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ormuzd
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Military Units
warriors
Cohen -
Grog -
Constable Carrot -
Workers
Fowler - freezed
Steve G - move 9 and start mining
Mikka - move 7
Settlers
None
Cities
Heliopolis - wf 8, (growth in 8), warrior (in 3)
Memphis - wf 33, (growth in 8), warrior (in 3)
Thebes - wf 2, (growth in 5), warrior (in 3)
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ormuzd
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here are the blood horde units
It seems their scout has picked up the goody hut and it produced a warrior who was moved to the north, on the mountain. This means the scout came from east and I think the horde is located to somewhere to east of us
As you can see in the lower right corner we need just 2 turns to research the pottery
Attachment: 3750bc.jpg
This has been downloaded 5 time(s).
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ormuzd
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Military Units
warriors
Cohen - 2
Grog - 8 Spots Horder borders!
Constable Carrot - 6
Workers
Fowler - freezed
Steve G - 7
Mikka - 9-mine (done in 4)
Settlers
None
Cities
Heliopolis - wf 8, (growth in 8), warrior (in 3)
Memphis - wf 33, (growth in 8), warrior (in 3)
Thebes - wf 2, (growth in 3), warrior (in 3)
Attachment: 3750bc.jpg
This has been downloaded 4 time(s).
Last edited by ormuzd on 25-02-2005 at 01:19
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ormuzd
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[20:37:31] ok
[20:37:48] I'm here 2 or 3 hours already waiting for you and someone else
[20:38:34] OK, thanks for waiting
[20:39:09] I thinkn that on worker should go 9 and mine, the other shouold move 7 and road next turn
[20:40:04] I agree
[20:40:10] who will send the save?
[20:40:31] cohen, I think we agreed on moving him 2, and Grog ought to go 8
[20:41:00] either, dooes not matter who ever sends...
[20:41:05] I agree about Grog
[20:41:42] but I don't know how to handle the horde
[20:41:48] they will find us shortly
[20:41:56] and I tihnk they are playing aggresively
[20:42:14] it would be better if we discover them first and keep them away from our borders
[20:42:30] they are, and that is why, in the trade that I mentioined, we will research BW and IW
[20:42:36] so we get the better techs
[20:42:46] before they do
[20:43:19] i caalculated that there are 3 civs with 5MFG
[20:43:21] Ha!
[20:43:24] we found them!
[20:43:37] Grog moving 8 spots their border
[20:43:41] did you see it?
[20:43:43] Yes!!
[20:43:49] got them 
[20:44:03] Cohen 2?
[20:44:11] yes, i agree
[20:44:19] ok, 2
[20:44:34] no cows, just two gems
[20:52:36] we have at least 3 turns until they find us
[20:54:11] I tihnk we can move Carrot on the hills and the next turn back on the cow-tile
[20:54:19] I fouond out some stuff from F11
[20:54:30] suits me with Carrot
[20:55:16] from F11: 3 teams, including us, are at 12gpt. 3 teams are at 5spt
[20:55:58] we have a production advantage. The only way anyone will beat us too SoZ is if they add workers the the wondercity
[20:56:31] I guess everyone has ivory
[20:57:01] yeeah, so do I, Doominae wouold do that sort of thing...
[20:57:58] BTW, 2 civs are at 4spt, so of those twoo teams, only the capital shouold be producing an extra shield
[20:58:15] only the lost boys builded city on the initial turn
[20:58:26] and the horder have founded 3 cities on the second turn
[20:58:56] you're right about this
[20:59:14] maybe they have flood plains and are trying to generate population faster
[20:59:51] that could b true, as noone has a lower productivity that 20
[21:00:37] FP are no bonus now
[21:00:48] they give 3 food basic, 4 irrigated
[21:00:53] oh, and we only ned 14beakers to finish potterey, so we should get 6 gold next turn
[21:00:58] and they loose this one food in despotism
[21:01:08] FP give 3 food/turn if they aree irrigated
[21:01:21] sceince t0 70%
[21:01:45] +2 gpt (road + river) = 5
[21:02:21] what do you want to do regarding the horde?
[21:03:05] offer them CB and some gold for the WC
[21:03:13] I don't want to give them mil. tech
[21:03:20] but I doubt they will accept it
[21:03:28] neither do I, neither do I...
[21:03:31] also It is a good idea to make a long time agreement
[21:03:42] we have advantage over them
[21:03:50] and it will get bigger with the time
[21:03:56] that depends on what their growth is like...
[21:04:08] we are indistrious and rel.
[21:04:12] both are good traits
[21:04:25] their exp trait will fade wawy after 20-30 turns
[21:04:36] and the mil. will give them only cheaper barracks
[21:04:39] not a big bonus
[21:04:53] unless they archer rush us 
[21:05:16] I thiink we ouoght to try and get BW aftere pottery is finished.
[21:05:24] we should
[21:05:39] and produce some warriors before building the granaries
[21:05:49] or at least do not try to build all three at once
[21:05:58] mayb we shouold only buiild the granary in Memphis
[21:06:02] maybe a granary in Thebes and warriors in the other two cities
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ormuzd
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[21:06:07] and build a barracks in helio
[21:06:27] we must build the graanary in Memphis
[21:06:35] Heliopolis may be used to build the SoZ because it shares the cow
[21:06:43] it can become a foour turn settler pump in 20 turns
[21:07:45] If we build hte SoZ in Heliopolis, we risk the build, as other civs could beat us to it if they concentrate on it, such as build woorkers and adding them to the wonder city
[21:07:49] nearly the time needed to build the granary
[21:08:47] I'm not that good at long term planning
[21:08:56] if we research BW and IW first
[21:09:15] we will be delayed too much for the Math
[21:09:42] and we don't have too expensive building to prebuild for the SoZ in memphis
[21:09:53] * in Thebes
[21:10:53] we can prebuild using the pyramids, in thebes.
[21:11:16] oonly problem is that everyoone will knoow we are buiilding it
[21:12:04] and the horder will target us immediately
[21:12:27] you hit the nail on the head We are screwed either way...
[21:12:53] but with 11 spt we will have it for ~ 20 turns
[21:13:08] and building some solid military will keep us ok
[21:13:21] we will be well developed
[21:13:22] but where?
[21:13:30] in Thebes
[21:13:41] we have a cow, 4 shielded grasslands
[21:14:05] Ormuzd, I have an idea as to what we can do
[21:14:44] after we have finished the warriors in Memphis and Helioopolis, we build one worker in booth
[21:15:13] all of the workers improve Thebes
[21:15:38] that takes a total of 12 worker turns
[21:15:54] then we add two workers to Thebes
[21:16:19] Thebes will be at 9 spt
[21:16:23] the workers should be added when we start building/prebuilding the SoZ
[21:16:57] Thebes is surrounded from river on all 4 sides - we loose too much movement
[21:17:31] I nevere said it was a good plan, but that will be the price oof building the SoZ
[21:18:01] hm, let's make some calcs
[21:18:09] we will have the workers after 8 turns
[21:18:39] Mikka (the one building the mine now) will complete this mine and will be moved to clear some forest or
[21:18:45] improve anothr tile
[21:19:18] Fowler will be ready with the shielded grassland 8 of heliopolis
[21:19:44] SteveG will be clearing the marsh (not sure how long it will be)
[21:19:46] where are the woorkers right now?
[21:19:59] I think 8 turns are needed for ind. to clear marsh lands
[21:20:06] 11 turns...
[21:20:15] Steve G is near memphis
[21:20:20] Mikka is building mine
[21:20:34] or reversed in your game
[21:20:47] Fowler is freezed south from thebes
[21:21:30] 11...
[21:21:42] maybe a worker from memphis will be ok
[21:21:45] something more
[21:21:56] we need two warriors in thebes for happiness
[21:22:00] one lux
[21:22:13] 1 unhappy - 4
[21:22:27] 10% lux - 5
[21:22:47] maybe a temple with some forst chop will grant the 6th citizen
[21:23:02] what if w chopo the forest 3 of Thebes, to help build a temple?
[21:23:11] *we chop
[21:23:29] Ok, so we agree on that idea then...
[21:25:04] we still lack the troops
[21:25:40] we can't change anything right now
[21:25:55] but we should start a discussion and hope jshelr will help
[21:26:10] I still hope conqueror will appear soon and help too
[21:26:15] he is a good player
[21:26:22] I have suffered much from him
[21:27:39] True, both of them are skilled players, especially against humans...
[21:27:49] so, for now - could you write something to the horde
[21:28:00] I'll try...
[21:28:01] we want WC and can give them CB + some gols
[21:28:21] we will have 7 until next turn
[21:28:45] and if they agree we can slow the BW for one turn to give them 10 gold for ex.
[21:29:29] it seems everyone has connected 2 or 3 cities with their ivory
[21:29:40] we are the only one with 66% approval rating
[21:30:03] and will be the first with 2 pop city
[21:33:39] clear wetlands requires 16 base turns
[21:34:00] how do they calc the required turns for workers in depostism?
[21:34:07] road - 6 turns -> 2
[21:34:11] mine - 12 -> 4
[21:34:54] divide by three, and minus one, ie (x/3)-1
[21:34:54] maybe 16x3 (penalty for jungle) / 2 (no anarchy) / 1.5 (ind) -> 16
[21:35:18] or 16 x 2 /3 -> 11
[21:35:27] excellent, explained 
[21:36:11] the minus one is because evereything finishes one turn early. Yoou still have to waiit another turn foor the worker, don't forget
[21:36:23] I know
[21:37:10] steve g - 2 turns road, 1 move to fish marsh, 11 clear, 2 road, 4 mine = 18
[21:37:27] no, 20
[21:37:32] 18 more for the banana
[21:37:36] too much
[21:37:44] we need definetly one more worker
[21:38:42] than the s\task will be completed for max. 24 turns
[21:39:39] pop a worker from helio, after the warrior
[21:39:48] oonly city that can do it
[21:40:30] and fowler can join steve g to complete the clear marsh faster
[21:42:14] Fowler ought too road plus mine helio 97. Every city can use that tile, so we are going to need it quick...
[21:44:19] after this will join steve g
[21:44:31] and the new worker from helio will continue improving around helio
[21:44:36] avout the proposal
[21:44:47] say "some gold" instead of 15
[21:44:54] let them say how much do they want
[21:45:02] we can try to negotiate for 10 
[21:45:41] done
[21:46:45] we will specilize in all areas
[21:46:54] micro, long term planning
[21:47:08] workers, wonders, military, foreign affairs
[21:47:10] 
[21:47:28] I don;t know about you but I'm not that much expirienced
[21:49:30] I'm on Gathereing Storm, So I have a wealth of experience stuck in that private forum...
[21:49:46] all I need to doo is read and ask them foor their advice 
[21:49:59] do you want me to sendn the message?
[21:50:26] yes, send ti please
[21:50:32] do you use some IM?
[21:50:37] icq, ym, msn?
[21:50:49] aol, I don;t know what else?
[21:50:57] only IRC
[21:51:31] most communication foor me is via email, PM or posting, or IRC
[21:51:39] gatheing storm - I think sir ralph was in this team
[21:52:40] yes, so is Aesoon, DeepO, and most of the strat forum has been on it at one point or another...
[21:53:15] crazy guys
[21:53:20] too bad I have missed this game
[21:54:53] I onnly joioned it last march, more than a year after it had started.
[21:55:11] yes, but it is 2 years later now
[21:55:22] and it is ptw
[21:55:30] I'm going to save and send
[21:55:39] I hope I'll not screw anything now
[21:56:00] I'm playing turns for the ISDG since 2 months and I have made only one mistake
[21:56:13] and with 3 turns for this game - 4 mistales 
[21:56:26] very good performance I think
[21:58:21] really? what mistakes where they?
[22:01:36] not attaching the save, sending to the wrong person
[22:01:42] not sending to the admin, etc.
[22:01:49] everthing you can say
[22:02:11] better than making mistakes when PLAYING hte save...
[22:02:30] I know
[22:03:40] ha, no
[22:03:45] I have sent it once to the admin
[22:03:55] aare you logging this connversaation?
[22:03:56] OPD was included in the CC list
[22:04:02] no, I don't
[22:04:05] should I
[22:04:36] only we both are playing...
[22:05:10] it's just that we have outlined sme plans that the others on this team ought to look at.
[22:08:02] yes, I'll put this
[22:08:13] and I'll add the basic intell. info
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ormuzd
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better screenshot of BOH border
Attachment: 3750bc.jpg
This has been downloaded 4 time(s).
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