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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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this shows what we know and don't know.
The tiles with the RED line are in FoW, but we can get good guesses from the edge. The Corner tiles, with the RED X's are not visible enough to even know what they are (except for the southern most, it's not a Mountain tile)
[EDIT]MAJOR NOTE: everything that is OUTSIDE the red line is UNKNOWN. I have it as water, for ease of distinquishing what we DO and Don't know!!
We are NOT on an island
[/edit]
E_T
Attachment: 3550bc conjecture.jpg
This has been downloaded 64 time(s).
Last edited by E_T on 31-07-2005 at 23:13
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:37
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- We don't know we are isolated. Always assume the worst, and try to counter it as best as possible.
- I said that is was low priority, not that we should not settle there.
- worker pumps are the most efficient way of increasing the size of the cities in an empire, and getting the terrain fully developed. The best example is Stormia.
/edit: Can't spell...
Last edited by Krill on 31-07-2005 at 14:36
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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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With us REX'ing like Bunnies, having Regular Workers and Jungle Close by, we will need every worker that we can get.
We will be producing 1 settler every 4 turns. So, say in 20 turns, that's 5 settlers built and sent out to their respective sites. Lets just say, In that time, our current workers (2 total) are building roads to each of those 5 sites. With a Total Time of move and road, each of those workers takes 4 turns (on flatland), then, ithey will only have roaded 5 tiles in that same time frame, each. That doesn't count having them do other tasks, like mining (6 turns on flatland), Chopping forest/roading afterwards (1 turn move, 4 turns chop & 3 turns road = 8 turns) and Irrigating (4 turns).
So, we will have all of these spralled cities, with no real road connections for some time, if we allow each city to produce their own workers, then do all of that stuff afterwards.
And so far, from what I can see, we don't have that many Bonus Grassland tiles, so that means a LOT of mining to do.
SO, the Worker pump will be needed, but don't count on too many of them being added to cities, atleast until after construction (as I don't see any other fresh water, yet for our cities to get above size 6 OR to have the Despotic Agri bonus).
And once we do make contact with others, the techs will fly by and we will have our Goverment change before we will realize it. Hopefully, with at least a few choice Hills Mined before hand, but we will see how everything progresses from here.
For now, lets USE our one main streinght, which is our Agri trait.
E_T
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RegentMan
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I'm probably missing the obvious, but what is REXing? I've been seeing E_T using it every other post, and methinks I'd like to know what he's talking about. Something about expanding?
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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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Rapid Early Expansion - R.E.X. or REX. A very good early game tactic. Get your cities settled, as Rapidly as possible. That grabs up the land, especially before someone else can get it. Same with Chockpoints, you want to have the settlers coming out as rapidly as possble, so that you can get the vital terrain features under you control.
Also one of the reasons that we are researching IW and The Wheel first off, so that we know were those resources are and get them incorporated as rapidly as possible.
E_T
Last edited by E_T on 31-07-2005 at 12:46
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notyoueither
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of naught
Aug 2001 time: 22:37
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Results:
Begin Turn:
None.
Actions:
Units:
E1 Dumuzi the Shepherd, moves 1
Worker Jobs:
W1 Mr. Rush Job, road, 2 of 3, done
W2 Million Dollar Worker, mine, 2 of 6
Economy:
Work Force:
Apolyton Size 2 - WF 5-11. 4spt, +5fpt. Grows in 3
Builds:
Apolyton - Enkidu, 2 of 3
Slider:
Slider to 0/90/10 (tax/sci/lux).
Researching Iron Working, 41 of 180, 28t, +5 to 46
Treasury: 14g
CashFlow: 0gpt
Demographics:
code: Approval 50%, 1
Population 35,000, 4 +1
GNP 6 mil, 2 -1
MmfGoods 4 mton, 2 -1
LandArea 2100m^2, 1
Literacy 0%, 1
Disease 0%, 1
Pollution 0 tons, 1
LifeExp 20 years, 1
FamilySz 2 child, 1
MilService 5 years, 5 -1
AnnualIncome 1/cap, 1
Productivity 15, 2 -1
--
%of world area 1, +1
%of world pop 14, -1
1 city cutlure 10, +1, Apolyton; Top rival, none
Civ culture 10, +1, Top rival, none
Images:

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