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spacemanmf Wrote:OK, so where are we up to? Save is in, but email is read, and no got it... Tracker says Pegasus so we've not sent it on yet...
You can play it.
EDIT: I was just looking at the save. The bad news: Pegasus finished the MoM. The good news: He finished it in Britannia, his border city towards us. Our NAP expires in 5 turns...
I have to run.
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novice Wrote:You can play it.
EDIT: I was just looking at the save. The bad news: Pegasus finished the MoM. The good news: He finished it in Britannia, his border city towards us. Our NAP expires in 5 turns...
Goddamn. EDIT: Explains why Krill was chopping all those forests.
I'm not sure if it does automatically expire, actually. We originally had a 10-turn rolling extension so there's a question as to whether that is still in place.
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June 4th, 2011, 00:32
(This post was last modified: June 4th, 2011, 00:53 by spacemanmf.)
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Hmmm, thinking aqeduct in Speed Limit to expand the health cap, but also arguments for courthouse, Christian temple, worker or settler.
Also, shall we continue to build MoM for the fail gold to speed up Education? Or switch to National Epic straightaway?
EDIT: Used turnplayer's discretion to go for aqeduct and fail gold (we got 290g) to fuel faster Education.
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OK, T125 report.
Bingo, worked a treat.
Building a mace sends our power graph ever higher. Maces started in DMH and Big Slick.
Our current army is not that impressive, really, so others must have next to no units!
Our experienced axe is unfortunately not fast enough to intercept the first barb warrior.
Slight cultural pressure is being placed on the cottaged floodplains. It is now back to the same as it was 9t ago, having gone slightly more in our favour in the intervening turns. I've queued up a monastery for after the worker (which was whipped).
Expenses are chunky these days.
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Education was down to 4 turns after ending the turn, and I think we may be able to do it in 3 turns now that we have that extra cash, so that ties in with the National Epic build in the capital (also 3 turns).
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Good call on the fail gold.
How about Edu-Drama-Music-Constr-HBR-Guilds as our tech path?
I have to run.
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novice Wrote:How about Edu-Drama-Music-Constr-HBR-Guilds as our tech path?
Sounds good to me.
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Got it.
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Bit of action up north. Waves of barb warriors are coming in, which is good. However, TT's galley is in a position to strike if laden with chariots and there is nothing we can do.
I put Sailboat's archer on the galley which can be used to occupy Broadway if Double Gutter gets razed, along with the roving axe. We will see.
I line up PB's 3-turn NE build with the time taken to research Education. NFD will also have completed a 3-turn missionary by that time.
The cottage tile slips to 53/47, although the monastery will help. Plus it's about 4/5 turns from 100 culture.
GNP reaches 500 at 80% research.
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Should really have set Sailboats on a trireme build to whip next turn, but can do that the following turn (so that overflow goes into a university), although might need to whip a mace or something if TT tries to play silly beggars. I sent DMH's archer to Sailboats, but it will take a while.
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