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MRT144
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Seattle Washington
Oct 2002 time: 21:26
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well its funny, after i get the game rolling i find i do pretty well. its the BC era that i hate to play and generally dont do as well in and find it boring. i much prefer to play mid to mid lates games.
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:26
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quote: Originally posted by La Fayette
Anything I have read about Red Front makes me think that, if player#1 plays 10 turns, there will be no succession at all, since it takes the h**l of a time and most players get hammered long before that .
Of course I would very much enjoy playing a scenario.
Why not ww2 as Russians? (we are playing it currently as comparison game; it would be fun comparing with what can be achieved playing succession 'one turn each') |
I figured a RF succession would only involve 2-3 turns per player. It's S-L-O-W. 10 turns could take a month for someone who wasn't busy in RL. Besides, if player #1 plays badly for, say, 10 turns, it'll be hard for subsequent players to recover.
Obviously if only 2-3 turns are being played per player, there will need to be a lot of communication between players. It'll be more of a team effort, getting units moved east-west, building steel mills/ammo plants in the east, conducting fire sales of improvements in threatened cities, etc.
Anyway, it's an idea. I'd probably join a WWII scenario as the Russians as well - or as anyone, really.
@SG(2) - I have tons of ideas as well, but I've started quite a few games lately; perhaps others have new ideas to share. (I remember the Crusades game, was it ever finished?)
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:26
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I can remember two succession games that progressed to the late stages (meaning howies, bombers, etc).
One was called 'The Truest Gift of the Gods' (IIRC), and although I didn't play it (no MGE at the time), I seem to recall a small island start in the middle of the Pacific ocean. Progress was slow due to the difficulty in reaching any sizeable land, and ultimately, conquest was achieved through massive numbers of tanks and howies. Some of you played this game, IIRC, so correct me if I'm erring on the details.
The other game was the 'Invasion Earth' game (ToT) - we started on AC, and of course, we couldn't reach the AIs on Earth until we had SuperConductor. On top of that, it was another island start and early development was slow - missed a lot of the good wonders - and the AI civs were huge and tough when we finally reached them. I'm not sure how we could simulate that in MGE, but a gigamap 250x120 would lessen the chances of early contact, particularly if we tweaked the starting positions.
In any event, the common theme in these 2 games seems to be island starts. I like the idea of a custom map game, with a small, isolated island start. A random map start won't work, because the random maps seldom have islands that aren't in visual or trireme (3') range.
I prefer the idea of a difficult starting position as a challenge, rather than a laundry list of rules to follow. An awkward start and 1 or 2 simple rules would be ideal.
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Ben Kenobi
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McGregornobi!
Oct 2002 time: 21:26
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AD 260:
Takes over the reigns from the laconic La Fayette.
Inspects empire.
We are weak, and fragile! Who could possibly prefer such a weak and fragile Republic to a robust fundamentalism?
*looks at bloody monk.*
Well, what's done is done.
Before I can start I must improve our *cough* empire *cough* as such.
All of our cities crank out caravans.
Available wonders:
Mikes (just about to be built!)
Finally.  
Which others available?
Great Library, Oracle, Great Wall
We want some REAL wonders.
Infrastructure is going to be costly in this game.
We could use some more contacts with the AI.
We've only met two.
*cautiously hits enter* 
AD 280
Hides supplier in Huntsmen!
Pop hut with diplo, get Nomads.
I'll send him back to build a city close to our
first continent.
That way we will get 2 continent bonuses!
Meet with Zulus - no change.
AD 300
Zulus build GL- they are number2 in science. 
Jack luxury rate to 80 percent to induce 2 more
celebrations.
Lets see how much our population jumps!

AD 320
Population to 2.3 million!
Pop hut, get nomads.
Build Edinburgh.
AD 340
Pop hut for Barbs near Edinburgh. 
Rush Edinburgh horsie
Pop to 2.7 million
Lion and Bee can still grow.
Watt builds boat.
Crompton Silk expedition launched. 
AD 360
Pop to 2.84 million
Bee, Iron Duke to grow
Drop luxuries to 70%
Edinburgh horse crushes barb
Build Berenice on home continent. This fills our last hole.
AD 380
Pop to 3 million
Pop hut, Construction! 
Bee, Eye can grow
Increase lux to 80%.
AD 400
Pop to 3.2million
Arkwright builds Aqueduct, hoping grow to 12 population. 
Build Cambridge.
Drop Luxuries to 40%.
AD 420
Celts build Oracle. 
Pop 3.32, most celebrations end. 
Kay will grow next turn, jump to 60% lux.
Pop Hut, Acquire Feudalism! 
Build Rourke's Drift near Zulus. 
Buy Harbour in Crompton.
AD 440
Buy Harbour in Arkwright.
Pop hut for 50 gold. 
Pop 3.44 million.
AD 460
Pop 3.67 million 
Buy harbour in Hargreaves
Here's where all the caravans are headed:
Trade mission to Germans for Silk
Trade to Capital from Iron Duke
Trade from Huntsman to Bee. This is a repeating Hides, so we will get lots of cash off Huntsman.
The diplomat near the Zulus is headed to the Celtic city, to establish an embassy. 
You may rename any of my new cities as you see fit, except for Rourke's Drift. Let me keep our Zulu outpost.
We have the option of Sun Tzu's and we are still Supreme and Spotless.
SG(2) is up. 
Not much of an army for you.
Last edited by Ben Kenobi on 15-03-2003 at 04:25
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