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Old January 3, 2003, 19:45   #1
Scouse Gits
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No Science Succession ... Sticky Mice in Trouble!
This is going to be FUN! - the damned AI are refusing to research...

Rules:
Science must be set at 0% at all times - Eins, Trade, Wonders etc all allowed

Players:

SG(2)
SG[1]
any masochist is welcome to sign up here...

log...............

No Science - Ouch!

4000BC - no techs, one hut and a Buffalo; Gits decide to play Nomad for a while ...
3950BC - hut-HorseRiding;
3900BC - hut-Archer;
3700BC - hut-Masonry;
3300BC - hut-Chariot;
3250BC - hut-50g;
3200BC - hut-25g;
3150BC - hut-50g; [1] - "Who's stupid idea was this?"
3000BC - hut-Legion; [1] - "Observes, dryly, that (2)'s turns went really well!", but unfortunately the editorial duties now fall to (2) - drat!
---- We meet the Americans - much debate: [1] votes "WAR"; (2) goes for prevarication ... we talk to the B*ggars they offer to swap Pottery for Masonry - we accept - its all they've got!!!!!! - the debate continues ... [1] agrees that killing them buys nothing - but now we wonder whether it is better to sue for peace and a possible alliance (no ZoC problems) or simply to ignore them and hope to get some cash from them ... let's try for an alliance ... Peace, Alliance at the cost of Horse; no gift ...
2750BC - Viking civilisation destroyed by Barbarians (no restarts!)
2700BC - hut-50g; (2) scoffs!
2650BC - hut-Legion;
2500BC - hut-WarriorCode; :what joy: Americans demand WC - we say, "Get lost" - they end alliance ...
2350BC - hut-Horse :Oh Goody:
---- We meet the Indians (Supreme) - now what? - Swap WC for MapMaking; Horse for Seafaring; They refuse maps ...
2300BC - hut-Legion; We swap the Indians Masonry for BronzeWorking - they still have Alphabet that we do not...
---- We meet the Greeks (Weak) - gift Maps and WarriorCode - get Maps! no tribute
2250BC - hut-Horse;
2200BC - hut-50g; Greeks declare War - oh goody!
2150BC - Moscow founded; Greeks kill Legion; Uprising near Moscow - glad we only have another couple of turns...
2000BC - We're done ...

The hutfinder file is also in the .zip - the huts are our only saviour at the moment...
Attached Files:
File Type: zip le_b2000.zip (8.4 KB, 12 views)
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Old January 3, 2003, 20:03   #2
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I'm in... but not quite yet! I can play early next week but this weekend is a no go. Please slot me in, but let anyone who can play before Monday, take a turn.
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Old January 3, 2003, 20:16   #3
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Scouses, I can't join the game, I am in China now, I have some immediate work around Ning-hsia . This is also a reason why I cannot answer your wishes about New Year. They have a different year here.
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Old January 3, 2003, 20:17   #4
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Also... for the benefit of Mac types like Jrabbit... I assume this is MGE?
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Old January 4, 2003, 06:00   #5
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The Game is MPE, set on a Medium World

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Old January 4, 2003, 17:51   #6
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I'm in
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Old January 4, 2003, 17:59   #7
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I play tomorrow if no one else is willing to play the monster left by the Gits
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Old January 4, 2003, 18:21   #8
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Will join, but presently swamped with "No Trade, No Cannons" migration µmgmt…
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Old January 5, 2003, 06:35   #9
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The strategy looks simple: scout, young man!
I choose to finish building the trireme started by the Gits, and then build explorers.

Short log:
1950bc: Our legion close to Trondheim dies (why did the Gits decide that the poor legion should commit suicide? I dunno)
1800bc: Trireme completed
1550bc: Explorer completed
1400bc: St Petersbourg founded
1350bc: Our mighty horseman kills a barb archer
1250bc: Our explorer meets a Japanese warrior. Friendly. We swap FOUR techs in a row (receive Alphabet, Ceremonial Burial, Currency and Iron Working)
1200bc: Our explorer tips a hut: The wheel
1100bc: New explorer completed
Barb chariot killed by our chariot in fierce defence of our capital
1050bc: Greeks give 50g for peace
1000bc: That's it. Straybow next?

(this means I got 5 techs in 20 turns, which is not bad at all with science set to zero; but I guess we cannot expect to meet anyone as kind and learned as the Japanese before quite a while)
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Old January 5, 2003, 11:26   #10
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La Fayette Good turns.

Staybow or STYOM next. We still have vacancies for a couple of players

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Old January 5, 2003, 12:33   #11
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I'll play... I have some time.

Can I have the save please La Fayette?
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Old January 5, 2003, 14:28   #12
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Of course yes
here it is
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Old January 5, 2003, 16:10   #13
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No science! And no funny city names or leader name...

1000BC: Trade Iron Working to Indians for Polytheism. They have no other sciences.
Indians demand that we stay away from Madras.

975: Horsemen in St Pete; starts Settlers.

925: Disorder in St Pete ; switch Settlers to Warriors.

850: Kyoto located.

725: Settlers rush bought with tribute :cash: in St Pete.

650: Many barbs near Moscow; Settler production changed to Elephant and rushed.

600: Kiev founded. Trade Wheel for Mysticism with Indians. They have nothing else but would also like Currency from us. Demand for tribute from Japanese results in declaration of war.

Hut tipped by Explorer 88,30 - 5 barbs!!! Explorer retreats to Trireme.

575: Americans start Pyramids.

550: Meet the Spanish - they are Supreme! Trade for Code of Laws (hoping to be able to get Mon. from next hut ) and Mathematics. Gift Seafaring and Code of Laws and get maps.

525: Moscow production switched to HG - just realized that Settler production would result in unit disbanding - too many units from Moscow!

500: Hut tipped 59,53 - Astronomy

STYOM moans about his bad hut luck and passes the mantle...
Attached Files:
File Type: sav le_b500.sav (73.2 KB, 6 views)
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Old January 5, 2003, 16:27   #14
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Sorry for the dumb errors re: disorder in St Pete and the Settler I started in Moscow. To clarify, we only lost 2 shields in Moscow, and a couple of NONs were forced back to St Pete due to treaty, so we only lost 1 turn of production there.

Still, it goes to show what happens when one forgets that we're in Despotism

One of our horses was pinned down S of Madras by ZOC and never moved during my turns.

We need Monarchy, we need Trade!

The tribute gravy train ran dry about 550 BC
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Old January 5, 2003, 19:09   #15
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Quote:
Originally posted by Six Thousand Year Old Man
No science! And no funny city names or leader name...
We had several false starts with this game! A number of them provided starting techs so we forgot to be creative.

Well done STYOM, Code of Laws is a key advance ... over to Mr Canal!

-JRabbit are you joining this adventure?
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Old January 5, 2003, 22:39   #16
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I'll let somebody else jump in—only 5 turns into my go at "storming the castle"
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Old January 6, 2003, 00:07   #17
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Absolutely. Looks bizarre and out of my league, so definitely -- I'm in.

In Like Flint.

Straybow -- Those effing Aztecs sure picked some lousy geography, huh?
Best of luck on the assault. Remember -- if you don't have enough troops available, just do what I did -- MARCH STUPIDLY FORWARD!!
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Old January 6, 2003, 01:06   #18
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Quote:
Originally posted by Six Thousand Year Old Man
No science! And no funny city names or leader name...
We have only 2 cities:
please, rename them!
(just having in mind that St Petersbourg used to be Leningrad not so long ago )

For the leader, I would very much enjoy having Einstein replacing Vladimir Illitch.
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Old January 6, 2003, 02:03   #19
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Zip file... if Jrabbit is next. If not... +1!!
Attached Files:
File Type: zip le_b500.zip (11.4 KB, 4 views)
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Old January 6, 2003, 06:36   #20
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Great turns, guys - this looks like being a real b*tch.

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Old January 6, 2003, 08:57   #21
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Sign me up. I'd love to help put the AI in its place...
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Old January 6, 2003, 09:20   #22
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Rabbit On The Case!
Quote:
Originally posted by Six Thousand Year Old Man
Zip file... if Jrabbit is next. If not... +1!!
Got it, sent it home, will play tonight if possible.
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Old January 6, 2003, 09:27   #23
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Order of Play

SG(2)
SG[1]
La Fayette
STYOM
-Jrabbit
DaveV
Straybow

The usual suspects

-----------------------------

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Old January 6, 2003, 11:36   #24
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Quote:
Originally posted by Scouse Gits
Order of Play

SG(2)
SG[1]
La Fayette
STYOM
-Jrabbit
DaveV
Straybow

The usual suspects

-----------------------------

SG(2)
I prefer to think of us as the Seven Samurai, if we're going by movie titles
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Old January 7, 2003, 04:54   #25
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@ STYOM - as I recall both casts had a similar survival rate!

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Old January 8, 2003, 01:42   #26
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Rabbit Poop
Well, not much happened -- quite a change from the space race.

I'm tired. So here's the save.
I'll post a brief history after a few hours of
Attached Files:
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Old January 8, 2003, 08:50   #27
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Downloaded. I'll start playing at lunchtime today.
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Old January 8, 2003, 19:20   #28
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What is that in Rabbit Years?
OK, so it's 500 BC and the Lagomorphic Lenin takes the Despotic reins.

What have we here? Hmm. We have 405 GP and a 60-0-40 distribution of resources. We have, uh, three cities two of which are pretty darned distant from Moscow.

Explorers on the board, and much has already been learned. We're missing some key techs, but have three "in the white." Not bad for 0% Science.

That reminds the Rabbit of the Hut Problem. It seems the Scouser Hut Machine is incompatible with the Macintosh. -Jrabbit makes a note to upgrade all available "good luck" totems.

We see that Kiev and St. Pete are both building mucn-needed Settlers, while Moscow has just begun to build the Hanging Gardens. After some ruminations on the topic, the Despotic Rabbit figures "what the heck, let's see what happens" and makes no changes.

Last-ditch effort to command info yields a nearby-but-uncharted American city (36, 24 - river grass), and a likely Indian city at 26, 50 in the black. ENTER-->

475 BC -- Explorer finds Barcelona (size 1, no flag!). Decides not to break treaty by entering it, moving into the path of a Spanish catapult instead. Noble Horseman is trapped with back to the ocean by hordes of Indians, who refuse to negotiate with us.

450 BC -- Spanish cat kills Japanese Settler, allowing our Explorer to go south. Horseman sees much movement, but still cannot himself move... Roving Archer finds hut south of Sparta.

425 BC-- Explorer strays too near Edo, is withdrawn to Kiev Population = 100,000 Rooskies. Archer's Hut yields NONE Nomad!
Explorer now stuck in Kiev disbanded toward new Settler. City of Boston (3) revealed; Americans request our absence. St. Pete decides to build Phalanx.

400 BC -- Spanish start to build Colossus. Americans offer 50 GP to declare war on India. We scoff. Barbs reach Moscow. Ellie takes their horseman, makes veteran. Explorer finds Hut. (Who needs that silly, cheater Git program anyway? )

375 BC -- We fortify Legion outside Boston city limits.
Explorer enters thatched Hut, find secret to TRADE!!! St. Pete starts caravan. Explorer pops another Hut, finds Advanced Tribe (Minsk = size 1), rehomes.

350 BC -- Moscow chariot repels last Barb horsie. Minsk starts on Settler for possible resettlement. Explorer checks out the neighborhood.

325 BC -- US warrior surprise attacks our horseman, fortified on mountain. Horseman wins. Since we're now at war, our fortified legion takes out a wandering horseman.

300 BC -- Indans move capital to bombay. Trireme finds Hut near Minsk. Settler starts roadway between Kiev and St. Pete.

275 BC -- Barb ship spotted near hut. Trireme to Minsk to gather intrepid Explorer. NONE nomad starts mining, as shields Will Rule in this game. With nearby food, plan to start a lovely resort city at chokepoint south of Spanish empire.

250 BC -- Our horseman remains trapped between hordes of Indain troops and the sea. They appear to be sharing a flask and playing some poker.

225 BC -- explorer tips Hut, finds 50 GP. Barbs spotted near the Moscow metroplex.

200 BC -- I dunno, did I go that far? The notes stop here... I left some important decisions on Caravans, Settlers, et al. for the almighy DaveV.
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Old January 8, 2003, 20:22   #29
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Lucky rabbit finding Trade in your burrow Well done!

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Old January 8, 2003, 21:41   #30
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Trade and Monarchy (or any other gov't) were my hoped-for hut results.
I guess when you carry four rabbit's feet, there are times when the gods do smile...

(Actually, I was more impressed by finding 4 huts without a CHEATER program.)
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