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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:24
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3650 BC
Our mighty warrior, Basher, recruits local populous Basher Junior. Egor starts building road.
What should our capitol's name be? (I temporarily renamed it Atlantis)
Last edited by GhengisFarb on 11-12-2002 at 21:12
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korn469
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Poetic Justic
Apr 1999 time: 00:24
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GF tell me if this is right
it will be 13 turns before we grow to size 3
once we get to size 2 we will produce 5 shields per turn, so it will take us 6 turns to build a settler
right now we are producing 3 shields per turn, and we have 4 in the production box
so we have 7 free turns of production, 3 of them being at 3 shields per turn (spt) 4 being at 5 spt
so we have 33 free shields, and can support one additional unit for free, the items we can build are warriors (10), archers (20), walls (10), and barracks (20/1)
here are my suggestions for the upcoming turns:
i think we should complete the next warrior, then build one turn of wealth, then either build an archer or a barracks before we start on our settler
basher junior should move east or south instead of southeast, and move to either the hill that is south, then southeast, or the hill that is two squares east of it's current position
i agree with basher's orders
egor completes building the road, then he builds a road in the square that is northeast of him, and then in the square directly north of that, then moves to mine and road the two shielded grasslands tiles south and southwest of our capital
how does all of that sound, i invite everyone to give their feeback 
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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:24
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I left the build on Warrior so he can go east. Basher, Jr went S (then will go SE).
Our starting areas has a lot of grassland and hills.
Last edited by GhengisFarb on 13-12-2002 at 21:25
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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:24
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Latest image of the game save.
Moved recent warrior into city in case the scout tries to something funny. Found a source of gems which we could connect if we place a city on the green square and it would give us coastal city.
Should Junior follow the red or purple path?
Should Senior follow the yellow or blue path?
The demogypticans gave us Ceremonial Burial in advance for somehting later (maybe the wheel?).
Last edited by GhengisFarb on 21-02-2003 at 07:09
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korn469
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Poetic Justic
Apr 1999 time: 00:24
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GF
hey why did you move our worker, egor, to that spot? yes it does connect us with wines after you build a road, but we don't really need wines till our cities get to size 4
i am not exactly sure, but i am almost positive that it takes 3 turns to build a road on a hill, and 5 turns to build a mine, if we are still planning on putting our first at camp herring and having our settler get there and build a city on it's first and only turn of existence, you will only be able to build a road on that hill before you have to move to the grassland tile to build the last part of the road, i don't think that there will be time to finish a mine, a road, and build another road on the grassland square
i think the shielded grassland tiles beside of the river would have been a more efficient use of our worker, but it's ok i suppose
quote: Scouts cannot take over cities or pillage tile improvements |
donegeal is right about scouts not being able to take over cities, but they CAN pillage tile improvements
i say red and blue paths, and i'd send our garrison out along the road to at least the hills in the direction of the yellow path
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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:24
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quote: Originally posted by korn469
GF
hey why did you move our worker, egor, to that spot? yes it does connect us with wines after you build a road, but we don't really need wines till our cities get to size 4
i am not exactly sure, but i am almost positive that it takes 3 turns to build a road on a hill, and 5 turns to build a mine, if we are still planning on putting our first at camp herring and having our settler get there and build a city on it's first and only turn of existence, you will only be able to build a road on that hill before you have to move to the grassland tile to build the last part of the road, i don't think that there will be time to finish a mine, a road, and build another road on the grassland square
i think the shielded grassland tiles beside of the river would have been a more efficient use of our worker, but it's ok i suppose |
True, but after looking at it I realized that roaded that shielded grassland would make the path to Camp Herring 3 tiles long. To get there and found the city in one turn it needs to be two tiles long. The only way to do that was to road the unshield grassland or the wine on the hill and I figured the wine is something we can come back later and mine while I don't see us using the unshielded grassland anytime soon.
So current plan is to road the wine, then road the city site.
quote: Originally posted by korn469
donegeal is right about scouts not being able to take over cities, but they CAN pillage tile improvements
i say red and blue paths, and i'd send our garrison out along the road to at least the hills in the direction of the yellow path |
True but if that scout pops a hut and generates a warrior close to our capital it could come in after our capital, which is a possiblity I would like to hedge against.
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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:24
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Nothing to see here
Last edited by GhengisFarb on 21-02-2003 at 07:11
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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:24
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New image:
(deleted)
Last edited by GhengisFarb on 23-12-2002 at 04:00
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