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Jon Miller
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civ is like any other strategy game or war game
whoever has the initiative has the advantage
GS already has the advantage of knowledge, we can't give them the advantage of initiative also
we must press on
if we move back, they will know we are on the ismus (which I do not think they do now), and press to get us locked up there
we cannot let it be known how important it is to us
we must portect the knowledge with our diplomacy and actions
this is a very important time, we need not to lose this game now
Jon Miller
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Jon Miller
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doubling up our defense tips our hand
we will be showing we are scared and GS will wonder why, guess, and take advantage of us
we can not show our concern (like they might have done about the south)
Jon Miller
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Eli
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Israel
Jul 2000 time: 07:24
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Diss - Did you play with the slider?
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Eli
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Israel
Jul 2000 time: 07:24
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Diss - Mail me the screenshot please, I accidently deleted the previous one.
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Eli
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Israel
Jul 2000 time: 07:24
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We play with the slider everytime something like city size changes. At this point, turn wise, there is no difference bettween 80% and 20% research. But on 80% money we get 4 gold, comparing to 1 on 20%.
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Eli
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Israel
Jul 2000 time: 07:24
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2850BCE screenshots mailed to everyone.
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Beta

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Prowling in a PBEM near you!
Nov 2002 time: 00:24
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Thanks Eli. Couple of points:
1. Great city site on the east coast where the warrior is right now - in between the fish and the wheat, with a few mountains around. Pump out a worker or two to hack down the jungle and this place has real growth potential.
2. I've been thinking of whether we want to bee-line for the South Estonia now. ie build the third city where I have just mentioned, instead of the chokepoint. A couple of units on the chokepoint should accomplish the same blocking move, and until we get a galley or two, the canal will not be required. Then again, with a road, it will take two extra turns to get south. And we will need to road the chokepoint, which will be a wasted improvement when a city does go in there.
It would apprear that the jungle is thinning out - so there may not be much of a natural barrier holding GS back from expanding north.
Thoughts?
3. I'm surprised about the scarcity of luxuries. Maybe on the next move.
4. Jon, Eli, or Diss - do you know if culturally-linked start was on or off. It may help us to understand, who, if anybody, are GS's neighbours to the south and west. It also might help us to understand how the civs are grouped on isolated continents, if indeed that is the case.
5. I asked a question earlier about making contact with another civ across a straight of water. Anybody have any ideas?
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Jon Miller
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I agree with Witt
as longa s we build settlers as soon as possible, we should have no problem getting another city down below the choke point
Jon Miller
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Eli
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Israel
Jul 2000 time: 07:24
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I agree with Jon and Wittlich.
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Jon Miller
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I think we should not build a new worker until we are within 20 turns of a new government (or until a city needs it)
as such the two I see is connect luxury and build road to new city sites
maybe connect luxury first(and perhaps spend a turn to link up with Lux)
Jon Miller
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Beta

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Prowling in a PBEM near you!
Nov 2002 time: 00:24
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Jon
We won't be able to link up with Lux until we have a harbor. We can make contact over the straight (which needs a name by the way) and therefore trade techs. But we could not establish a trade linkage. Not sure what you had in mind.
And I would strongly debate the issue of another worker for city improvements. The 10 shield cost and build time is more than rewarded with the extra shield from mined grassland squares, and the extra commerce from roads. And we will probably hit our GA while still in despotism, which means if a tile is not producing at least one commerce and one shield, we will lose the GA 'boost' bonus.
I appreciate that in the very early stages when pop size is up and down due to settler builds, that there is the possibility of some tile improvements going to waste until the pop is back up to use that tile, but we can be selective and timely about the improvements.
I've never played a game without producing some number of workers, usually a minimum of one per city.
Against the AI you are guaranteed of eventually capturing workers - and over time - lots. I don't think that is going to be the case here. Workers will be better protected from the front and/or threatened cities. And in desperation, I suspect a civ will kill/disband workers before they let them change hands. I would.
So, I don't follow your logic here, but as I've said, I've never tried a game without producing them.
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