 |
|  |
 |
|
E_T
|
 |
Orlando, Florida
Mar 2001 time: 00:31
|
|
This needed to be started, so here it is....
To be edited only by the Consuls and Ministers.
Status:
- Republic
- Researching Invention (27) 1 scientist.
- 159 gold + 40gpt
- 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:
Economy:
Apolyton - Horseman built, start building Horseman (turn 1 of 3).
Mingapolco - Horseman built, start building Worker (turn 1 of 1). Ming will grow to size 6 at the same time that the worker is built, so it will still be at size 5.
Bananatopia - Building Marketplace (turn 3 of 10 conjectured).
Incensity - Building Horseman (turn 3 of 4).
Nevermore - Cat built, start building Settler. I'm going to allow it to grow to size 2 and take the settler from it to move it.
Tripoli - Building Num Merc (turn 3 of 3). Change build to Horseman (turn 3 of 3).
Equilibrium - Building Courthouse (turn 5 of 80 schedualed).
Cuildo de Alcohol - Building Settler (turn 9 of 11).
Hispanica - Building Horseman (turn 3 of 4).
Possumopolis - Builting Catapult (5 of 5).
Karina - Building Cat (turn 9 of 9). I was wanting to have this cat Rushed last turn, but we will do it this way.
LuxInvicta - Building Worker (turn 3 of 4 schedualled).
Big Bend - Building Catapult (12 of 12 schedualled).
BigFurryCity - Building Num Merc (turn 3 of 3). Change build to Horseman (turn 3 of 3).
Heart of Darkness - Catapult Built, Start building Courthouse (turn 1 of 16).
WF:
These WF setting WILL MOST LIKELY change IF we have a GA triggered this turn!!
Apolyton - starting WF 3-4-8-13-14. Change WF to 3-5-8-13-14.
Mingapulco - starting WF 3-9-10-11-15 (working Game). Change WF to 1-2-3-9-10. NOTE: will grow next turn, giving us the one extra shield before the worker is built
Bananatopia - starting WF 2-3-4-5-14-15-16. NC
Incensity - starting WF 5-6-7-17. NC.
Nevermore - starting WF 5. NC.
Tripoli - starting WF 2-4-7-9-17. NC.
Equilibrium - starting WF scientist. NC.
Cuildo de Alcohol - starting WF 10-19. Change WF to 15-19.
Hispanica - starting WF 1-2-3-13-20. NC.
Possumopolis - starting WF 7-14. NC.
Karina - starting WF 3-11. NC.
LuxInvicta - (grows this turn) starting WF 1-??2??-11-13. Change WF to 1-11-13-14.
Big Bend - starting WF 3-8. Change WF to 1-3.
BigFurryCity - starting WF 5-6-7-8-19-20. NC.
Heart of Darkness - starting WF 3-10-11-13. NC.
Workers:
Gang of 3 (MrWIA, EVC & Dejon) - move 1 to Big Bend 3 (WF #4) and Mine (done).
Spike and panag - Road Ming 1 (WF #6) (done).
Dan & Gits - Big Bend 4 (WF #7) cleared, both workers are frozen.
Frodo & Out of Darkness - Both road and mine are done, both workers are frozen.
Monkee & CalcII - 3 turns left to clear.
Squid & Horse - 4 turns left to clear.
Lib & Slave Farb - 4 turns left to clear.
Mark & Otto - 5 turns left to clear.
WAR Workers - execute these orders before any War Moves
Yo, rah & Catch Slave are under MoW for war efforts.
[EDIT] Yo & rah - build road (done) BEFORE any War units are moved
Slave Anarchy (first off, name him "Slave Anarchy") - move 3 to join Yo & rah [/EDIT]
Settlers
Settler Lux - move 2-2-3
Settler Poly - move 2-2-2
Setler nana - move 2-2-2
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 05-11-2003 at 10:39
|
|
|  |
 |
|
Trip
|
 |
Hunt Valley
Apr 2002 time: 00:31
|
|
Summary:
Main stack now on the Algalord ruins moves 4 continuing the withdrawing circle pattern as we build a road towards their border. This prevents them from taking pot-shots with their Horsemen on our stack for a couple turns and also will make them wonder what we're up to. Everything else heading for the front moves to or fortifies at Algalord 1-1 in preparation for the march south on Catchopolis.
The Galley with an MI and NM on it continue moving towards GCA's iron (will land in 1 turn).
Unit Roster
Damaged units healing behind the front: M04, M05-08, H04, 05, 07, 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 6-6-9; There's only one barb camp left NE of Equilibrium which a healed BFI can take care of now. {Possum 3}
N01 'MerZenary' remains fortified; waiting for barbs in the north. {BFC 7}
N04 'Togas' remains fortified; waiting for barbs in the west. {Equilibrium}
N07 'Ghengis' remains fortifies; waiting for barbs in the southeast. {BB 8-9}
W08 'not_panag' skips turn; protecting silks colony. {Equilibrium 4-4-7}
War Orders
The orders for one of the Workers was not followed last turn.
This being the case, the two Workers at Algalord 4 should still be able to road the tile in a single turn whether it's a combo of 2 regular Workers or 1 slave and 1 regular Worker.
The three Workers will then be used to road Catchopolis 8-7 (a hill) once the fort city at Catchopolis 8-8-7 is built (should it be built). This means that all three of the Workers must be ready to move to Catchopolis 8-7 three turns from now (please be sure this is possible before assigning orders to the 3rd Worker).
M13 'Beta' and M27 'Bananatopia' move 1 and fortify. {Algalord 7}
H05 'Mingapulco' moves 7 and fortifies. {Algalord 1}
H08 'Bambi' moves 3-2-2-2-1 and fortifies. {Nevermore 2-2}
H09 'Kermit' moves 2-2-3-2-2-2. {Nevermore}
H10 'Apolyton' moves 2-1-1-1-1-2. {Apolyton}
H11 'Mingapulco' moves 2-1-2-1-2-2. {Mingapulco}
N05 'Enamel' moves 2-2-2. {Cuido 2}
N17 'Soren' moves 3-2-2. {Nevermore 2-2}
N18 'Waiter' moves 2-2-2. {Karina 1}
N19 'Taxi' moves 2-2-2. {Cuido}
C08 'Heart of Darkness' moves 2-2-1. {Algalord 8-8-7}
C09 'Big Bend' moves 7-4-4. {Big Bend}
C10 'Possum II' moves 3-6-2. {Possum}
C11 'HoD II' moves 2-2-3. {HoD}
C12 'Nevermore' moves 2-2-3. {Nevermore}
W12 'WWNN' moves 1; watching the hills to the west. {West of Algalord}
M22 'Vondrack' remains on Expedition.
N14 'Pikesfan' remains on Expedition.
G02 'Expedition' [Vondrack, Pikesfan] moves 2-2-1; Will land units on/near GCA iron. {Server Fire 9}
Units at Algalord ruins tile move 4 and fortify.
Units at Algalord 4 fortify.
All other units to remain as they are.
Please take all discussion on the war to the Turn-by-Turn thread.
Last edited by Trip on 03-11-2003 at 08:03
|
|
|  |
 |
|
Trip
|
 |
Hunt Valley
Apr 2002 time: 00:31
|
|
A couple things of importance for this turn:
If we switch the builds in BFC and Tripoli to Horsemen (from NMs) we can have an extra 2 Horsemen for the assault on Catchopolis. Needless to say, the NMs built there wouldn't arrive in time to make much of a difference. We could switch the NMs in BFC and Tripoli with the Horses in Hispanica and Incensity.
Also, we have some Settlers heading for the front. A fort city at Catchopolis 8-8-7 could be quite useful in keeping our advance moving along, especially given the fact that 2 of the Settlers were earmarked for rebuilding Catchopolis and BoP (and we won't be capturing either by the time the Settlers arrive anyways, especially in the case of BoP).
Last edited by Trip on 03-11-2003 at 08:19
|
|
|  |
 |
|  |
 |
|
E_T
|
 |
Orlando, Florida
Mar 2001 time: 00:31
|
|
quote: Originally posted by Trip
The orders for one of the Workers was not followed last turn.
This being the case, the two Workers at Algalord 4 should still be able to road the tile in a single turn whether it's a combo of 2 regular Workers or 1 slave and 1 regular Worker.
The three Workers will then be used to road Catchopolis 8-7 (a hill) once the fort city at Catchopolis 8-8-7 is built (should it be built). This means that all three of the Workers must be ready to move to Catchopolis 8-7 three turns from now (please be sure this is possible before assigning orders to the 3rd Worker).
|
Because of things that are not quite clear as to what your plan has been and because of not quite understanding what the workers can and can't do, I think it might be prudent that you post what you plan for them to do and then I'll issue the orders for them.
First off, if your wanting a 1 turn road on the hill with 2 Natives and 1 Slave worker, then you won't get it built in 1 turn (6 slave turns to road a Hill, 1 Native is equil to 2 slaves, 1 slave & 2 Natives can do 5 slave turns of work).
[EDIT] The Next worker from Lux, I'll also be sending to the front [/EDIT]
E_T
Last edited by E_T on 05-11-2003 at 08:51
|
|
|  |
 |
|
BigFree

|
 |
Acampo, CA
Oct 1999 time: 21:31
|
|
A few changes to the posted order's. Changes are noted in blue.
Unit Movement & Actions:
Economy:
Apolyton - Horseman built, start building Horseman (turn 1 of 3).
Mingapolco - Horseman built, start building Worker (turn 1 of 1). Ming will grow to size 6 at the same time that the worker is built, so it will still be at size 5.
Bananatopia - Building Marketplace (turn 3 of 10 conjectured).
Incensity - Building Horseman (turn 3 of 4).
Nevermore - Cat built, start building Settler. I'm going to allow it to grow to size 2 and take the settler from it to move it.
Tripoli - Building Num Merc (turn 3 of 3). Change build to Horseman (turn 3 of 3).
Equilibrium - Building Courthouse (turn 5 of 80 schedualed).
Cuildo de Alcohol - Building Settler (turn 9 of 11).
Hispanica - Building Horseman (turn 3 of 4).
Possumopolis - Builting Catapult (5 of 5).
Karina - Building Cat (turn 9 of 9). I was wanting to have this cat Rushed last turn, but we will do it this way.
LuxInvicta - Building Worker (turn 3 of 4 schedualled).
Big Bend - Building Catapult (12 of 12 schedualled).
BigFurryCity - Building Num Merc (turn 3 of 3). Change build to Horseman (turn 3 of 3).
Heart of Darkness - Catapult Built, Start building Courthouse (turn 1 of 16).
WF:
These WF setting WILL MOST LIKELY change IF we have a GA triggered this turn!!
Apolyton - starting WF 3-4-8-13-14. Change WF to 3-5-8-13-14.
Mingapulco - starting WF 3-9-10-11-15 (working Game). Change WF to 1-2-3-9-10. NOTE: will grow next turn, giving us the one extra shield before the worker is built
Bananatopia - starting WF 2-3-4-5-14-15-16. NC
Incensity - starting WF 5-6-7-17. NC.
Nevermore - starting WF 5. NC.
Tripoli - starting WF 2-4-7-9-17. NC.
Equilibrium - starting WF scientist. NC.
Cuildo de Alcohol - starting WF 10-19. Change WF to 15-19.
Hispanica - starting WF 1-2-3-13-20. NC.
Possumopolis - starting WF 7-14. NC.
Karina - starting WF 3-11. NC.
LuxInvicta - (grows this turn) starting WF 1-??2??-11-13. Change WF to 1-11-13-14.
Big Bend - starting WF 3-8. Change WF to 1-3. Cannot do this. WF#1 is same as WF#13 for Lux. WF for BigBend set to 3-18.
BigFurryCity - starting WF 5-6-7-8-19-20. NC.
Heart of Darkness - starting WF 3-10-11-13. NC.
Workers:
Gang of 3 (MrWIA, EVC & Dejon) - move 1 to Big Bend 3 (WF #4) and Mine (done).
Spike and panag - Road Ming 1 (WF #6) (done).
Dan & Gits - Big Bend 4 (WF #7) cleared, both workers are frozen.
Frodo & Out of Darkness - Both road and mine are done, both workers are frozen.
Monkee & CalcII - 3 turns left to clear.
Squid & Horse - 4 turns left to clear.
Lib & Slave Farb - 4 turns left to clear.
Mark & Otto - 5 turns left to clear.
WAR Workers - execute these orders before any War Moves
Yo, rah & Catch Slave are under MoW for war efforts.
[EDIT] Yo & rah - build road (done) BEFORE any War units are moved
Slave Anarchy (first off, name him "Slave Anarchy") - move 3 to join Yo & rah [/EDIT]Slave Anarchy moved 2 to spy ahead against GCA. He has nothing else to do since he will be needed in 3 turns at Catchopolis 8-7.
Settlers
Settler Lux - move 2-2-3
Settler Poly - move 2-2-2
Setler nana - move 2-2-2
Non-War Orders
M12 'BigFurryInfantry' moves 8. {southeast of Equilibrium}
M26 'Alva' moves 6-6-9; There's only one barb camp left NE of Equilibrium which a healed BFI can take care of now. {Possum 3}
N01 'MerZenary' remains fortified; waiting for barbs in the north. {BFC 7}
N04 'Togas' remains fortified; waiting for barbs in the west. {Equilibrium}
N07 'Ghengis' remains fortifies; waiting for barbs in the southeast. {BB 8-9}
W08 'not_panag' skips turn; protecting silks colony. {Equilibrium 4-4-7}
War Orders
The orders for one of the Workers was not followed last turn.
This being the case, the two Workers at Algalord 4 should still be able to road the tile in a single turn whether it's a combo of 2 regular Workers or 1 slave and 1 regular Worker.
The three Workers will then be used to road Catchopolis 8-7 (a hill) once the fort city at Catchopolis 8-8-7 is built (should it be built). This means that all three of the Workers must be ready to move to Catchopolis 8-7 three turns from now (please be sure this is possible before assigning orders to the 3rd Worker).
M13 'Beta' and M27 'Bananatopia' move 1 and fortify. {Algalord 7}
H05 'Mingapulco' moves 7 and fortifies. {Algalord 1}
H08 'Bambi' moves 3-2-2-2-1 and fortifies. {Nevermore 2-2}
H09 'Kermit' moves 2-2-3-2-2-2. {Nevermore}
H10 'Apolyton' moves 2-1-1-1-1-2. {Apolyton}
H11 'Mingapulco' moves 2-1-2-1-2-2. {Mingapulco}
H12 'Bingo' (new from Mingapulco) moves 2-1-2-1-2-2.
H13 'SeaBiscuit' (new from Apolyton) moves 1-1-1-2-1-2.
N05 'Enamel' moves 2-2-2. {Cuido 2}
N17 'Soren' moves 3-2-2. {Nevermore 2-2}
N18 'Waiter' moves 2-2-2. {Karina 1}
N19 'Taxi' moves 2-2-2. {Cuido}
?N21? 'Fred' moves 2-2-2.
C08 'Heart of Darkness' moves 2-2-1. {Algalord 8-8-7}
C09 'Big Bend' moves 7-4-4. {Big Bend} renamed to 'Hurl'
C10 'Possum II' moves 3-6-2. {Possum} renamed to 'Toss'
C11 'HoD II' moves 2-2-3. {HoD} renamed to 'Fling'
C12 'Nevermore' moves 2-2-3. {Nevermore}
W12 'WWNN' moves 1; watching the hills to the west. {West of Algalord} Moving 1 would put WWNN in danger of being killed by GCA Horsemen with no back up near. Moved 7 to Mountain to maintain watch.
M22 'Vondrack' remains on Expedition.
N14 'Pikesfan' remains on Expedition.
G02 'Expedition' [Vondrack, Pikesfan] moves 2-2-1; Will land units on/near GCA iron. {Server Fire 9}
Units at Algalord ruins tile move 4 and fortify.
Units at Algalord 4 fortify.
All other units to remain as they are.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:31. Apolyton Time is 00:31. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|