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Old n Slow
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Vienna, VA
Jun 2002 time: 00:30
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1861 -- RB a port facility in Keno, a Barracks in Spare Oval, a cruiser, alpine & spies. Reallocate a couple of citizens in Lago to get production up to 30 shields without stopping the celebration. (Babs switch to Democracy, Chinese discover Elec2 & start Hoover’s.
1862 -- RB a cruiser in Keno, a cav & more spies. (Oh yeah, how about a harbor for Six’s Torch?) Smack a couple of Greek knights and a rifle. Raze Thessalonica.
1863 -- More spies. Take El-Armana down a couple of notches. More RR towards Greek targets. Also stop to clean up a skull or two.
1864 -- Hit Pharsalos -- lose 5 spies for no reason (only much later does the thought occur that city walls may protect against water poisoning.) Rest of team engages in sabotage. Meanwhile on the water, sink two Greek frigates & a French ironclad in the eastern sea. Sink a Transport+ in the west.
1865 -- Six more spies are added to the team -- they hit the streets -- size nine Pharsalos razed (+14 coins -- not a great business, I’m afraid.) Sink two more Greek frigates. On the Egyptian front, we nail a cav, but lose a rifle. In Chartres, we unload Silk (d) = 462, Dye (d) = 308, Hides & Silver = 156, 160.
1866 -- 8 more spies (we do go thought these wonderful volunteers.) Raze size 4 El- Armana. Raze size 8 Eretria
1867 -- Push a transport out into the eastern waters. Slay five Greek units while RR towards destiny. Clean up another skull. (Two nations warn about completion of HD.)
1868 -- Push a second transport eastward. Barbs near Six’s Torch. Lose a cav. Smack some random units. See Rhodes (size 9) en route to Miletos (size 12). (French build Hoover’s, Chinese abandon.)
1869 -- 3rd transport in the east; ship chain 3 alpines, 5 spies (no cav because they won’r reach -- rats alpines won’t reach this turn either.) to the Egyptian frontier. Size 8 Memphis loses all of its infrastructure and we Take Memphis with its three wonders as our NEW HOME!. Also take GW & 135 in coin (gov’t to Pi-Ramses..
(Doh! The Egyptians know Elec2! We could have spent too much money & built Hoover’s. Oh well, now we have another reason to head for France (Paris has three wonders as well.) (French discover AT, Egypt discover Ref2, Chinese discover AW.) Lose a rifle, cav+ outside of Rhodes, we slay a knight, rifle, fan & 2 cannons. Not happy with the Greeks. Our wounded destroyer in the SW slays a Greek cannon & cruc.
1870 -- Egypt becomes commy (three nearby cities have almost completed city walls (FYI.) We also steal the rest of their techs -- Elec2, Ref1, Ref2. Meanwhile in Greece, the walls of Miletos come down and we raze Rhodes.
Notes -- We still have about 5K in funds (down from the 8K budget handed to me.) Haven’t seen an offensive boat in three turns+, so the west may be a little at risk as I’ve allowed the cruiser to go wandering -- we may want to recall it closer to the boat chain. In the east, I’ve recalled a boat for healing, another is at the Egyptian shore and the boat chain is there should the next player want to open up the Egyptian front in earnest. The Greek front stalled for a turn or two since we have too few engineers to RR to the next set of targets on an ongoing basis.
Also need to scout a bit more -- maybe use a spy & partisan/alpine team for deep recon.
SG -- I had a market in place, but opted for a supermarket (pun attempted) as the Egyptians did a nice job of farming the country side. 
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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:30
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and quite effective it was!
Now what's this about the Poison function not working on walled cities? (I rarely use the function and was unaware of this limitation.)
True? If so, odd imho.
Last edited by -Jrabbit on 12-03-2004 at 19:15
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Sparrowhawk

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Canada CST
Apr 1999 time: 23:30
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In keeping with Bloody Monk's "chatty raptop" description above, I thought I should offer an opinion on the spiea/vet spies description (though I have not yet read the thread on spies that Monk posted the link to above).
It seems to me (observation, not research) that the spies are more successful in their attempts against cities that are not capitals (you get the warning message when attempting to sabotage, but not for poisoning, but I suspect it applies to poison too). While playing it seems I have lost a disproportionate number of spies while poisoning capital(s).
In other words, it seems to me while playing that if you are poisoning a capital, while it is successful every time, you are more likely to lose spies (captured), whereas against non-capitals, it seems the spy is more likely to survive and escape to the nearest city. Anyone tested to disprove or prove this theory?
* Sparrowhawk conjecturing while out of town overnight, (as I said above, I am in the middle of turn 5, though with the end of the weekend so ended my free time, I will return to this on Wednesday I hope).
One further question on spies, has anyone ever done a list of the results (what happens and where do they go)....i.e. when a spy poisons a city it is either captured, or it returns to the nearest city, when a spy is expelled it returns to the capital, when a spy sabotages it returns to the nearest city, when a spy steals a tech it ??returns to the nearest city??, as I type this, I wonder if the only time a spy returns to the capital is when it is expelled by the opponent? Does it return to the closest city on surviving all other encounters?? Exceptions being establishing embassies and inventigating cities which both leave the spy outside the city? (Sparrowhawk asks his longest winded question yet )
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