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View Poll Results: please take a look at the map while voting
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Dominion: kill the horsmen
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1 |
2.08% |
Dominion: kill the archer
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1 |
2.08% |
Dominion: kill the warrior and send the archer to defend Dominion
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8 |
16.67% |
Dominion: kill the warrior and let the archer exploring, no need for defence anyway
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6 |
12.50% |
The other archers should concentrate on the black polar airea south of Dominion and the black grassland?? NW of our capital
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9 |
18.75% |
No let those archers move further and further away from our country till they fall of the earth
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2 |
4.17% |
The horsemen should explore in some sort of circular fassion
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5 |
10.42% |
the horsemen should explore in a linear fassion(away from the center of our empire)
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8 |
16.67% |
only 9 options? still need a banana to recover??
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8 |
16.67% |
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May 9, 2003, 16:00
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#1
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King
Local Time: 02:07
Local Date: November 2, 2010
Join Date: May 2001
Location: of bribery.
Posts: 2,196
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millitary orders 2000BC
although I didn't get the info about the units we have to go on so here is the millitary poll:
first of all Domnion seems to have a problem supporting it's units...there are 1 warrior(in the city), 1 horsemen and 1 archer.
I suggest we get rid of the warrior and get the archer into the city.
the other archer near Dominion where will we send it? I would like it to fill the arctic black south of Dominion instead of moveing even further away from our cities
as I would suggest for the other archer(but then for the NW airea.
You have 2 days(Sorry MWIA, but I was waiting for additional info)
For all info check the map:
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"I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
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Last edited by shade; May 9, 2003 at 16:06.
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May 9, 2003, 19:30
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#2
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Emperor
Local Time: 20:07
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Join Date: Oct 1999
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Posts: 4,788
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Let the horsemen travel outwards fast to find the other civs. We can fill in the black areas later as other exploring units are produced. It would be really good to have archers in our cities when the other civs inevitably find us, but they can still explore locally a bit before they garrison the cities. The other civs aren't going to find us *that* fast. (having said that, I now expect an AI horseman to show up on the very next turn!)
But this is a risk game and we want to be aggressive, so I say we go for fast discovery and take the battle to the enemy...
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May 9, 2003, 19:58
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#3
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King
Local Time: 02:07
Local Date: November 2, 2010
Join Date: May 2001
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or just let them find us, exchange maps and follow the straight line back they used to get to us. ... at least there are no oceans so the AI can't use the insinkable triremes
Shade
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ex-president of Apolytonia former King of the Apolytonian Imperium
"I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
shameless plug to my site: home of Civ:Imperia(WIP)
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May 9, 2003, 20:11
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#4
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Emperor
Local Time: 11:07
Local Date: November 2, 2010
Join Date: Mar 2000
Location: up shyte creek without a paddle
Posts: 6,250
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use the horseman to pop huts, after each hut move him in the direction of the next one following the hut pattern.
you could just use hutfinder which does the same thing but only saves you time
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May 9, 2003, 22:53
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#5
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Warlord
Local Time: 17:07
Local Date: November 1, 2010
Join Date: Jan 2003
Location: North CA
Posts: 176
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Disband the warrior and move the archer to the center of the square there-then to more of the area around Glorificus. The horsemen should uncover as much new land as they can, and the archers(and future exploring units) can fill in the gaps.
There may be a hut in the center of those rings around Glorificus(at least there would be if I made this map), but it would be good to know if their wasn't one, too.
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May 10, 2003, 10:54
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#6
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Deity
Local Time: 13:07
Local Date: November 2, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Re: millitary orders 2000BC
Quote:
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Originally posted by shade
You have 2 days(Sorry MWIA, but I was waiting for additional info)
[/IMG]
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No problem - I have resent the save, this time to everyon individually, and not as a group. That may be the problem, as I have had no issue with sending save files to a single person or even two people before using that emailer. The only other reason I can think of for such problems is that someone's email is wrong and thus mine refuses to send to ANYONE. I have resent things, and have been getting positive return receipts so far.
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May 10, 2003, 13:17
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#7
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Emperor
Local Time: 17:07
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Join Date: Dec 1969
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Posts: 7,969
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use the horse to explore, keep the archer at home to defend/explore locally, disband the warrior, its only 10shields
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May 11, 2003, 07:27
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#8
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King
Local Time: 02:07
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Join Date: May 2001
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It was just brought to my attention that we also in Imperialis seem to have a shield shortage...I suggest we do the same as in Dominion: kill the warrior, send the archer between imperialis and Glorificus to Imperialis.
and pay attention when we build units(especially settlers!! )
Shade
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ex-president of Apolytonia former King of the Apolytonian Imperium
"I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
shameless plug to my site: home of Civ:Imperia(WIP)
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May 11, 2003, 17:41
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#9
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Emperor
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Quote:
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Originally posted by shade
and pay attention when we build units(especially settlers!! )
Shade
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I think the problem was caused when a unit from a hut was homed to Imperialis.
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May 11, 2003, 17:42
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#10
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King
Local Time: 02:07
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Join Date: May 2001
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Posts: 2,196
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The poll has ended...votes have been counted and results have been send.
There is no possibility for a recount
Shade
__________________
ex-president of Apolytonia former King of the Apolytonian Imperium
"I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
shameless plug to my site: home of Civ:Imperia(WIP)
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May 11, 2003, 17:51
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#11
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King
Local Time: 02:07
Local Date: November 2, 2010
Join Date: May 2001
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Quote:
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Originally posted by cavebear
I think the problem was caused when a unit from a hut was homed to Imperialis.
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there is an easy way to solve this problem...let our cities grow a little (size 3) before starting to build an army of settlers... when our cities keep shifting between 2 and 1 the instability will keep causing troubles like this.
Shade
__________________
ex-president of Apolytonia former King of the Apolytonian Imperium
"I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
shameless plug to my site: home of Civ:Imperia(WIP)
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May 11, 2003, 20:55
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#12
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Prince
Local Time: 21:07
Local Date: November 1, 2010
Join Date: May 2002
Location: Of Morr hill
Posts: 957
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Sorry i missed the poll but for what its worth i think we need to explore as much as possible with the horses, AND the archers where prudent. (arctic, mountains, etc.) This is a large map, and even if there are 7 civs they could be spaced far aprat. I have played a similar game where each civ was at least 3 turns away in a transport, and it takes alot of time and resources to ship chain that. We need to find the other civs as early as possible and start takeing them out or before we know it we will he in 1850 trying to nuke three civs out of existance. Wait, i kinda like that... ...but no we need to play smart
edit: Zedd chex his spellcheck, yep, it wurks
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May 11, 2003, 23:19
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#13
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Emperor
Local Time: 20:07
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Join Date: Oct 1999
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Quote:
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Originally posted by shade
there is an easy way to solve this problem...let our cities grow a little (size 3) before starting to build an army of settlers... when our cities keep shifting between 2 and 1 the instability will keep causing troubles like this.
Shade
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I agree completely. I don't like to force settlers from very small cities because they are inherently unstable. I favor population emphasis to size 3 and then you are freer to use them for settlers and they support military units better.
It really helps to have a few workers that you can move around according to immediate needs for food and shields.
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May 12, 2003, 00:07
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#14
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Emperor
Local Time: 17:07
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well the one benefit if your paying attention and willing to sacrifice the trade for one turn is putting the workers on production if your worries about shield deficits.
build sets as quickly as possible IMO....then you can garrison extra troops to them...and avoid shield deficits.
sometimes this is tricky, but if your paying attention, you should be able to put enough workers on production and take the science hit.
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May 12, 2003, 13:52
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#15
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Emperor
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Well, yes, but the problem in Imperialis is that the food is at 0, the shields at -1, and the lone worker is already on a forest the most shield-productive terrain we have available.
That would have been OK while the settler went to build a city, but a hut-unit homed to Imperialis.
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May 12, 2003, 16:59
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#16
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Emperor
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Quote:
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let our cities grow a little (size 3)
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Sounds good shade.
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May 13, 2003, 22:02
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#17
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Emperor
Local Time: 17:07
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we need to be carefull is all i am saying..sometimes unit support is a problem, in this case it is....
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