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notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:29
  Old Post 12-07-2003 11:09
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Turn 86, 875 BC Support Apolyton or Terrorists Win

To be edited by the Consuls and Ministers.

Status:
- Researching Republic at 100% (20)
- Luxury Slider at 0%
- 126 gold cash, -4 gpt


Urgent questions & tasks
FAM: NAP with CFC?
FAM: Could you update the diplo section with current tech trade treaties in effect? Thanks.


Unit movement & actions

G01 I. PoA [S01 Jagjef] moves 2-1-1 then uses FORTIFY ALL trick with Jagjef *THEN* Jagjef lands.
G02 II. Expedition [S02 Flash] moves 4-4-4 then uses FORTIFY ALL trick with Flash.

S01 I. Jagjef lands from Poa to 9 of the goody hut (if it's safe, < 2 barb Horses) *AFTER* using fortify all with PoA.

N04 IV. Togas remains on lookout for barbs.
N05 V. Enamel remains on lookout for barbs.


W12 XII. Warrior With No Name fortifies in Big Bend.

All other units to remain as they are.

Economy
Apolyton builting a Settler (3) - (Turn 4 of 6 schedualed)
Mingapulco Swords done, start building a Sword (5) - (Turn 2 of 6 scheduled)
Banatopia building a Settler (2) - (Turn 5 of 6 scheduled)
Incensity building a Sword (1) - (Turn 6 of 6 scheduled)
Tripoli Worker built, start building a Barracks (13) - (Turn 2 of 16 schedualed),
Yes, it will get better, but it needs to grow for a bit. I can do 2 things, have max sheilds and slow growth OR max growth and slow build. I'm taking an option that gets the best of both growth (and thereby trade) and build time.
Hispanica building a worker (1) - (Turn 4 of 4 scheduled)
Karina changed to worker (6, 8 to grow) - (turn 5 of 12 needed)
LuxInvicta building worker (7) - (Turn 3 of 10)
Big Bend start building worker (9, 11 or 12 actually) - (no schedule yet)

WF:
Apolyton: 4-5-13-?? (grows this turn) at start, Change to 3-4-12-13.
Mingapulco: 2-3-10 at start. NC
Bananatopia: 2-8-9-?? (Grows this turn) at start, Change to 2-6-8-19 (working the game).
Incensity: 5-7-17 at start. NC
Tripoli: 20 at start. Change to 19
the corruption doesn't help get that 1 extra sheild on this tile, so it's better to have it available for Banana to possibly use
Hispanica: 11-12 at start. Changed to 6-11.
Starting next turn, it will be having 2 food surplus and this will even it out and give us 1 more trade. but having that 1 extra food now will not make it grow any faster.
Karina: 9 at start, NC
The 1 extra food last turn would not have mattered, as it's now on an odd amount in the foodbox. But that 1 extra trade would have mattered....
LuxInvicta: 13 at start, Change to 1
Big Bend: set to 5

Workers:
Worker1: 'Dan': Clearing (2 Turns) Tripoli WF #7 (BigB WF #10).
Worker2: 'Monkee': Clearing (2 turns) Tripoli WF #7 (BigB WF #10)..
Worker3: 'panag' Mining (2 turns) at Poly WF #1 (Inc WF #6).
Worker4: 'EVC' Roading (1 turn) Mingapulco WF #5.
Worker5: 'Dejon' Roading (1 turn) Mingapulco WF #5.
Worker6: 'MrWIA' Start Clearing (4) Ming WF #7.
Worker7: 'Rush' Start Clearing (4) Ming WF #7.
Worker8: 'Yo' Clearing (10) Banana WF #17
Worker9: CalcII move 4, joining up with Yo and will help to clear next turn.


Diplomacy:
CDG: NAP/Border treaty (to turn 109).
GCA: NAP in effect (to Turn 89).
CFC: NAP expired. FAM negotiating.


Comment, please, many "plans" (especially those marked with '??') are just suggestions or ideas, not decisions already made.

---
Note: keypad directions used for all except in WF orders.

Discussion and basic reporting to follow. See the topped thread for comprehensive results

Last edited by E_T on 13-07-2003 at 12:17

Trip is offline Trip
Firaxis Games
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Apr 2002
time: 00:29
  Old Post 12-07-2003 12:45 Visit Trip's homepage!
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G01 I. PoA [S01 Jagjef] moves 2-1-1 then uses FORTIFY ALL trick with Jagjef *THEN* Jagjef lands.
G02 II. Expedition [S02 Flash] moves 4-4-4 then uses FORTIFY ALL trick with Flash.

S01 I. Jagjef lands from Poa to 9 of the goody hut (if it's safe, < 2 barb Horses) *AFTER* using fortify all with PoA.

N04 IV. Togas remains on lookout for barbs.
N05 V. Enamel remains on lookout for barbs.


W12 XII. Warrior With No Name fortifies in Big Bend.

All other units to remain as they are.

Dominae is offline Dominae
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Jan 2002
time: 00:29
  Old Post 12-07-2003 17:00
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Tired of ads?

What's the "Fortify All trick"?


Dominae

Fried-Psitalon is offline Fried-Psitalon
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Dec 2002
time: 00:29
  Old Post 12-07-2003 18:18
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Boats that are fortified at the start of a new turn can see 3 squares, rather than two. Fortify at the end of the turn and voila.....

Dominae is offline Dominae
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Jan 2002
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  Old Post 12-07-2003 18:39
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Oh, right, thanks.


Dominae

BigFurryMonster is offline BigFurryMonster
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Feb 2002
time: 06:29
  Old Post 14-07-2003 01:44 Visit BigFurryMonster's homepage!
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quote:
Originally posted by Trip
S01 I. Jagjef lands from Poa to 9 of the goody hut (if it's safe, < 2 barb Horses) *AFTER* using fortify all with PoA.


Goody Hut? Did I miss something?

Trip is offline Trip
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quote:
Originally posted by BigFurryMonster
Goody Hut? Did I miss something?

Barb camp, whatever.

Trip is offline Trip
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  Old Post 14-07-2003 03:52 Visit Trip's homepage!
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Status:

Strong military vs. all.

No barbs anywhere.

Our power has grown even more.

No other significant changes.

More later.

notyoueither is offline notyoueither
Deity
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Aug 2001
time: 22:29
  Old Post 14-07-2003 04:07
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Got spare money?

Except for the barb galley near the PoA.

Trip is offline Trip
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  Old Post 14-07-2003 04:29 Visit Trip's homepage!
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Barb camps, I meant. (other than the one we already know about)

notyoueither is offline notyoueither
Deity
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Aug 2001
time: 22:29
  Old Post 14-07-2003 04:41
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Lose 30 kilos (of popups)

Actions:

Unit movement & actions
G01 PoA [S01 Jagjef] moves 2 2 4. FORTIFY ALL. Second barb horse spotted. We really don't have a lot of choice, so we land.

S01 Jagjef lands from Poa to 9 of the goody hut. There is a barb galley as well. Our chances are better with jagjef on the ground

G02 Expedition [S02 Flash] moves 4-4-4. FORTIFY ALL

W12 Warrior With No Name fortifies in Big Bend

All other units to remain as they are


Economy
Apolyton building a Settler (3) - (Turn 4 of 6 schedualed)
Mingapulco Swords done, start building a Sword (5) - (Turn 2 of 6 scheduled)
Banatopia building a Settler (2) - (Turn 5 of 6 scheduled)
Incensity building a Sword (1) - (Turn 6 of 6 scheduled)
Tripoli building a Barracks (39) - (Turn 2 of 16 schedualed),
Yes, it will get better, but it needs to grow for a bit. I can do 2 things, have max sheilds and slow growth OR max growth and slow build. I'm taking an option that gets the best of both growth (and thereby trade) and build time.
Hispanica building a worker (1) - (Turn 4 of 4 scheduled)
Karina building worker (6, 8 to grow) - (turn 5 of 12 needed)
LuxInvicta building worker (8) - (Turn 3 of 10)
Big Bend building worker (9, 11 or 12 actually) - (no schedule yet)

WF:
Apolyton: 4-5-13-?? (grows this turn) at start, Changed to 3-4-12-13
Mingapulco: 2-3-10 at start. NC
Bananatopia: 2-8-9-?? (Grows this turn) at start, Changed to 2-4-8-19 (more commerce)
Incensity: 5-7-17 at start. NC
Tripoli: 20 at start. Changed to 19
Hispanica: 11-12 at start. Changed to 6-11
Karina: 9 at start. NC
LuxInvicta: 13 at start. NC (more commerce)
Big Bend: 5 at start. NC

Workers:
Worker1: 'Dan': Clearing (2 Turns) Tripoli 4
Worker2: 'Monkee': Clearing (2 turns) Tripoli 4
Worker3: 'panag' Mining (2 turns) at Poly 8
Worker4: 'EVC' builds road (1 turn) Mingapulco 2
Worker5: 'Dejon' builds road (1 turn) Mingapulco 2
Worker6: 'MrWIA' Clearing (4) Ming 4
Worker7: 'Rush' Clearing (4) Ming 4
Worker8: 'Yo' Clearing (10) LuxInvicta 9
Worker9: 'Calc II' moves 4, joining up with Yo

notyoueither is offline notyoueither
Deity
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Aug 2001
time: 22:29
  Old Post 14-07-2003 04:43
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BigFree is offline BigFree

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Acampo, CA
Oct 1999
time: 21:29
  Old Post 14-07-2003 09:02
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Double Damn!

Barbs have 2 Horsemen, 1 Warrior, 1 Galley....I hope our Barb luck goes well this time. Can anyone say elite Swordsmen?

Seriously, I'd be happy with getting our Galley out of there. BTW, both Horsemen might not attack, if the one on the mountain North of the encampment does, should we move onto the mountain it leaves in order to heal (if we are damaged) before attacking the encampment itself? We would then be in sight of GCA though...meaning that they could see us if they have a unit on their border. It's not likely they would considering the war going on and all.

Dominae is offline Dominae
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Jan 2002
time: 00:29
  Old Post 14-07-2003 09:26
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Avatar Enlargement: We've got the solution

How about a couple of Warriors out of Karina and Big Bend (one each, maybe more)? We cannot build Workers first without wasting Shields, since those cities will not grow in time. A few extra Warriors (even Regular ones) should be nice to have around.


Dominae

BigFurryMonster is offline BigFurryMonster
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Feb 2002
time: 06:29
  Old Post 14-07-2003 12:24 Visit BigFurryMonster's homepage!
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Great! 3rd in Pop again.

6th now in Literature! One of the known civs now has discovered it or traded from one of the Lost Civs.

notyoueither is offline notyoueither
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Aug 2001
time: 22:29
  Old Post 14-07-2003 12:36
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quote:
Originally posted by Dominae
How about a couple of Warriors out of Karina and Big Bend (one each, maybe more)? We cannot build Workers first without wasting Shields, since those cities will not grow in time. A few extra Warriors (even Regular ones) should be nice to have around.


We just climbed out of paying maintenance for regulars. We are at 34 of 36 allowed units right now. 2 more vets from Ming and Incens coming up. 2 more settlers as well, but we stand to add 8 workers before republic. We are 1st in ratio of units to pop.

Do we really want more reg units that will cost gold to maintain?

quote:
Originally posted by BigFurryMonster

6th now in Literature! One of the known civs now has discovered it or traded from one of the Lost Civs.


Darn, missed this earlier. The discount does not show up at 24 beakers (10 turns) but it does at 16 beakers (14 turns instead of 15).

We need to find out who. We have tech available for all of the civs we are in touch with. It should be CDG, as we have a deal with them to trade CoL. This is a perfect excuse for contact. Good job furry one.

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:29
  Old Post 14-07-2003 17:32
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Damn - I just want to add my thanks to BFM on spotting that - I missed it too!

Dominae is offline Dominae
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Jan 2002
time: 00:29
  Old Post 14-07-2003 18:39
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quote:
Originally posted by notyoueither
Do we really want more reg units that will cost gold to maintain?


Yes! Gold is cheap, Shields are precious. I know there's a tendency to keep the "books balanced", but what's really going to win the upcoming conflict for us will be overwhelming force, and that's measured in number of units. The more overwhelming, the better. If we truly plan to wait for the The Republic to attack, then when we reach it we can just set Science to 0% for a bit and upgrade all our Warriors with Gold. Shields will be a lot tougher to come by.

Will building more units delay our rush for The Republic?

Strat note:

In Civ3, the upkeep cost of units (1 Gold, minus government allowances) is not really severe enough to create a strategic decision between building more units or saving on Gold. In other words, what you can do with the units is always better than the lost Gold. This is true under any government. This is assuming, of course, that you're using those units (offensively in SP, offensively and defensively in MP).

And another thing:

Do not knock Regulars! Extra Sworsdmen will well be worth their 1 Gold upkeep when we finally attack CDG.

Lastly:

We've got two Settlers coming along very soon? That's 8 free maintenance under Despotism. We'll only have an "upkeep problem" for a few turns at most.


Dominae

joncnunn is offline joncnunn
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Maryland Heights, MO
Sep 2002
time: 23:29
  Old Post 14-07-2003 20:44 Visit joncnunn's homepage!
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Well, the good news is the 2 Horsemen and Warrior are closer to someone elses territory than ours. Let them handle it.

As for the barb Galley, I sugest we arrange matters such that we end up being the one attacking and not the barb galley.

quote:
Originally posted by BigFree
Double Damn!

Barbs have 2 Horsemen, 1 Warrior, 1 Galley....I hope our Barb luck goes well this time. Can anyone say elite Swordsmen?

Seriously, I'd be happy with getting our Galley out of there. BTW, both Horsemen might not attack, if the one on the mountain North of the encampment does, should we move onto the mountain it leaves in order to heal (if we are damaged) before attacking the encampment itself? We would then be in sight of GCA though...meaning that they could see us if they have a unit on their border. It's not likely they would considering the war going on and all.

notyoueither is offline notyoueither
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Aug 2001
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  Old Post 14-07-2003 23:39
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quote:
Will building more units delay our rush for The Republic?

Strat note:

In Civ3, the upkeep cost of units (1 Gold, minus government allowances) is not really severe enough to create a strategic decision between building more units or saving on Gold. In other words, what you can do with the units is always better than the lost Gold. This is true under any government. This is assuming, of course, that you're using those units (offensively in SP, offensively and defensively in MP).

Yes. 2 units for 20 turns is 40 gold. More than a full turn or research towards republic if we had to pay for both all the time and if it were 20 turns to republic when they complete. Also, they would delay the workers and leave that much more jungle needing to be cleared later, and that much more of a delay before the workers could be added back to cities with land to work under the GA. Yes, those regular warriors would be very expensive indeed.

Agreed that if we were to attack now, the warriors would have a use and be worth the gold. However, we attack later, and the workers that could be built will do things to prepare us for the GA, whereas warriors would do nothing to prepare us.


quote:
As for the barb Galley, I sugest we arrange matters such that we end up being the one attacking and not the barb galley

There is a defensive bonus of 10% for water tiles. Do you want to attack at a slight disadvantage or defend with a slight advantage?

Dominae is offline Dominae
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Jan 2002
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  Old Post 14-07-2003 23:48
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quote:
Originally posted by notyoueither
2 units for 20 turns is 40 gold. More than a full turn or research towards republic if we had to pay for both all the time and if it were 20 turns to republic when they complete.


You're not factoring in the 4 free unit upkeep for every city we build from now until then. Incidentally, it may be a good idea to pop out a Settler from our military camp cities (Mingapulco and Incensity) at this time. Not only does it reduce our unit upkeep burden, but it helps us get even bigger for when we reach The Republic. If we were to go to war next turn, I would say to keep those cities on miilitary duty, but now that we have some time we can afford to invest a little.

quote:

Also, they would delay the workers and leave that much more jungle needing to be cleared later, and that much more of a delay before the workers could be added back to cities with land to work under the GA.


But you're wasting Shields by having the cities complete the Workers before they grow to size 2. Weighing this against the need for Jungle-clearing is a difficult question to be sure. Perhaps someone could run a sim on this (maybe me!). It's definitely not as clear-cut (ha! ha! ha!) as you make it out to be, though.


Dominae

notyoueither is offline notyoueither
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Aug 2001
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  Old Post 15-07-2003 00:07
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Clear-cut? Heheh heh.

E_T and I are running SIMs. Others may be, but I'm not sure (I think BigFree is). Your participation would be very valuable, Dominae. Keep in mind though, it is very near the time that the core cities need to focus on the build up for production advantage under republic, and to build units (Ming and Incens). The tech clock to Feudalism is ticking.

Dominae is offline Dominae
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Jan 2002
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  Old Post 15-07-2003 00:21
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Ok, I'll just test out the possibility of getting a couple of Warriors out of those cities while keeping everything else more or less "constant", versus getting Workers out of them ASAP. I'll be back with results.


Dominae

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:29
  Old Post 15-07-2003 02:03 Visit Trip's homepage!
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Demographics Analysis

Colors match in-game colors (estimates). Known civs are underlined. Apolyton values are bolded.

CGN
GWT
Apolyton
CDG
GCA
CFC
Grenouille
Firaxis

Values This Turn:

GNP (commerce before corruption):
?, 51+, 42, 42, 26, 25, 23, 23

MFG (shields after waste):
?, 33+, 28, 27, 24, 22, 20, 12

Change From Last Turn:

GNP (commerce before corruption):
+?, +?, +5, +2, -2, -1, -2, +2

MFG (shields after waste):
+?, +?, +1, +1, -1, +0, +4, +0

Other:

  • More CDG cities growing.
Powergraph Analysis


1.00 is the average power of our continent

Last turn:

code:
Apo 1.51 CDG 0.99 GCA 0.80 CFC 0.70 AVG 0.90 (minus Apolyton)
This turn:

code:
Apo 1.62 CDG 0.89 GCA 0.82 CFC 0.67 AVG 0.79 (minus Apolyton)
Thus we are 1.62 times more powerful than the average civ on this continent, and 2.05 times more powerful than the average civ not including us.

Last edited by Trip on 15-07-2003 at 03:13

BigFurryMonster is offline BigFurryMonster
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Feb 2002
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  Old Post 15-07-2003 02:42 Visit BigFurryMonster's homepage!
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That's great to hear. Can you include a colored list of the civs, for easy reference?

edit: Thanks! Much better now.

Last edited by BigFurryMonster on 15-07-2003 at 12:49

E_T is offline E_T
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Mar 2001
time: 00:29
  Old Post 15-07-2003 02:53
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Dom, I'm using a Reg Unit build in Poly and Banana to help keep it's pop up, but that will change as we approach Republic

Yes, I did a sim that got the Republic tech at 430BC, but I also have 17 workers and 2 additional cities with 2 other settlers that are in transit to the next few, for a total of 13 cities and 2 settlers.

As it takes a while for Jungle to get cleared, I was setting prioritys with worker builds.

E_T

Trip is offline Trip
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quote:
Originally posted by BigFurryMonster
That's great to hear. Can you include a colored list of the civs, for easy reference?

Done with a bit of other sprucing up.

Dominae is offline Dominae
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Jan 2002
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  Old Post 15-07-2003 05:42
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E_T, I understand that Workers are very important to us right now. However, wasting Shields in those two cities by building Workers right away can be avoided by simply popping out a Warrior first.


Dominae

E_T is offline E_T
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Mar 2001
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  Old Post 15-07-2003 06:01
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I know that the warrior thing is good to do, but it would seem that some (and hopefully, not all) of our Conculs don't want any more regular units....

It's just a major fight to get 2 more Regular NM's built, just to let some cities have a little time to rebuild a productive population that can be shead for more workers/settlers.

E_T

Dominae is offline Dominae
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Jan 2002
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I feel your pain (I think).


Dominae

 
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