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notyoueither
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of naught
Aug 2001 time: 22:31
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To be edited only by the Consuls and Ministers.
Status:
- Republic
- Researching Invention (28) 1 scientist.
- 207 gold + 39gpt
- Slider at 9/0/1 tax/sci/lux
Urgent questions & tasks
- Plans for continuing the war - how best to proceed?
- Do we give CFC contact with CGN (or vice versa)?
- What should our new unit build proportions be?
- Safe passage for PoA in GWT's sealanes. Same treaty as with CGN?
Unit Movement & Actions:
Summary:
Main stack moves 8 to get out of GCA sight (preventing them from getting pot-shots with their Horsemen and also to make them wonder). Everything else begins to assemble at Algalord 1-1 in preparation for the march south on Catchopolis.
An MI and an NM load onto the Expedition to land on GCA's iron again. They will either be able to tie down more GCA units which have to defend the iron (at least 2 Spears or 1 Pike) or they will be able to cut the iron again and prevent at least 2 Pikes from appearing in Catchopolis by the time our main army attacks it.
Unit Roster
Damaged units healing behind the front: M04, M05-08, N08
War Casualties (19): M01-02, M09-11, M18-20, N06, N09-N12, H01-03, S01-02
Non-War Orders
M12 'BigFurryInfantry' moves 8. {southeast of Equilibrium}
M26 'Alva' moves 2-1-4; going to help with barbs in the west for the time being. {Karina 8}
N01 'MerZenary' remains fortifies; waiting for barbs in the north. {BFC 7}
N04 'Togas' fortifies. {Equilibrium}
N07 'Ghengis' remains fortified; protecting the south from barbs and possible GCA incursions. {BB 8-9}
W08 'not_panag' moves 4 then skips turn. {Equilibrium 4-7}
War Orders
Worker 'Yo' moves 2-2-1. {Algalord 8-8-7}
Worker 'Rah' moves 4. {Algalord}
Slave 'Anarchy' moves 4. {Algalord}
M13 'Beta' and M27 'Bananatopia' move 2-2-2. {Nevermore 2-2-3}
M25 'Jean-Luc' moves 4. {Algalord}
H04, 06, 07 'Trip's Guard II', 'Incensity', 'BFC' move 8-4. {Algalord 2}
H05 'Mingapulco' moves 1-8; checking up on GCA Pike Army in Catchopolis. {Algalord 2}
H08 'Bambi' moves 1-2-2-2-2-2 {Karina}
H09 'Kermit' moves 1-2-1-2-2-2 {Lux 7}
N05 'Enamel' moves 4-2-2. {Karina 3}
N17 'Soren' moves 2-2-2. {Nevermore 8}
N18 'Waiter' moves 2-2-3 {Karina 8-9}
N19 'Taxi' moves 4-4-4 {Karina 6}
C07 'Possum' moves 4. {Algalord}
C08 'Heart of Darkness' moves 2-3-2. {Nevermore 2}
W12 'WWNN' moves 2; watching the hills to the west. {West of Algalord}
M22 'Vondrack' loads onto 'Expedition'. {Algalord 2}
N14 'Pikesfan' loads onto 'Expedition'. {Algalord 2}
G02 'Expedition' moves 2, loads up 'Vondrack' and 'Pikesfan', then moves 6-2; Will land units on/near GCA iron. {Algalord 6}
Remaining units at Algalord 2 move 8.
Healing units at Algalord 7 move 1.
All other units to remain as they are.
Please take all discussion on the war to the Turn-by-Turn thread.
Economy:
-Apolyton - Building Horseman (turn 3 of 3).
Mingapolco - Building Horseman (turn 3 of 3).
Bananatopia - Building Marketplace (turn 2 of 10 conjectured). Change Build to a MI (turn 2 of 4). We will build 1 MI and then 1 NM and then a Settler Unless we get a GA.
Incensity - Building Horseman (turn 2 of 4).
Nevermore - Building Worker (turn 9 of 10). Change build to Catapult rush Cat for 48 gold.
Tripoli - Building Num Merc (turn 1 of 3).
Equilibrium - Building Courthouse (turn 4 of 80 schedualed).
Cuildo de Alcohol - Building Settler (turn 7 of 11).
Hispanica - Building Horseman (turn 2 of 4).
Possumopolis - Builting Catapult (5 of 5).
Karina - Building Cat (turn 8 of 9). rush Cat for 16 gold??.
LuxInvicta - Building Worker (turn 2 of 4 schedualled).
Big Bend - Building Catapult (11 of 12 schedualled).
BigFurryCity - Building Num Merc (turn 2 of 3)
Heart of Darkness - Building Catapult (turn 4 of 4).
WF:
These WF setting WILL MOST LIKELY change IF we have a GA triggered this turn!!
Apolyton - starting WF 3-5-8-13-14 (Working Game). Change WF to 3-4-8-13-14.
Mingapulco - starting WF 2-5-8-9-10. Change WF to 3-9-10-11-15 (working Game).
Bananatopia - starting WF 2-3-4-5-14-15-16. NC.
Incensity - starting WF 5-6-7-17. NC
Nevermore - starting WF 7. Change WF to 5.
Tripoli - starting WF 2-4-7-9-17. NC.
Equilibrium - starting WF scientist. NC.
Cuildo de Alcohol - starting WF 10-19. NC.
Hispanica - starting WF 1-2-3-4-20. Change WF to 1-2-3-13-20.
Possumopolis - starting WF 7-14. NC.
Karina - starting WF 6-11. Change WF to 3-11.
LuxInvicta - starting WF 5-7-11. Change WF to 1-11-13.
Big Bend - starting WF 1-8. Change WF to 3-8.
BigFurryCity - starting WF 5-6-7-8-19-20. NC
Heart of Darkness - starting WF 3-10-11-13. NC.
Workers:
Spike & panag - Tile cleared, workers are frozen. Will road next turn.
Mark & Otto - start clearing Jungle (6 turns).
Frodo & Out of Darkness - Frodo is mining (2 turns left), OoD starts roading (2 turns).
Go3 (MrWIA, EVC & Dejon) - move 1-2 to Big Bend 6 (WF #3) and Mine (done).
Dan & Gits - Clearing Jungle (2 turns left).
Monkee & CalcII - Clearing Jungle (4 turns left).
Squid & Horse - Clearing Jungle (5 turns left).
Lib & Slave Farb - Clearing Jungle (5 turns left).
rah, Yo & Slave Anarchy are under MoW direction.
Diplomacy:
GCA: WAR
CFC: Allied against GCA (not in game, Peace in game)
CGN: Peace
GWT: Peace
Comment, please, many "plans" are just suggestions or ideas, not decisions already made.
---
Note: keypad directions used for all except WF orders.
Discussion and basic reporting to follow. See the topped thread for comprehensive results
Last edited by E_T on 02-11-2003 at 11:28
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Dominae
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I would like to point out (yet again to E_T) that if the idea is to build more Settlers/Workers out of Bananatopia, it's wasteful to do it at pop size >6. Therefore the Marketplace is not needed.
We should only grow our cities (and consequently build infrastructure to support their greater sizes) when it makes sense to do so.
If the idea is to turn Bananatopia into a military unit or perhaps Wonder city, then I withdraw my objection, of course.
Dominae
P.S: Karina hates Catapults.
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Dominae
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Another criticism (sorry!):
Why are we building Horsemen? We're facing Pikemen now! Are we confident enough in our chances against GCA that we're preparing units for upgrade against CFC? I would imagine not, since we're still frantically putting Catapults together.
I for one prefer the odds of Medieval Infantry versus Pikemen. I doubt we could repeat GCA's Horsemen exploits if we tried.
Dominae
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E_T
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Orlando, Florida
Mar 2001 time: 00:31
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quote: Originally posted by Dominae
I would like to point out (yet again to E_T) that if the idea is to build more Settlers/Workers out of Bananatopia, it's wasteful to do it at pop size >6. Therefore the Marketplace is not needed.
We should only grow our cities (and consequently build infrastructure to support their greater sizes) when it makes sense to do so.
If the idea is to turn Bananatopia into a military unit or perhaps Wonder city, then I withdraw my objection, of course.
Dominae
P.S: Karina hates Catapults. |
Dom, I had talked to BF about this last night, but he wants to, at this point in time, keep it building the Marketplace. I had planned to have Banana build an MI, then an NM and have a settler built at the point when it went from size 7 to 8, dropping it back to size 6. My plan, then, was to have it Rex at 4 to 6 or 7.
BF feels that we will need the extra income from the Marketplace. I also agree with this, as we will need some time to build other things while we are getting the FP built in Karina. As it is, any of the other cities that we found, between here and BoP will be very corrupt and we can let them grow somewhat. But having too many cities from it can also be a problem.
One thing, if we are planning to go into a point of deficit spending research, we will need that extra cash flow, even at a reduced Population while Rex'ing.
MoI E_T
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