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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:23
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This, as the title implies, is a succession game:
2.42 (now MGE - load and save in MGE please), Deity, 7 Civs, Raging. Large, custom map.
Special Rules: No Caravans, Freight, or Spies allowed. Diplomats are allowed exclusively for the purpose of establishing embassies. Tech trading and other forms of diplomacy are permitted. Victory condition can be either conquest, or AC.
Please start by playing 20 turns, post a message to say when you've dl'ed the game, and try to name cities in keeping of the spirit of the game... 
Play List:
1. STYOM
2. DaveV
3. SG(2)
4. Jrabbit
5.
6.
7.
8.
Post below if you'd like to join in. All are welcome - up to eight, anyway 
4000: Start with no techs. Whale sighted.
3950: Horsemen from hut AntiGATT founded - Warriors. Horsemen reveal 2 Whale site NE of AntiGATT. Wise men begin work on the science of Ceremonial Burial.
3850: SMERSH founded - Warriors. Hut located to the NW of AntiGATT. As it touches the city radius, we resolve to open the hut in the hope of a unit...
3800: Archers from hut. Our aloof leader determines that these should garrison AntiGATT, and production in AntiGATT is changed to Settlers.
3700: Another nice 2 Whale site to the west, and a hut. Wise women warn of possible barbarian activity, so the hut is left alone for now.
The streets no longer reek with the stench of our dead. Wise men, thus encouraged by their success, now begin work on something clever to scribe onto tombstones (Alphabet)
3650: Warriors in SMERSH. Settlers production started.
3400: AntiGATT size 2. Workers shifted from Grassland to Forest, as per ancient resource square usage lore. 
3250: Pictogram artists begin search for new jobs as Alphabet is discovered. "Monarchy? Whazzat??" quoth the wise men, as they begin work on Pottery.
3200: AntiGATT has coerced some of its inhabitants to Settle elsewhere. Warriors construction begins.
3050: Another hut is discovered, W of AntiGATT. SMERSH rounds up some Settlers, and begins to round up some more.
3000: Road construction starts between AntiGATT and SMERSH.
Attachment: notrade.sav
This has been downloaded 4 time(s).
Last edited by Six Thousand Year Old Man on 20-11-2002 at 02:46
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:23
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quote: Originally posted by Straybow
"Diplomats are allowed exclusively for the purpose of establishing embassies"
Any limit to how long they can wander around tipping huts before they find a civ to start an embassy with? |
Well, I suspected there'd be some loopholes in the game parameters
I'd say there's no limit to that kind of wandering. Without bribe capacity, there's not much point in using a diplomat to explore when a horseman is cheaper and more able to defend itself - so, wander away!
Also, I hadn't considered what should happen to diplos if we build MPE/UN. I would think that if we build MPE/UN, any remaining diplomats should be disbanded in the nearest city. MPE expires, of course, so once it expires, diplomats can be built again. In any event, any diplos that upgrade to spies via Leo must be disbanded immediately. And if we don't have embassies, too bad 
I don't remember if diplomats have a chance to thwart espionage attempts against a city they occupy. If they do, then, diplomats shall not be kept in cities for longer than a turn.
Does that clarify matters? 
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