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Which is the plan so cunning you could pin a tail on it and call it a weasel?
This poll is closed. |
| Option A: Use 8 Caravans - Mike's at turn 12 |
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0 |
0% |
| Option B: Use 7 Caravans - Mike's at turn 9 |
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5 |
50.00% |
| Option C: Use 6 Caravans - Mike's at turn 9 |
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2 |
20.00% |
| Option D: You tell me.... |
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2 |
20.00% |
| /me gets hungry and eats a banana |
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1 |
10.00% |
| Total: |
10 voters |
100% |
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:23
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In the year 1000AD we have ctarted construction of a great Wonder that will bring tremendous happiness to our civilization for millennia to come (well, one millennia anyway). Michelangelo's Chapel is a rather crucial Wonder as you all know, and it is basically a must for us to build it.
We have started construction of it in CAPITOL, and it will of course be hurried along with Caravans with no destination for their trade goods (there are plenty, let me assure you).
We have 3 Caravans waiting to rush the Wonder already and another one nearing CAPITOL for the same purpose. Each Caravan will contribute 50 of the 400 resources we need.
We have 4 cities: Seville, Salamanca, St. Praski and Cordoba that are building Caravans that will go towards Mike's (there is no demand for the goods they can offer). In total, including both time to build the Caravans and time to reach CAPITOL, these Caravans can make the whole journey and be prepared to rush Mike's in
Seville - on turn 8
Salamanca - on turn 7
St. Praski - on turn 7
Cordoba - on turn 11
No other civ knows Mike's yet and we don't know of any civs researching it.
We have several options here:
Option A
Stop building Mike's in CAPITOL and make something else for 10 turns, then change to Mike's and rush it in one turn. This means we get 80 resources to play with there. perhaps for City Walls or for 2/3 of a Bank or University (which we would, admittedly have to then rush). We have Mike's on turn 12 and perhaps one more improvement in the city for the cost of perhaps ~150gold.
Option B
We keep building Mike's, and then rush the thing once the 7th Caravan has reached there on turn 8. That means we have built up 64 resources towards it already, and with 7 Caravans we can rush it instantly with a 14 resource waste. We get Mike's on turn 9 and have one Caravan left over for the next project with 14 wasterd resources.
Option C
We keep building Mike's until we have 6 Caravans there (est. turn 8), then add these to the project and rushbuy the remaining 36 resources. This will cost (I think) about 150gold, which we can currently manage. We get Mike's on turn 9 and have 2 Caravans for the next project and have spent ~150gold)
Option D
You have a better one? Tell me tell me tell me.
3 Day poll, although orders will be in probably by 2100 GMT on Friday (43 hours). I can always ask cavebear to check the results of this poll just before he plays.
Last edited by MrWhereItsAt on 17-10-2002 at 05:49
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H Tower
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quote: Originally posted by MrWhereItsAt
Actually yes. I'm the first guy she's ever gone out with.
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did we ever get to see pictures of your date? i'll have to go looking for that thread...
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