to pay for them. Should two players complete spaceships in one turn, the one with the more expensive engine wins.
Cultural- build and hold 7 wonders, or build/conquer 10 wonders
Domination- achieve an unassailable position of power where GM and other players concede.
It is possible for two players to complete different Victory conditions on the same turn, this results in a dual victory.

Attachment: society_map_blank.gif
This has been downloaded 162 time(s).

Last edited by Spaced Cowboy on 27-09-2004 at 23:36

Spaced Cowboy is offline Spaced Cowboy
Emperor
Dallas TX
Nov 2001
time: 23:22
  Old Post 27-09-2004 22:02
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code:
Society Cities Tech Army SS Parts Nukes SDI Gold
Muxec 1 1 0 0 0 0 6
Whoha 1 1 0 0 0 0 6
Smiley 1 1 0 0 0 0 6
Ljube-Ljcvetko 1 1 0 0 0 0 6
Sheep 1 1 0 0 0 0 6
Gamecube64 1 1 0 0 0 0 6
Jonny 1 1 0 0 0 0 6
Sparrowhawk 1 1 0 0 0 0 6

Last edited by Spaced Cowboy on 27-09-2004 at 23:09

Sparrowhawk is offline Sparrowhawk

King
Canada CST
Apr 1999
time: 23:22
  Old Post 27-09-2004 22:22
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Enter the AD-FREE zone

Sent!

* Sparrowhawk

Edit: Could the table above include Spaceship Parts...not that we need that for a while, but nukes and SDI arn't needed for a while either

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:22
  Old Post 27-09-2004 23:00
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sent.

Spaced Cowboy is offline Spaced Cowboy
Emperor
Dallas TX
Nov 2001
time: 23:22
  Old Post 27-09-2004 23:10
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Lose 30 kilos (of popups)

quote:
Originally posted by Sparrowhawk
Sent!

* Sparrowhawk

Edit: Could the table above include Spaceship Parts...not that we need that for a while, but nukes and SDI arn't needed for a while either


Done, what about adding spies, that way I don't have to keep track of them elsewhere and I don't have to answer players to how many they have left, etc.

Sparrowhawk is offline Sparrowhawk

King
Canada CST
Apr 1999
time: 23:22
  Old Post 27-09-2004 23:40
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I would think how many spies everyone has should be kept private knowledge (and I didn't tell anyone how many spies they had, they had to keep track themselves).

Gamecube64 is offline Gamecube64
King
of Persia
Apr 2004
time: 23:22
  Old Post 28-09-2004 01:52
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Suffering from ads?

Sent.

:) Smiley is offline :) Smiley
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Feb 2001
time: 21:22
  Old Post 28-09-2004 02:37 Visit :) Smiley's homepage!
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sent. Keep the spies private knowledge. Not like anyone has any yet.

Jonny is offline Jonny
Emperor
Nashville, Tennessee, USA
Nov 2000
time: 23:22
  Old Post 28-09-2004 04:29
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Sent.

Spaced Cowboy is offline Spaced Cowboy
Emperor
Dallas TX
Nov 2001
time: 23:22
  Old Post 28-09-2004 18:44
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Still missing orders from Muxec, Ljube, and Sheep. PM's sent.

Ljube is offline Ljube
Emperor
Belgrade
May 2003
time: 06:22
  Old Post 28-09-2004 21:37
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Orders sent.

Spaced Cowboy is offline Spaced Cowboy
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Nov 2001
time: 23:22
  Old Post 28-09-2004 21:39
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Just Muxec is the hold up now.

Sparrowhawk is offline Sparrowhawk

King
Canada CST
Apr 1999
time: 23:22
  Old Post 29-09-2004 02:41
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Full PM-box? Change here!

Just to let you know, I also sent Muxec a PM (yesterday at about this time) which has not yet been read as he has not been online in the last 2 1/2 days.

quote:

Society V Game muxec Last online:
04:01 26-09-2004 27-09-2004 18:21


Still within the 48 hour limit though I suppose

Spaced Cowboy is offline Spaced Cowboy
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Nov 2001
time: 23:22
  Old Post 29-09-2004 03:27
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I might have to drop him. I remember him from the MoO forums, but he is not a rrrrregular in OG.

Vlad Antlerkov is offline Vlad Antlerkov
King
Do you have Matt Stairs in your house?
Mar 1999
time: 23:22
  Old Post 29-09-2004 08:39 Visit Vlad Antlerkov's homepage!
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If you drop him, I'll take his place. (...orders on the way. )

Edit: Sent.

Last edited by Vlad Antlerkov on 29-09-2004 at 08:49

Spaced Cowboy is offline Spaced Cowboy
Emperor
Dallas TX
Nov 2001
time: 23:22
  Old Post 29-09-2004 17:59
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Okay vlad is in, muxec is out, sorry muxec but you did not reply to many pms. Update in a few.

Spaced Cowboy is offline Spaced Cowboy
Emperor
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Nov 2001
time: 23:22
  Old Post 29-09-2004 18:15
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Okay, still have one more small problem. I usually do not read the pm's until it is time to process, I'm going to stop doing that and precheck orders such that I do not get this:

Sheep - I seriously don't know how to play this can you give me a few ideas?

for orders. Do I drop Sheep, or wait until he gives orders for R1? Keep in mind that he's been a little absent as of late.

Ljube is offline Ljube
Emperor
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May 2003
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  Old Post 29-09-2004 18:34
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Just process his orders from left to right, skipping those you can't apply.

That's how I do GO and you are going to like it what it is going to produce in round 2

Sparrowhawk is offline Sparrowhawk

King
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Apr 1999
time: 23:22
  Old Post 29-09-2004 20:20
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Or just accumulate his $$ for this turn, and while that will put whoever takes over a serious disadvantage, I think it could be made up (I also asked Darkcloud if he would consider taking over for muxec before Vlad stepped up, maybe he would consider taking over for Sheep if necessary?)

Spaced Cowboy is offline Spaced Cowboy
Emperor
Dallas TX
Nov 2001
time: 23:22
  Old Post 29-09-2004 20:45
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Got spare money?

quote:
Originally posted by Ljube-ljcvetko
Just process his orders from left to right, skipping those you can't apply.

That's how I do GO and you are going to like it what it is going to produce in round 2


*Spaced sneaks off to look at his GO orders again.....Whew...looks okay to me.

I'll give this a little more time in case DC wants to fill in, because it scares me a bit that Sheep is having trouble with round 1 orders. It does not get any easier.

muxec is offline muxec
Prince
Mingapulco
Jul 2002
time: 07:22
  Old Post 29-09-2004 21:51 Visit muxec's homepage!
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Sorry for the delay... Now sending.

Sparrowhawk is offline Sparrowhawk

King
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Apr 1999
time: 23:22
  Old Post 29-09-2004 22:02
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Or with no response from Darkcloud, perhaps Muxec stays in and Vlad replaces Sheep??

Edit: Darkcloud sent me a PM reply that he is not available for Society, but if Muxec is, perhaps Vlad will replace Sheep rather then Muxec...as I stated above

Glad that you are GMing this one Spaced and not me!

Last edited by Sparrowhawk on 29-09-2004 at 22:19

DarkCloud is offline DarkCloud
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  Old Post 29-09-2004 22:35 Visit DarkCloud<br><img src=/forums/images/staff-icon.gif>'s homepage!
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I just tweaked some settings with the firewall- for some reason I can see the map now. I think I might be avaliable... (the only reason I wasn't was because my firewall was blasting the GIF and JPG files...) If you need me, I'll be glad to play. I LOVE this game.

Vlad Antlerkov is offline Vlad Antlerkov
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Do you have Matt Stairs in your house?
Mar 1999
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  Old Post 29-09-2004 22:41 Visit Vlad Antlerkov's homepage!
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Orders revised to account for the fact that I'm replacing Sheep now.

Spaced Cowboy is offline Spaced Cowboy
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Nov 2001
time: 23:22
  Old Post 29-09-2004 23:27
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Okay, Vlad to replace sheep, and DC to play or wait, his choice.

muxec is offline muxec
Prince
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  Old Post 30-09-2004 03:04 Visit muxec's homepage!
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I did not really understand the way to send orders.. From order example:
quote:

City of NukeDoc (6) A2, A3, A4, A5

What eqatly does it mean

Sparrowhawk is offline Sparrowhawk

King
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Apr 1999
time: 23:22
  Old Post 30-09-2004 03:15
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It partially means that the Rules are out of date as "Nukedoc" refers to the city name, but we no longer name cities, just refer to them by their cell reference "A3" for instance.

But the Number in brackets (in this case (6) ) refers to the cost of the new city, and all of your orders should indicate to the GM what amount you are spending on that particular area of production.

The cell references are where you would like your city to go, so in this example the first choice is A2, the second choice A3, third choice A4 and 4th A5.

This gives the GM direction on where to put a city as if you do not give direction the GM will place cities in such a way so as to minimize your borders which may not be what you had intended.

At a minimum, I would suggest you put in your PM orders:
-Your starting Gold
-How much you want to spend on each area of production (and on what...if not obvious), detailed by each of the stages of production
-How much gold you wish to stockpile for next turn (if any)

If you wish more help please ask for clarification, I and others I am sure will assist as necessary, either Here in the Thread or by PM.

* Sparrowhawk

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:22
  Old Post 30-09-2004 05:24
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quote:
Originally posted by muxec
I did not really understand the way to send orders.. From order example:

What eqatly does it mean


it means nuke the crap out of DrSpikes cities on A2,A3,A4, and A5.

DarkCloud is offline DarkCloud
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Okay, so I'm in F6... sending orders.

:) Smiley is offline :) Smiley
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Feb 2001
time: 21:22
  Old Post 30-09-2004 10:27 Visit :) Smiley's homepage!
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No, it meant to build a city called NukeDoc. The first game had cities with names, until the number of cities got past 20 and it was a pain to keep track.

quote:

Sample Orders
---------------------
Espionage
Send a spy to target EvC's scientific research
Use a spy to defend trade
Stockpile a spy

Trade
1 caravan to Zylka -6 gold
Income +9

Production
Science
Architecture -12

Cities
A1 -6
A2 -9
alternates B2, B3, B4

Military
Armies x3 -9

Special
Spaceship part -1000

Foreign Aid

Give 1 army to Pekka

War

Declare war on EvC
Sneak attack on Zylka
Normal attack on Pekka

 
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