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Elephant
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Phila PA
Aug 2002 time: 00:27
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Very good. Very, VERY good.
quote: Originally posted by solo
2.4 Governments used in ELG
2.4.1 Anarchy
Anarchy is actually lack of government, and for a long time players had to endure unpredictable durations of it when changing government types. Then Oedo discovered that the length of Anarchy was governed by a simple 4 year cycle. Ever since, the year of 3250 BC, and every fourth year that followed during any game became known as “Oedo years”, and players were able to minimize Anarchy by starting revolutions on the turns preceding these years.
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I think you meant 3850BC?
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solo
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Lowell, MA USA
Jan 2001 time: 05:27
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Elephant,
I think I did, too! I've included your correction. Thanks for spotting that error. There are sure to be others.
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solo
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Lowell, MA USA
Jan 2001 time: 05:27
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Thanks to many for the kind comments.
I haven't seen you around for quite awhile, Oedo!
Most of the "great work" was actually that by Samson and yourself, so take another bow!
At the moment, I have become throughly distracted by Brian Reynolds' new game Rise of Nations. Although I prefer turn based games, this RTS presents more depth than usual and offers some more puzzles to solve.
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stealthlover
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Solo: Really enjoyed this guide!
I have been trying some of your great suggestions for early landing games. I was trying to defend my cities from the barbs with diplomats but once they jumped off the ship right by my second city a leader with a unit or two on the same hex (no bribe). They emptied the city and could have walked right in, but instead a message came from the barb leader that they would go away for x amount of gold which I was glad to pay. I think the leader even had a name! Can this option be counted on or was it just a fluke?
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samson
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Solo,
Just wanted to add my belated congrats to those above.
It's truly awesome.
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samson
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Thanks, LaFayette.
Good to see you around too.
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solo
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Lowell, MA USA
Jan 2001 time: 05:27
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A Quicker Way to Identify Wildcard Commodities
I thought I would add a small supplement here to my section in the guide about commodity wildcards. While playing EL games and when looking for colony locations having wildcards matching those of my SSC, I did not want to bother calculating the wildcards for every potential site. Instead, I used charts that I had made of the various wildcard patterns as they appear on the map grid.
Using these charts, it was only necessary to calculate wildcards for just one tile in any area of the map being examined. Once one set of wildcards was determined, these charts could be used to find the relative positions of all surrounding wildcards. In fact, if some cities were already present, no calculations were necessary, since there would be enough wildcards among their middle commodities to verify the patterns seen in the charts.
Below are copies of the four charts that I use. The patterns are obvious before the 32 tech level has been reached. After that they are a bit more subtle. In each chart, the tile in the upper left position corresponds to grid coordinate (0,0) on the map. Each chart represents a full iteration of the pattern before it starts to repeat.
Attachment: supwildu32.jpg
This has been downloaded 210 time(s).
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solo
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Lowell, MA USA
Jan 2001 time: 05:27
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...
Attachment: supwilda32.jpg
This has been downloaded 197 time(s).
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solo
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Lowell, MA USA
Jan 2001 time: 05:27
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The chart for demand wildcards (tech total under 32) which originally appeared here was in error. The corrected chart has been added on page 3 as a new post. My apologies to those who tried to use the incorrect chart.
Last edited by solo on 15-12-2003 at 20:46
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solo
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Lowell, MA USA
Jan 2001 time: 05:27
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..
Attachment: demwilda32.jpg
This has been downloaded 182 time(s).
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