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BigFree

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Acampo, CA
Oct 1999 time: 21:31
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To be edited only by the Consuls and Ministers.
Status:
- Republic
- Researching Invention (26) 1 scientist.
- 234 gold + 35gpt
- 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:
Naming Issues:
First off, there's a couple of issues with naming that have cropped up.
H12 Bingo (from Mingapulco) as posted from last turn is actually H11 (still Bingo).
H13 SeaBiscuit (from Apolyton) as posted from last turn is actually H10 (still SeaBiscuit).
N21 Fred as posted from last turn is actually N19 Taxi.
If these units could be renamed (or whatever) that would be great. 
Summary:
The Galley with an MI and NM on it lands on/near GCA's iron this turn. It lands directly on the iron if the tile is open or on the hill next to it if the iron is covered.
The main army at Algalord 4 fortifies there for one more turn waiting for a Settler to arrive to buid the fort city at Algalord 1-1. The rest of the army continues trudging forward towards the front.
New Units:
H12, H13, C13
Unit Roster
War Casualties (19): M01-02, M09-11, M18-20, N06, N09-N12, H01-03, S01-02
Non-War Orders
M12 'BigFurryInfantry' moves 4-4-8; going after final barb camp NE of Equilibrium. { Equilibrium 6-6-6}
M26 'Alva' moves 8-8-9. {Lux 2}
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
Worker 'Yo' fortifies. {Algalord 4}
Worker 'Rah' fortifies. {Algalord 4}
Slave 'Anarchy' fortifies. {Algalord 4-1}
H09 'Kermit' moves 1 and fortifies. {Algalord 7-7}
H10 'SeaBiscuit' moves 2-1-1-1-1-2. {Karina}
H11 'Bingo' moves 2-1-2-1-2-2. {Cuido 2}
H12 'BFC II' moves 2-2-2-2-1-2. {BFC}
H13 'Tripoli' moves 4-4-4-4-1-2. {Tripoli}
N05 'Enamel' moves 3-2-2. {Nevermore 2-2}
N17 'Soren' moves 1-2 and fortifies. {Algalord 8-7}
N18 'Waiter' moves 2-2-3. {Nevermore}
N19 'Taxi' (N21 Fred) moves 2-3-2. {Nevermore 2}
C09 'Hurl' moves 7-4-4. {Karina 1}
C10 'Toss' moves 3-6-2. {Cuido 1}
C11 'Fling' moves 2-2-3. {Possum 3}
C12 'Nevermore' moves 2-2-3. {Nevermore 2-2-3}
C13 'Karina' moves 1-2-2. {Karina}
W12 'WWNN' fortifies; watching the hills to the west. {West of Algalord}
G02 'Expedition' [Vondrack, Pikesfan] moves 1-1-1 and lands its cargo on GCA's iron. {Server Fire 2-2}
M22 'Vondrack' lands on GCA iron.
N14 'Pikesfan' lands on GCA iron.
If the mountain and the hill are both covered then the Galley should use all of its movement and remain adjacent to the hill and mountain.
All units at Algalord 4 remain fortified.
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 2 of 3).
Mingapolco - Worker built, Start builting Marketplace (turn 1 of 10).
Bananatopia - Building Marketplace (turn 4 of 10).
Incensity - Building Horseman (turn 4 of 4).
Nevermore - Building Settler (turn 2 of 18 Schedualed).
Tripoli - Horseman built, start building Horseman (turn 3 of 3).
Equilibrium - Building Courthouse (turn 6 of 80 schedualed).
Cuildo de Alcohol - Building Settler (turn 10 of 11).
Hispanica - Building Horseman (turn 4 of 4).
Possumopolis - Builting Catapult, switch to Settler (turn 2 of 8).
Karina - Cat built,. start building FP (turn 1 of ??, Schedual TBD).
LuxInvicta - Worker Built, start building Worker (turn 1 of 3 schedualled).
Big Bend - Building Catapult switch to Courthouse (turn 2 of ??, Schedual TBD).
BigFurryCity - Horseman built, start building Horseman (turn 1 of 3).
Heart of Darkness - Building Courthouse (turn 2 of 16).
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). NC.
Mingapulco - (worker built, still size 5) starting ??1-2-3-9-10??. Change WF to 2-3-6-9-10.
Bananatopia - starting WF 2-3-4-5-14-15-16. NC
Incensity - starting WF 5-6-7-17. Change WF to 4-5-7-17.
Nevermore - starting WF 5. NC.
Tripoli - starting WF 2-4-7-9-17. NC.
Equilibrium - starting WF scientist. NC.
Cuildo de Alcohol - starting WF 15-19. NC.
Hispanica - starting WF 1-2-3-13-20. NC.
Possumopolis - starting WF 7-14. NC.
Karina - starting WF 3-11. Change WF to 11-12.
LuxInvicta - (Worker built) starting WF ??1-11-13??. Change WF to 1-5-7.
Big Bend - starting WF 3-18. 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:
Spike & panag - Start Mining (Not done yet)
New worker from Ming (needs a name) - move 1 and Mine (joins Spike & panag - done).
Dan & Gits - build road (done) - do this before moving the Go3.
Frodo & Out of Darkness - move 1 to Possum 7 (WF #8), will start to clear next turn.
Gang of 3 (MrWIA, EVC & Dejon) - move 7-4 to Big Bend 4 (WF #7) and mine (done) - do this after Dan & Gits have finished Roading.
New Worker built in Lux (needs a name) - head towards the front.
Mark & Otto - 4 turns left to clear
Monkee & CalcII - 2 turns left to clear
Squid & Horse - 3 turns left to clear
Lib & Slave Farb - 3 turns left to clear
Settlers
Settler Lux - move 2-2-2
Settler Poly - move 3-2-2
Setler nana - move 2-2-3
Diplomacy:
GCA: WAR
CFC: Allied against GCA (not in game, Peace in game) Send Engineering to CFC in accordance with treaty
CGN: Peace
GWT: Peace
Comment, please, many "plans" are just suggestions or ideas, not decisions already made.
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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 Trip on 07-11-2003 at 08:06
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Dominae
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Looking at the MoI thread:
Once again, I do not support any plan that puts Marketplaces in our cities, then proceeds to REXing. Other than protecting yourself from enemies, nothing should get in the way of expansion. Nothing. Compare the benefits of a bunch of extra gpt now to the earlier settling of cities (in Jungle-free locales)...there's no comparison.
We have the luxury (I think) of looking at the long-term here. Why not make decisions that make sense in that timeframe?
Dominae
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Dominae
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From the MoI thread, it appears the plan is to produce Marketplaces in most of our core cities. I'm just wondering if now is the right time to do this.
Dominae
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:31
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Unit movements and actions
H12 named 'BFC II' (BFC)
H13 named 'Tripoli' (Tripoli)
C13 named 'Karina' (Karina)
N21 'Fred' renamed N19 'Taxi'
Worker in Mingapulco named 'Moosefart'
Worker in LuxInvicta named 'Sanchez'
War orders
All non-injured units at Alga 4 move 2 to Alga 1-1. The two individual units who can fortify do so (NO fortify all) - Bambi and BFC
Slave 'Anarchy' moves 1. Sights Vet GCA Horseman on the Mtn 8 9 9 of BoP {Algalord 4-1}
H09 'Kermit' moves 1 2 and fortifies. {Algalord 7}
H10 'SeaBiscuit' moves 1-2-2-2-2-2. {Karina}
H11 'Bingo' moves 2-2-2-3-2-2. {Cuido 2}
H12 'BFC II' moves 2-2-2-2-1-2. {BFC}
H13 'Tripoli' moves 4-4-4-4-1-2. {Tripoli}
N05 'Enamel' moves 3-2-2. {Nevermore 2-2}
N17 'Soren' moves 1-2-2. {Algalord 8-7}
N18 'Waiter' moves 2-2-3. {Nevermore}
N19 'Taxi' (N21 Fred) moves 2-3-2. {Nevermore 2}
C09 'Hurl' moves 2-2-2. {Karina 1}
C10 'Toss' moves 3-2-2. {Cuido 1}
C11 'Fling' moves 2-3-3. {Possum 3}
C12 'Fire' moves 2-2-1. {Nevermore 2-2-3}
C13 'Karina' moves 1-2-2. {Karina}
W12 'WWNN' fortifies; watching the hills to the west. {West of Algalord}
G02 'Expedition' [Vondrack, Pikesfan] moves 1-1-1 sights a fortified Reg Spear on the Iron 9 of Anarchy, a non-fortified Reg Spear on the hills 9 of the Iron
Non-war orders
M12 'BigFurryInfantry' moves 4-4 attacks Barb Horse - victory, no hp lost. Going after final barb camp NE of Equilibrium. { Equilibrium 6-6-6}
M26 'Alva' moves 8-8-9. {Lux 2}
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 fortified; waiting for barbs in the southeast. {BB 8-9}
W08 'not_panag' skips turn; protecting silks colony. {Equilibrium 4-4-7}
All other units remain as they are
Economy
Apolyton - Building Horseman (turn 2 of 3).
Mingapulco - Worker built, Start builting Marketplace (turn 1 of 10).
Bananatopia - Building Marketplace (turn 4 of 10).
Incensity - Building Horseman (turn 4 of 4).
Nevermore - Building Settler (turn 2 of 30 at present, 18 scheduled).
Tripoli - Horseman built, start building Horseman (turn 1 of 3).
Equilibrium - Building Courthouse (turn 6 of 80 scheduled).
Cuido de Alcohol - Building Settler (turn 10 of 11).
Hispanica - Building Horseman (turn 4 of 4).
Possumopolis - Building Catapult, switch to Settler (turn 2 of 8).
Karina - Cat built,. start building FP (turn 1 of ??, schedule TBD).
LuxInvicta - Worker Built, start building Worker (turn 1 of 5 at present, 3 scheduled).
Big Bend - Building Catapult switch to Courthouse (turn 2 of ??, Schedule TBD).
BigFurryCity - Horseman built, start building Horseman (turn 1 of 3).
Heart of Darkness - Building Courthouse (turn 2 of 16).
WF:
Apolyton - starting WF 3-5-8-13-14 (working Game). NC.
Mingapulco - (worker built, still size 5) starting 2-3-5-10-15. Change WF to 2-3-6-9-10.
Bananatopia - starting WF 2-3-4-5-14-15-16. NC
Incensity - starting WF 5-6-7-17. Change WF to 4-5-7-17.
Nevermore - starting WF 5. NC.
Tripoli - starting WF 2-4-7-9-17. NC.
Equilibrium - starting WF scientist. NC.
Cuildo de Alcohol - starting WF 15-19. NC.
Hispanica - starting WF 1-2-3-13-20. NC.
Possumopolis - starting WF 7-14. NC.
Karina - starting WF 3-11. Change WF to 11-12.
LuxInvicta - (Worker built) starting WF 1-11-13. Change WF to 1-5-7.
Big Bend - starting WF 3-18. 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:
Spike & panag - Start Mining (Not done yet)
New worker from Ming (named Moosefart) - move 1 and Mine (joins Spike & panag - done).
Dan & Gits - build road (done) - do this before moving the Go3.
Frodo & Out of Darkness - move 1 to Possum 7 (WF #8), will start to clear next turn.
Gang of 3 (MrWIA, EVC & Dejon) - move 7-4 to Big Bend 4 (WF #7) and mine (done) - do this after Dan & Gits have finished Roading.
New Worker built in Lux (named Sanchez) - moved 4-2-1 towards the front.
Mark & Otto - 4 turns left to clear
Monkee & CalcII - 2 turns left to clear
Squid & Horse - 3 turns left to clear
Lib & Slave Farb - 3 turns left to clear
Settlers
Settler Lux - move 2-2-2
Settler Poly - move 3-2-2
Setler nana - move 2-2-3
Diplomacy
Send Engineering accepted to CFC
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Dominae
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quote: Originally posted by E_T
Plus, While we are REXing, our overall RAW Trade (after corruption) will be reduced, due to having smaller cities in our working core, so we will need to make up that shortfall somehow.
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Civ3 is not about "balancing the budget". It's more like "expand as much as you can, then grow and build a bunch of improvements".
We're doing 40-turn research here...we have the gpt to spare.
Rushing improvements in distant cities is secondary to building more Workers and Settlers. The only thing that I can think of that we might need Gold for is trading (for techs and whanot). What are the chances that we'll need that right away?
Nay to this massive Marketplaces campaign!
Dominae
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Dominae
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quote: Originally posted by E_T
1) Would it be better for us to have all of the other cities, at the time of the move, be at a smaller size compaired to now?? This would allow us to get a final set of settlers from every city if this is true. Thing is, how much??
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Have your read DaveMcW's thread? It makes all this pretty clear, I think. To answer your question, it would be best not to get our core cities up too high in pop before the Palace move.
quote:
2) If your using the Palace as a prebuild for something OR your currently building the Palace in the city that you are planning to move to, does it have ANY effect on the move??
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No.
quote:
3) How much would (assuming most of the REX is completed), does the cultural Influance of our cities have on that move?
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None.
quote:
These thing I need to know. to help plan the Move AND the REX. I don't want to get to a point in the REX and before the palace move, were I have to try to keep our city sizes down instead of letting them grow.
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Remember that we want our FP up before that move (or very close to it). I think it would be best to concentrate on that first.
Dominae
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