 |
|  |
 |
|  |
 |
|  |
 |
|
Old n Slow
|
 |
Vienna, VA
Jun 2002 time: 00:27
|
|
The Silly Rules Game
4000BC -- Despot Soupy Sales of the Americans notes that we start off with green & two techs -- Alphabet & Code of Laws (whoo-hoo). Restarts are off, and one settler starts a road while the other moves west (thinks he's a truck?).
3950BC -- The settler bumps into the sea and founds...Wabbit. We mull over our choices; BW, CB, HBR, Mas, Pot, WC. Hmmmm, we think and think and finally decide on BW!
3850BC -- The settler finishes with a road (which is used by the citizenry) and moves north and sees a hut due north at [(28,80) 43]. He steps forward, hoping, hoping and gets...an Archer; hmmm offense, defense, some search, supported by Wabbit (oh the joys and sorrows of early founding).
3800BC to 3500BC (move, move, move, move, move, move, move)
3450BC -- Found Bozo to the West, with a Whales & Fish (other fish are foregone).
3400BC -- Discover BW and have more tech choices to mull over...CB, HBR, Map, and Write...Write looks so tempting...We select CB! See another hut due east at [(34,82)43] and the Archer steps into the trees and gets $50 in coin
3350BC -- spend some of that coin to push Wabbit's development of a Settler
3300BC to 3150BC (move, move, move)
We have two warriors defending, and one archer out searching -- next player gets to decide whether the Archer should be a defender against barbs (pull back) or the army vs. the neighbors (why else would we have two tehcs at start with such wonderful grassland? Unless... we're all alone on a small rock.) A Warrior & Settlers are under production, so we're on the move!
We're first n Pop, Land and 8 other categoires and have two 2nds and a third in the rest. Time to check out the three stooges 75th anniversery. Let's get out there and throw some pies! 
Attachment: so_b3150.sav
This has been downloaded 4 time(s).
|
|
|  |
 |
|
rjmatsleepers
|
|
quote: Originally posted by -Jrabbit
(Glad to see you got MGE, rjm@sleepers. Don't forget to patch it to current version!)
|
Which is current version? And can you tell me where to get it without giving offence to the powers that be?
RJM at Sleepers
|
|
|  |
 |
|  |
 |
|
Six Thousand Year Old Man
|
 |
Ad Rock
Aug 2000 time: 00:27
|
|
(...and it all started so well)
STYOM takes over rulership of the silly lands.
3150: Moves worker off grass, onto forest to produce Settler in 2 turns Archer continues to explore due East, finds water.
3100: STYOM notes that thanks to starting on the tile we started on, as opposed to one diagonal to it, we can not take advantage of any 'sweet spots' for specials until we have mapmaking Or until Engineers (2-move unit)
3050: Ceremonial Burial discovered; researching... Currency! Wabbit builds Settler, starts... Warriors. We don't have any Settlers to spare for human sacrifices... yet So martial law is the way to go. Bozo finishes Warriors, starts.... Colossus. Since Trade is a loooong way off, we'll need an early start on some wonder before we switch to a better one. Colossus may not be the best choice for Bozo due to the corruption, which we will always have to live with due to the constant government changes.
3000: Blackclicking suggests tiny rock island Exploration continues.
2900: Chuckles founded. Building Warriors.
Herodotus claims us to be the largest Civ in the world. Silly bastard.
2750: Aaaaah! Barbarian pirates near Chuckles! Chuckles is undefended!
2700: Barbs land 2 Archers near Chuckles. Without Horsemen to kill them, rushing a Phalanx last turn would be pointless. We may need to pay to keep the city. 
We pay 50g to the Vandals to keep Chuckles. Cheaper than the cost of rushing a new Settler, so worthwhile, methinks.
2650: Wabbit builds Warriors, starts Settler. Chuckles builds Warriors, starts Settler.
2550: Currency discovered, and we choose to research... Horseback Riding! 
2500: We finish exploring our tiny rock homeland. No more specials except one offshore fish, no huts. This could get tricky...
2450: Barbarian pirates return to the waters off Chuckles 
2400: 2 Archers land near Chuckles. Uh oh.
2350: Chuckles destroyed by Barbarians, and we now have 2 barb Archers lurking in our lands!
Wabbit changes production to Phalanx. We'll rush it if the barbs get close.
2250: Hmm, would like to place our Archers on Forest to draw the (weakened) barbarian attack, but I'm not allowed to move there 
2150: Barb archer obligingly moves to a position adjacent to our Archers, and is killed (no vet status though).
Phalanx in Wabbit, now building Settlers. More barbarian food.
STYOM feels he has made enough of a hash of this game and passes the mantle to the next vict- errr, contestant. 
This IS tricky. I don't know if there was anything we could do to save Chuckles even if we could build Horsemen, since we don't have Horse Riding yet. Keeping the Archers back for defense would have helped, but I wanted to explore a bit and scout some city sites. My bad 
Attachment: so_b2150.sav
This has been downloaded 3 time(s).
|
|
|  |
 |
|  |
 |
|  |
 |
|
atawa
|
 |
Somewhere over the rainbow.
Jul 2001 time: 06:27
|
|
2100BC: Barb archer moves towards Wabbit. 
Rushbuild 9 shields in Wabbit.
2050BC: Our archer holds his position, dont want to loose him to the Barb.
Rushbuild another 9 shields in wabbit (20 now)
2000BC: We invent horseback and start on Mapmaking.
Barb archer moves NW so we have to rest our archer for another turn
1950BC: Barb archer moves NW again, taking 1 trade from Wabbit Move our archer 1 step south.
1900BC: AARGH, Barb archer moves NW onto forrest, it might go to Bozo witch is only defended by 2 warriors
Move archer west
1850BC: NW again, only 2 steps from Bozo, does the AI cheats by going for the worst defended city's?
There is nothing we can do at this point but hope and pray......
1800BC: Do the barbs have a rule they can only move NW
Our archer cant move north of Wabbit with 2/3 move left.
1750BC: Barb archer moves south, we hold archer at Wabbit.
1700BC: Wabbit builds settler, Barb archer moves south to Wabbit, we decide to attack with our own archer, it kills the barb
Settler moves to the open spot NE of Wabbit on 1/3 move
1650BC: start to move warrior towards Bozo (for rehoming)
Found city of Leiden and move phalanx there.
1600BC: We have 100.000 citizens 
Leiden starts on warriors, Wabbit continues building settlers.
1550-1500BC: Buy some shields.
1450: Decide we need more defence and change production in Leiden from warrior to Phalanx.
1400-1250BC: Mainly pushing the enter button. 
1200BC: We get mapmaking and start on Masonry
1150BC: Wabbit builds settler, Leiden builds Phalanx. 
Attachment: so_b1150.sav
This has been downloaded 3 time(s).
|
|
|  |
 |
|
Old n Slow
|
 |
Vienna, VA
Jun 2002 time: 00:27
|
|
Whoo-hoo -- a complete rule set! Boats! With a boat -- we can load up our foot units & move them to the off “angles” -- the possibilities expand!
Old n Slow -- Trucks drive west
STYOM -- Research techs in order
atawa -- Must change government every four years (oedo year)
Straybow -- Sacrifice a builder (settler or engineer) with each happiness improvement, and a builder per camel for each happiness wonder
rjmatsleepers -- Move the capitol with every government change
Jrabbit -- MUST ignore (and document) one of the other rules during the player set of turns.
La Fayette -- units with move=1 move vert/horizontally, units with move = 2 or 3 on the diagonal
BobSmurf42 -- Cycle through the governments when changing
atomant -- Build units with a defensive attitude until Leadership (no Horse, Cat, Char, Ele, Knight, and Cruc, (Cannons delayed))
15 Turns for first round & then 10 each for second round, & then 8 each for third round (if we can keep this going for that long).
|
|
|  |
 |
|
rjmatsleepers
|
|
I've been thinking about my silly rule. It's not practical to build a new palace every 4 years, so it doesn't fit very well with the rule that we must revolt every Oedo year. So with permission of the other players I propose to change my silly rule to:-
Once we have learned the technology, we must have a palace under construction at all times.
RJM at Sleepers
|
|
|  |
All times are GMT. The time now is 05:27. Apolyton Time is 00:27. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|