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Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 17-03-2003 04:02
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Suggestions for 1200bc turn:

1) MercG + Settler either S or SW then to Karina site next turn

2) Mighty Merc to sentry

3) Legopolis settler S

4) Leopold to move to iron hill

5) Galleyleo NW-NW-W

6) Angus W

7) Jimbo E to start roading hill to Zargonia next turn

8) Other worker plus Conan South to start roading desert next turn

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 17-03-2003 07:20
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quote:
Originally posted by Sharpe
Suggestions for 1200bc turn:

Thanks, Steve! Will reuse almost all of your proposals.

1) MercG + Settler SW
SW adds the forest defense bonus (as if it was important... ); S to Karina site next turn, then found the city.

2) Mighty Merc to sentry
Sharpe is right, sentrying on this hill gives us a bit better coverage.

3) Legopolis settler S

4) Leopold to move S-E to the iron hill

5) Galleyleo NW-NW-W
going to pick up Angus and get him back to Panama

6) Angus W
then W again, then SW

7) Jimbo to move E
to start roading hill to Zargonia Bay next turn

8) Rover & Conan to move S
to start roading desert to Karina next turn

9) Jason to start clearing the dye jungle tile

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 17-03-2003 07:41
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Full PM-box? Change here!

Heh, looking at the world, thanks to our mysterious benefactors at ND, am I overly evil and ambitious in thinking we coudl actually get a foothold at the SE tip of Bob sometime in the future?

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 17-03-2003 08:19
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quote:
Originally posted by ZargonX
Heh, looking at the world, thanks to our mysterious benefactors at ND, am I overly evil and ambitious in thinking we coudl actually get a foothold at the SE tip of Bob sometime in the future?


Overly evil? What's that?

But probably overambitious. We don't want to strain our relations with the RPers by landing in what appears to be "their" land. We've made a similiar declaration about our continent; how would it look to turn around and land on theirs?

We need good relations more than good land at this point. We already have enough space for both a palace and FP core; that's enough to last us through a lot of the game. I'd only go to the trouble of staging oversea operations to a) help a really good ally or b) give a badly needed restoration to the balance of power somewhere.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 17-03-2003 08:52
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Heh, of course we must focus on settling our own lands first

But, really, I wouldn't think about overseas operations until we've reached either of the two reasons you've mention, Kloreep.

On a side note, who actually communicated with ND? For them to just give us a world map seems most strange. It makes me think that they're looking for an ally if they're willing to give away something so strategically important for free. Definately a situation to keep an eye on.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 17-03-2003 08:57
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Apparantly, there was some confusion over our negotiations by whoever played their turn, and they made a mistake - and made our lucky day.

But I'm curious... did ND say exactly what happened? Vondrack talked about it briefly in chat, but he's asleep now.

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 17-03-2003 12:13
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Radek, you should have put the reseach slider on 90%. The nr. of turns until Currency would have remained the same, while not losing 2 gold/turn.

Or do you think that with Legopolis and Jackson growing soon, we will gain back the turn we lost now? (hmm, calculating a bit, I think we will)

Last edited by Tiberius on 17-03-2003 at 13:43

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 17-03-2003 14:34
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quote:
Originally posted by Kloreep
Apparantly, there was some confusion over our negotiations by whoever played their turn, and they made a mistake - and made our lucky day.

But I'm curious... did ND say exactly what happened? Vondrack talked about it briefly in chat, but he's asleep now.

Here is an "archive" of PMs exchanged with [DG]helios over the last two turns. First my PM sent right after we played our last but one turn, offering 50 gold for the GS contact:

quote:
Hello, esteemed Ambassador!

This is just to clarify our intentions regarding the trade your team offered ingame (World Map + GS contact). I know that redstar1 exchanged a couple of PMs with you earlier today, explaining that Legoland does not trade its maps at all ATM.

Plus, we would have little use for your World Map other than to soothe our curiosity, so we suggest leaving maps out of the deal completely. OTOH, we would like to make some sort of a deal with you, if for nothing else then to show that we do want to trade with you.

The contact to Gathering Storm is something we could use, even if not in the nearest future. We believe that the right price is somewhere between 40-50 gold. We do not want to be difficult and hereby accept the price you asked for, 50 gold.

I have already offered 50 gold on our side of the deal and "accepted". I assume you will now remove your World Map, "accept" and send the revised deal back to us for the final "acceptance". If that is the case, we will accept on the next turn, sealing the deal then.

Best regards,
Radek aka vondrack
President of Legoland


This came in after they messed up, effectively selling their World Map for 50 gold to us:

quote:
Greetings,

I think there was a big misunderstanding between our teams. I will explain it shortly:

Our President Darekill received the Save with an offer of you. He interpretive it so that he thought that you wanted to trade your world map against 50 Gold. So he accepted the trade. Because you have already accepted, the trade was successful.
So you have now received the world map instead of the contact.

When you are still interested in the contact with GS, I thing we can make you a special offer. That means that you get the contact cheaper as planed, but not free, because our world map has a big worth too.

An alternative trade could be that, you send as your world map and we send you the contact with GS free.

Best regards,
helios, Ambassador of NDE


And this is what I replied with:

quote:
Greetings,

I am truly sorry to see that such a mistake happened - it was probably that we got both the contact (getting it "twice", as GoW gifted it to GS on that very same turn) and your map. While the map of Bob is certainly interesting to see, we do not have any intentions to invade it, so its real value would probably be difficult to measure with money.

Alas, what happened, happened... this is further complicated by the fact that Gathering Storm received our contact from GoW on the last turn, so there was no need to buy it for 50 gold from you... effectively, we bought your world map for 50 gold - that's what really happened. Could we let this be that way?

I understand you may not be very happy about this, but I can see no way to revert it back. I did my best to prevent misunderstanding, PMing you right after playing our turn, explaining what those 50 gold were offered for...

I believe that redstar1 explained that it is our team policy to not trade our world map (this effectively means that your world map will never be traded to anyone else, either). But... maybe... not sure if you consider this worth considering... do you have any idea about the discovery date for the Currency you are supposedly researching? There may be a deal possible regarding this technology.

Best regards,
Radek aka vondrack
President of Legoland


No response yet (but I sent it just a couple of hours ago).

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 17-03-2003 14:34
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quote:
Originally posted by Tiberius
Radek, you should have put the reseach slider on 90%. The nr. of turns until Currency would have remained the same, while not losing 2 gold/turn.

Or do you think that with Legopolis and Jackson growing soon, we will gain back the turn we lost now? (hmm, calculating a bit, I think we will)

Correct, I am pretty sure we will be able to cut the research time by another turn, if we stay at 100% all the time.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 17-03-2003 23:57
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Plans for 1175BC:

1) Angus W
then W again, then SW, to complete charting Legos Minor; then back home, using G.G. to take a lift

2) Galleyleo Galleylei NW-NW-W
going to pick up Angus and then to Panama for repairs

3) Leopold to road the iron hill
4) Robbie to mine the riverbank bonus grassland

5) Legopolis settler S

6) Farmerville Archer W-W-S, attacking the barbarian
then NE, then back to Farmerville

7) Jimbo to road the hill
8) Rover to road desert, Conan to guard him

9) MercG + Settler S
then S, then found Karina (MercG to fortify there)

10) new Farmerville labourer to work the mined desert

11) Panama to keep building a Horseman
I am including this because of Tibi's earlier request to build a Merc there - I believe that a warrior and few turns later an (upgraded) swordsman is enough for the defense. What we are now lacking a lot is a fast response force that could take upon barbs approaching settled areas. I would suggest making several veteran horsemen, as these will be able to engage barbarian raiders prior to them getting close to our cities, thus weakening the need for strong defenders. Plus, we will need those horsemen to strategically cover as much of our area as possible once we go medieval (to prevent as many "massive barbarian uprisings" as possible).

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 18-03-2003 01:20
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Just making sure that nobody misses it... the Turn 72 entry of The Chronicle has been updated with the map of the Bob continent (click the image to display a large full scale picture - 1,85 MB).

Courtesy of the Neu Demogyptica Cartography Dept.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 18-03-2003 05:03
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quote:
Originally posted by vondrack
9) MercG + Settler S
then S, then found Karina (MercG to fortify there)


Err... I don't recall the exact location for Karina, but it's not on the cattle tile, is it?

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 18-03-2003 05:44
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No, north of it I think.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 19-03-2003 05:24
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quote:
Originally posted by Kloreep
Err... I don't recall the exact location for Karina, but it's not on the cattle tile, is it?

Sorry, my oversight. Karina will be founded on the next turn, N of the cattle.

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 20-03-2003 05:09
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Suggestions for 1150bc turn: (Wow it has nearly come back to us faster than I thought)

1) Angus SW
2) Galleyleo NW-W-SW
3) Settler S
4) Charlie - either to move NW and then mine or move him north of RedBricks to prepare to remove the jungle there (first one might be preferable but not needed for another 11 turns)
5) Move arther N to start moving back to Farmerville
6) Found Karina

7) Move the Farmerville production off of the desert square and onto one of the roaded grasslands (preferably the mined one)
8) Make sure that the new Jackson production is on the mined hill.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 20-03-2003 05:54
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Plans/Orders for 1150BC:

1) Angus SW

2) Galleyleo Galleylei NW-W-SW
going to pick up Angus and then to Panama for repairs

3) Legopolis settler SW
to Red Bricks, where the road starts

4) Charlie to move N into the forest
will start chopping it on the next turn, speeding up the build of a library or temple. The forest will be chopped much faster than we'd clear the jungle (5 vs. 12 turns) and will contribute 10 shields...

5) Marky Merc to move NE
to prevent the barbarian warrior from approaching the Red Brick area and messing things up there

6) Farmerville Archer N
then E-E back to Farmerville and fortify

7) Karina Settler Settler to found Karina
8) MercG to fortify in Karina

9) Legopolis worker to be reassigned from the tile E-SE from the city to the roaded riverbank hill NW-NW of the city

10) Farmerville worker to be reassigned from the mined desert tile to the newly mined grassland tile N-NW of the city

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 20-03-2003 07:20
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Running chronicle of 1150 BC turn:

-GG NW-W-SW
-Angus SW Well hot damn! Another hut! Good thing we checked!
-Settler SW to RB
-Named Charlie "Charlie"
-Charlie N
-Archer N. Named Archer "Archibald the Archer"
-MercG fortify.
-Karina founded! Build queue left on NM temporarily, until building decisions have been made.
-Legopolis worker reassigned.
-Farmerville worker reassigned.
-MarkyMerc NE

Turn complete. we have retaken the #1 slot for land area, for what it's worth

Last edited by ZargonX on 20-03-2003 at 07:35

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 20-03-2003 07:41
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1125 Plans:

1)New RB worker E, to start cutting forest.
2)New Farmerville settler SE-SE-SE on the road to Zargonia Bay.
3)Angus SW to pop the hut.
4)GG SW-SW-SW

-On a side note, I've been thinking that maybe we should not build the current NM in Legopolis, but switch to a Barracks. This will only add one turn of production, but give us another city capable of pumping out veteran units (and veteran NMs). This will throw off Vondracks worker-merc cycle, I know, but I think we can work through it if we just proceed on with building a settler. Thoughts?

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 20-03-2003 08:40
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Suggestions for 1125 bc turn:

1) Rover + Conan S (to road iron hill)
2) Farmerville settler SE-SE-SE
3) Wake Mighty Merc , move him W onto the mountain to cover both the Farmerville settler and the worker
4) Legopolis settler S-SE-SE
5) Archer E-E to Farmerville but don't fortify yet (to protect Legopolis settler)
6) Rest Galleyleo or move him W (or reverse the order)
7) Angus SW to pop the hut
8) Charlie to start clearing forest near RedBricks
8) RedBricks to start either Library or Temple
9) RedBricks worker (Saddam? or George? - appropriate for the beginning of the war) N to start clearing jungle
10) Farmerville to start another settler
11) Gaul S to start moving to Logville site
12) Change Karina to whatever we plan to build there

Saw a few new barbs appear - one near Jackson, one near Karina - looks like we have more barb camps to find.

Wow! Lots to do next turn perhaps...

As for breaking the Legopolis settler-merc cycle, we will need to do that soon as Legopolis should start working on a marketplace plus library when we get Republic, but for now I suggest keeping it and we might even want to go merc-settler-settler instead of merc-settler-merc if we do go for a marketplace or library right afterwards.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 21-03-2003 03:14
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Plans/Orders for 1125BC:

1) Angus SW, popping the very last hut
tbh, I hope we do NOT get a tech out of this hut... it would just mess things up... just gold or a friendly warrior, please...

2) Galleyleo Galleylei S-SE-NW
Angus will not be ready for pickup few more turns, so let's briefly check whether The Hammer is free of that barbarian pest.

3) Legopolis settler from Red Bricks S-SE-SE

4) Merciless to move from Legopolis to SE-E-N
to be in a better position to intercept the warrior from the North.

5) Charlie to start chopping the forest

6) George (the new Red Brick worker) to move E
planning to start another chop on the next turn

7) Marky Merc to move N
Marky Merc will not be able to intercept the barbarian, so let him approach Red Bricks and let the Red Bricks garrison to take care of him. Marky Merc will, in the meantime, find the camp and wipe it out.

18) Farmerville Archer E-E and fortify
the fortify part is optional... it just doesn't matter if we leave a unit there fortified or not, as archer's defense is actually offense...

8) Farmerville Settler SE-SE-SE
then SE-S-S and on to the Logville site.

9) Karina to switch to build a worker
I guess this is pretty much a no-brainer, since we need to build lots of roads, improve the tiles in the Karina radius etc... this worker shall remain at the disposal of the Karina Municipal Council.

10. Gaul to move SW
The "Logville" Settler is coming unescorted - as far as Karina, he will need no escort... however, from that point on, at least an average escort unit will be necessary.

11. Rover & Conan to move S to the iron hill
and road it...

12. Farmerville to start building another settler

13. Red Bricks to start building a temple/library

sorry, just a little reasoning

Last edited by vondrack on 21-03-2003 at 03:21

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 21-03-2003 09:53
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1125 BC running log:

-Charlie starts chopping
-Settler S (river halts movement)
-George named "George," E
-MarkyMerc N
-Archibald Archer E-E-fortify
-Settler2 SE-SE-SE
-Rover S
-GG S-SE-NW; Hammer is clear of barbs.
-Angus poped hut Sweet mamby-jamby, we just got Monarchy. This may go down in history as the greatest luck from huts, ever Though, that does mess up our trades... ah well...
-RedBrick set to temple.
-Karina set to build worker.
-We fell to 3rd in area. GoW and RP have both built new cities. Looks like RP wanted some iron pretty badly... they are very overextended in their west...

-Farmerville set to settler.
-

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:25
  Old Post 21-03-2003 10:50
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Sweet mamby-jamby?

Must be an east coast expression.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 21-03-2003 11:10
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quote:
Sweet mamby-jamby?


Actually, it's more of a made-up expression I actually don't recall where I picked up from originally...

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 21-03-2003 12:33
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Do we have contact with the Voxes, or not yet?

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 22-03-2003 21:56
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Suggestions for 1075bc turn:

1) Panama to build a merc (can be changed to a horseman later but Genghis's proclaimation of the 1st Intercontinental War (meaning multi-continental) has me worried since oddly enough they found the 1st signs of our existance this last turn... and they see both our horse and iron...

2) Panama horseman to move to horse hill to prevent GoW from landing there (not entirely sure whether this is a good idea or not

3) Robbie either SE to mine/road the southern Legopolis grassland OR S to start clearing the jungle

4) Wake Merced

5) Legopolis Settler SE-SE-SE

6) Mighty Merc W to cover both the settler and the worker better

7) Farmerville Settler S - though a new barb has appeared to the SW of Karina

8) Either MercG to rest or move back to Karina

9) Galleyleo E-NE-N to meet Angus

10) Angus SE (ignore the barb - a promotion at this point would be useless)

11) Marky Merc SE to hill (barb moved to mountain)

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 23-03-2003 04:34
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OK, plans/orders for 1075BC:

1) Angus E
ignoring barbs, heading for the coast to be picked up by G.G. there and taken back to Panama to be upgraded to a swordsman

2) G.G. to move NE-NE-N
for a rendezvous with Angus, then to Panama

3) Howard to fortify

4) Panama to build another Horseman

5) new Panama Horse (Alexander?) SE-SE-E
then NE, then NE-N, attacking the camp NE-NE-NE from Leopold (info relayed by GoW - their galley can see a barb camp there)

6) Mercedes to move N-NE, attacking the barb

7) Robbie to move SE
preparing to start roading on the next turn, then S onto the mountain and road again

8) Marky Merc to move N
heading for the isthmus, intending to seal it (in like 6 turns, there will be "massive barbarian uprisings" - we should make sure that no barbs from Legos Minor penetrate into Legos Major). The one wandering towards Forkmouth now must have come from across the isthmus... he will be dealt with by other troops of ours.

9) Forkman to stay atop the hill
having a very good position to engage the barb, should he move towards Forkmouth.

10) Legopolis Settler to move SE-SE-SE

11) Farmeville Settler to move S
12) Conan to move S, escorting the settler

12) Jimbo to start roading

13) MercG to skip turn, healing
the new barb shall hopefully come closer and gett attacked/killed on the next turn

14) Gaul to move W
getting closer to where he might be needed (supervising workers in yet a bit shrouded lands).

15) do NOT move the Red Bricks garrison Merc (Merced) - he is there to protect the chopping worker

I believe that ZargonX will not be able to play our turn... I will play ít once I wake up. Zargon, if you do play the turn, make sure you play everything as proposed, please.

I am so damn tired I can't keep my eyes open... more reasoning and reports after I get some sleep.

16) reassign the Jackson labourer back to the mined hill SW of the city
due to Zargon's oversight on turn 76, where we did not move Merciless out of Legopolis as planned (and my failure to fix the problem on turn 77 by attacking with one of the Jackson garrison Mercs, using the lux slider to keep the Jackson pop happy), the barbarian coming from the North was able to step onto the worked mined hill SW of Jackson. Because of that, the corresponding Jackson labourer will be auto-reassigned. We must cancel the reassignment after killing the sucker.

Last edited by vondrack on 24-03-2003 at 01:02

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 24-03-2003 05:28
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Suggestions for 1050bc turn (Turn 79):

1) Angus E to be loaded onto Galleyleo

2) Galleyleo - either S-S-SE or SE-S-S (depending on where the GoW galley is and whether it can see us or not - I predict the GoW galley will go NE-N-E though it may go NE-N-SE)

3) Alexander NE-NE then either N (to mountain) or NE (to hill) in trying to find the barb camp

4) Mercedes to either rest or go N

5) Robbie to road

6) Legopolis settler SE-E-NE (might as well finish off the turn under MightyMerc's protection)

7) Conan + Farmerville settler E - we don't lose any turns this way and stay at least one turn away from the barb if by some miracle MercG loses

8) Gaul S

9) MercG to attack barb to the SW

10) MarkyMerc W continuing to the isthmus (or is his current position good enough to stop any barbs?)

11) Change Pyramids back to Palace if changing it was a mistake - although changing it back now and then back to Pyramids in a few turns may raise suspicions especially as we can clearly see that GoW is building it.

However, Imperial City is building the Pyramids and they probably have 11 shields per turn there - according to the saves the F7 shows them contructing the Pyramids from 1100bc onwards - they can't have been hiding under a Palace like us so they have to be behind us still at least.

Last edited by Sharpe on 24-03-2003 at 07:32

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 24-03-2003 12:27
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#178 Report this post to a moderator
Support Apolyton, buy Civilization 2

quote:
Originally posted by Sharpe
11) Change Pyramids back to Palace if changing it was a mistake - although changing it back now and then back to Pyramids in a few turns may raise suspicions especially as we can clearly see that GoW is building it.

I will be posting the official plans (not very different from Steve's version above) shortly, but want to address this "unexpected" build change in Jackson separately.

I have been thinking of a small deception ot trick to make others at least doubt what we are actually up to in Jackson. If we change the build to The Pyramids now, back to Palace right after discovering the Currency, and back to The Pyramids again one turn later, it will look like we have been building a Marketplace prebuild first and possibly another prebuild (Cathedral?) later on. I know it is not bulletproof, but it should at least cast some doubt and make others hesitate spending money on establishing an embassy and spying on Jackson.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 24-03-2003 22:20
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#179 Report this post to a moderator
Tired of ads?

Ok, I'm back from my weekend of computer exile... looks like I have quite a bit of reading ahead of me! Time to get caught up..

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:25
  Old Post 24-03-2003 22:43
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#180 Report this post to a moderator
Put an end to popups!

Should we go to the trouble of spying on Imperial City to see how the Pyramids are going?

It's probably more trouble than its worth, but I thought I would bring up the question. I guess the game will imform GoW that we have established an Embassy. They would probably know our intentions of spying. I suppose in mutiplayer games, that is the only use for an Embassy. So GoW will know that they have (or will be spied upon).

I am assuming that the computer informs the other civ that an embassy has been established. That would make sense since that is how it works in the single player game. In that case, it would be poor diplomacy to establish an embassy without asking (or informing) first.

Does someone know how the embassy thing work?

 
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